public MapTable <C> RegisterCondition <C>(List <C> conditions) { MapTable <C> mapTable = new MapTable <C>(); for (int i = 0; i < conditions.Count; i++) { mapTable.Put(conditions[i], i); } return(mapTable); }
private void initSeasons() { List <Season> seasons = new List <Season>(); seasons.Add(Season.All); seasons.Add(Season.Spring); seasons.Add(Season.Summer); seasons.Add(Season.Autumn); seasons.Add(Season.Winter); _seasonMap = _selectEngine.RegisterCondition(seasons); }
private void initTimeStage() { List <TimeStage> timeStages = new List <TimeStage>(); timeStages.Add(TimeStage.All); timeStages.Add(TimeStage.Dawn); timeStages.Add(TimeStage.Morning); timeStages.Add(TimeStage.Noon); timeStages.Add(TimeStage.Evening); timeStages.Add(TimeStage.Night); timeStages.Add(TimeStage.Midnight); _timeStageMap = _selectEngine.RegisterCondition(timeStages); }
private void initTerrain() { List <Terrain> terrains = new List <Terrain>(); terrains.Add(Terrain.All); terrains.Add(Terrain.Water); terrains.Add(Terrain.Mountain); terrains.Add(Terrain.Snow); terrains.Add(Terrain.Steppe); terrains.Add(Terrain.Plain); terrains.Add(Terrain.Desert); terrains.Add(Terrain.Swamp); terrains.Add(Terrain.Dune); terrains.Add(Terrain.Bridge); terrains.Add(Terrain.River); terrains.Add(Terrain.Forest); terrains.Add(Terrain.ShallowRiver); terrains.Add(Terrain.Lake); terrains.Add(Terrain.Canyon); terrains.Add(Terrain.RuralArea); _terrainMap = _selectEngine.RegisterCondition(terrains); }