private static bool IsSystemPresent(SubsectorDensity density) { int roll; switch (density) { case SubsectorDensity.Rift: roll = DieRoll.Roll2D6(); if (roll == 12) { return(true); } break; case SubsectorDensity.Sparse: roll = DieRoll.Roll1D6(); if (roll == 6) { return(true); } break; case SubsectorDensity.Scattered: roll = DieRoll.Roll1D6(); if (roll >= 5) { return(true); } break; case SubsectorDensity.Standard: roll = DieRoll.Roll1D6(); if (roll >= 4) { return(true); } break; case SubsectorDensity.Dense: roll = DieRoll.Roll1D6(); if (roll >= 3) { return(true); } break; } return(false); }
public static SubSector Generate(SubsectorDensity density = SubsectorDensity.Standard) { SubSector output = new SubSector(); for (int i = 0; i < 8; i++) { for (int j = 0; j < 10; j++) { if (IsSystemPresent(density)) { var stellarSystem = StellarSystemGenerator.Generate(i, j); } } } return(output); }