public SystemBody(OrbitingEntity parent, PlanetType type) : base() { /// <summary> /// create these or else anything that relies on a unique global id will break. /// </summary> Id = Guid.NewGuid(); Type = type; // set the type ASAP in case anthing needs to know it. Moons = new BindingList <SystemBody>(); Populations = new BindingList <Population>(); SSEntity = StarSystemEntityType.Body; Parent = parent; Position = parent.Position; TaskGroupsInOrbit = new BindingList <TaskGroupTN>(); GeoSurveyList = new Dictionary <Faction, bool>(); /// <summary> /// Default mineral amount is zero. /// do mineral generation elsewhere. /// </summary> m_aiMinerialReserves = new float[Constants.Minerals.NO_OF_MINERIALS]; m_aiMinerialAccessibility = new float[Constants.Minerals.NO_OF_MINERIALS]; for (int mineralIterator = 0; mineralIterator < (int)Constants.Minerals.MinerialNames.MinerialCount; mineralIterator++) { m_aiMinerialReserves[mineralIterator] = 0.0f; m_aiMinerialAccessibility[mineralIterator] = 0.0f; } _MineralsGenerated = false; _BodyMineralType = MineralType.NotGenerated; #warning planet generation needs minerals, anomalies, and ruins generation. PlanetaryRuins = new Ruins(); Atmosphere = new Atmosphere(this); if (Type != PlanetType.GasDwarf && Type != PlanetType.GasGiant && Type != PlanetType.IceGiant) { SupportsPopulations = true; } }
public SystemBody(OrbitingEntity parent, PlanetType type) : base() { /// <summary> /// create these or else anything that relies on a unique global id will break. /// </summary> Id = Guid.NewGuid(); Type = type; // set the type ASAP in case anthing needs to know it. Moons = new BindingList<SystemBody>(); Populations = new BindingList<Population>(); SSEntity = StarSystemEntityType.Body; Parent = parent; Position = parent.Position; TaskGroupsInOrbit = new BindingList<TaskGroupTN>(); GeoSurveyList = new Dictionary<Faction, bool>(); /// <summary> /// Default mineral amount is zero. /// do mineral generation elsewhere. /// </summary> m_aiMinerialReserves = new float[Constants.Minerals.NO_OF_MINERIALS]; m_aiMinerialAccessibility = new float[Constants.Minerals.NO_OF_MINERIALS]; for (int mineralIterator = 0; mineralIterator < (int)Constants.Minerals.MinerialNames.MinerialCount; mineralIterator++) { m_aiMinerialReserves[mineralIterator] = 0.0f; m_aiMinerialAccessibility[mineralIterator] = 0.0f; } #warning planet generation needs minerals, anomalies, and ruins generation. PlanetaryRuins = new Ruins(); Atmosphere = new Atmosphere(this); }