// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "grassland"; normalTemperature = 60; normalWindSpeed = 30; associatedColor = "$ka"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); if (random.Next(0, 5) == 0) { Creatures.CreatureGoat newGoat = new Creatures.CreatureGoat(chunkToPopulate.attachedApplication); newGoat.identifier.descriptiveAdjectives.Add("fat"); newGoat.identifier.descriptiveAdjectives.Add("wild"); chunkToPopulate.AddChild(newGoat); } #region Add plants // the amont of Tall Fescues int amontOfTallFescues = random.Next(100, 200); for (int i = 0; i < amontOfTallFescues; i++) { // Create a new Tall Fescue Plants.PlantTallFescue newTallFescue = new Plants.PlantTallFescue(); newTallFescue.identifier.name = "grass"; newTallFescue.identifier.descriptiveAdjectives.Add("lush"); newTallFescue.identifier.descriptiveAdjectives.Add("tall"); newTallFescue.identifier.classifierAdjectives.Add("fescue"); chunkToPopulate.AddChild(newTallFescue); } // the amont of CrabGrass int amontOfCrabGrass = random.Next(10, 50); for (int i = 0; i < amontOfCrabGrass; i++) { // Create a new CrabGrass Plants.PlantCrabGrass newCrabGrass = new Plants.PlantCrabGrass(); newCrabGrass.identifier.name = "grass"; newCrabGrass.identifier.classifierAdjectives.Add("crab"); chunkToPopulate.AddChild(newCrabGrass); } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "savanna"; normalTemperature = 85; normalWindSpeed = 10; associatedColor = "$ga"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); if (random.Next(0, 5) == 0) { Creatures.CreatureGoat newGoat = new Creatures.CreatureGoat(chunkToPopulate.attachedApplication); newGoat.identifier.descriptiveAdjectives.Add("wild"); newGoat.identifier.classifierAdjectives.Add("bearded"); chunkToPopulate.AddChild(newGoat); } #region Add plants // the amont of Tall Fescues int amontOfTallFescues = random.Next(100, 200); for (int i = 0; i < amontOfTallFescues; i++) { // Create a new Tall Fescue Plants.PlantTallFescue newTallFescue = new Plants.PlantTallFescue(); newTallFescue.identifier.name = "grass"; newTallFescue.identifier.descriptiveAdjectives.Add("lush"); newTallFescue.identifier.descriptiveAdjectives.Add("tall"); newTallFescue.identifier.classifierAdjectives.Add("fescue"); chunkToPopulate.AddChild(newTallFescue); } // the amont of acacia trees int amontOfAcaciaTrees = random.Next(1, 5); for (int i = 0; i < amontOfAcaciaTrees; i++) { // Create a new Acacia Trees Plants.PlantAcaciaTree newAcaciaTree = new Plants.PlantAcaciaTree(); newAcaciaTree.identifier.name = "tree"; // Make it eather short or tall if (random.Next(0, 1) == 0) { newAcaciaTree.identifier.descriptiveAdjectives.Add("short"); } else { newAcaciaTree.identifier.descriptiveAdjectives.Add("tall"); } newAcaciaTree.identifier.classifierAdjectives.Add("acacia"); chunkToPopulate.AddChild(newAcaciaTree); } // the amont of acacia Branches int amontOfAcaciaBranches = random.Next(1, 3); for (int i = 0; i < amontOfAcaciaBranches; i++) { // Create a new acacia Branches Plants.PlantParts.PlantPartAcaciaTree.PlantPartAcaciaTreeBranch newAcaciaBranch = new Plants.PlantParts.PlantPartAcaciaTree.PlantPartAcaciaTreeBranch(); newAcaciaBranch.identifier.name = "branch"; // Make it eather long or short if (random.Next(0, 1) == 0) { newAcaciaBranch.identifier.descriptiveAdjectives.Add("long"); newAcaciaBranch.specialProperties["weight"] = random.Next(5, 10).ToString(); } else { newAcaciaBranch.identifier.descriptiveAdjectives.Add("short"); newAcaciaBranch.specialProperties["weight"] = random.Next(2, 5).ToString(); } newAcaciaBranch.identifier.classifierAdjectives.Add("acacia"); chunkToPopulate.AddChild(newAcaciaBranch); } #endregion #region Add minerals // Decide whether to generate copper if (random.Next(1, 5) == 1) { // the amont of copper int amontOfCopper = random.Next(1, 2); for (int i = 0; i < amontOfCopper; i++) { // Create a new piece of copper Minerals.MineralCopper newCopper = new Minerals.MineralCopper(); chunkToPopulate.AddChild(newCopper); } } // Decide whether to generate rocks //if (random.Next(1, 5) == 1) { // the amont of rocks int amontOfRocks = random.Next(1, 3); for (int i = 0; i < amontOfRocks; i++) { // Create a new piece of rock Minerals.MineralBasaltRock newRock = new Minerals.MineralBasaltRock(); chunkToPopulate.AddChild(newRock); } } // Decide whether to generate salt if (random.Next(1, 5) == 1) { // the amont of salt int amontOfSalt = random.Next(1, 5); for (int i = 0; i < amontOfSalt; i++) { // Create a new piece of salt Minerals.MineralSalt newSalt = new Minerals.MineralSalt(); chunkToPopulate.AddChild(newSalt); } } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "bog"; normalTemperature = 30; normalWindSpeed = 15; associatedColor = "$ga"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); #region Add plants // the amont of Tall Fescues int amontOfTallFescues = random.Next(50, 100); for (int i = 0; i < amontOfTallFescues; i++) { // Create a new Tall Fescue Plants.PlantTallFescue newTallFescue = new Plants.PlantTallFescue(); newTallFescue.identifier.name = "grass"; newTallFescue.identifier.descriptiveAdjectives.Add("lush"); newTallFescue.identifier.descriptiveAdjectives.Add("tall"); newTallFescue.identifier.classifierAdjectives.Add("fescue"); chunkToPopulate.AddChild(newTallFescue); } // Decide whether to generate cattails if (random.Next(1, 3) == 1) { // the amont of cattails int amontOfCattails = random.Next(15, 30); for (int i = 0; i < amontOfCattails; i++) { // Create a new Cattail Plants.PlantCattail newCattail = new Plants.PlantCattail(); newCattail.identifier.name = "cattail"; chunkToPopulate.AddChild(newCattail); } } // Decide whether to generate reeds if (random.Next(1, 3) == 1) { // the amont of reeds int amontOfReeds = random.Next(15, 30); for (int i = 0; i < amontOfReeds; i++) { // Create a new reed Plants.PlantReed newReed = new Plants.PlantReed(); newReed.identifier.name = "reed"; chunkToPopulate.AddChild(newReed); } } #endregion #region Add minerals // the amont of Silt int amontOfSilt = random.Next(20, 50); for (int i = 0; i < amontOfSilt; i++) { // Create a new thing of silt Minerals.MineralSilt newSilt = new Minerals.MineralSilt(); newSilt.identifier.name = "silt"; chunkToPopulate.AddChild(newSilt); } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "forest"; normalTemperature = 50; normalWindSpeed = 12; associatedColor = "$ca"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); if (random.Next(0, 10) == 0) { Creatures.CreatureBoar newBoar = new Creatures.CreatureBoar(chunkToPopulate.attachedApplication); newBoar.identifier.descriptiveAdjectives.Add("giant"); newBoar.identifier.descriptiveAdjectives.Add("menacing"); chunkToPopulate.AddChild(newBoar); } #region Add minerals // The amount of earth int amontOfEarth = random.Next(100, 200); for (int i = 0; i < amontOfEarth; i++) { // Create a new piece of Earth Minerals.MineralEarth newEarth = new Minerals.MineralEarth(); chunkToPopulate.AddChild(newEarth); } // Decide whether to generate boulder if (random.Next(1, 3) == 1) { // the amont of boulder int amontOfBoulders = random.Next(1, 2); for (int i = 0; i < amontOfBoulders; i++) { // Create a new piece of boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); chunkToPopulate.AddChild(newBoulder); } } #endregion #region Add plants to biome // the amont of oak trees int amontOfOakTrees = random.Next(5, 20); for (int i = 0; i < amontOfOakTrees; i++) { // Create a new Oak Trees Plants.PlantOakTree newOakTree = new Plants.PlantOakTree(); newOakTree.identifier.name = "tree"; // Make it eather short or tall if (random.Next(0, 1) == 0) { newOakTree.identifier.descriptiveAdjectives.Add("short"); } else { newOakTree.identifier.descriptiveAdjectives.Add("tall"); } newOakTree.identifier.classifierAdjectives.Add("oak"); chunkToPopulate.AddChild(newOakTree); } // Decide whether to generate ferns // the amont of ferns int amontOfFerns = random.Next(12, 24); for (int i = 0; i < amontOfFerns; i++) { // Create a new fern Plants.PlantFern newFern = new Plants.PlantFern(); newFern.identifier.name = "fern"; chunkToPopulate.AddChild(newFern); } // the amont of Tall Fescues int amontOfTallFescues = random.Next(100, 200); for (int i = 0; i < amontOfTallFescues; i++) { // Create a new Tall Fescue Plants.PlantTallFescue newTallFescue = new Plants.PlantTallFescue(); newTallFescue.identifier.name = "grass"; newTallFescue.identifier.descriptiveAdjectives.Add("tall"); newTallFescue.identifier.classifierAdjectives.Add("fescue"); chunkToPopulate.AddChild(newTallFescue); } // the amont of oak Branches int amontOfOakBranches = random.Next(1, 3); for (int i = 0; i < amontOfOakBranches; i++) { // Create a new Oak Branches Plants.PlantParts.PlantPartOakTree.PlantPartOakTreeBranch newOakBranch = new Plants.PlantParts.PlantPartOakTree.PlantPartOakTreeBranch(); newOakBranch.identifier.name = "branch"; // Make it eather short or long if (random.Next(0, 1) == 0) { newOakBranch.identifier.descriptiveAdjectives.Add("short"); } else { newOakBranch.identifier.descriptiveAdjectives.Add("long"); } newOakBranch.identifier.descriptiveAdjectives.Add("fallen"); newOakBranch.identifier.classifierAdjectives.Add("oak"); chunkToPopulate.AddChild(newOakBranch); } #endregion }