private void CreateNoises(out INoise mainLandscape, out INoise underground, out INoise landScapeType, out INoise temperature, out INoise moisture, out INoise zones) { INoise terrainDelimiter; switch (_config.ProcessorParam.WorldType) { case enuWorldType.Island: terrainDelimiter = new Cache <INoise>(new IslandCtrl(_worldParameters.Seed + 1233, _config.ProcessorParam.IslandCtrlSize).GetLandFormFct()); break; case enuWorldType.Normal: default: terrainDelimiter = new Cache <INoise>(new WorldCtrl(_worldParameters.Seed + 1698, _config.ProcessorParam.WorldCtrlOctave, _config.ProcessorParam.WorldCtrlFrequency).GetLandFormFct()); break; } //Normal Landscape creation //A gradiant is created here, on the Z component, adjusted around 0.45 Gradient mainGradiant = new Gradient(0, 0, 0.45, 0); mainLandscape = new Cache <INoise>(CreateLandFormFct(mainGradiant, terrainDelimiter, out landScapeType)); //Activate it in order to test single landscape configuration //mainLandscape = new Cache<INoise>(FonctionTesting(new Gradient(0, 0, 0.45, 0), terrainDelimiter, out landScapeType)); underground = new UnderGround(_worldParameters.Seed + 999, mainLandscape, terrainDelimiter).GetLandFormFct(); temperature = new Temperature(_worldParameters.Seed - 963, _config.ProcessorParam.TempCtrlOctave, _config.ProcessorParam.TempCtrlFrequency).GetLandFormFct(); moisture = new Moisture(_worldParameters.Seed - 96, _config.ProcessorParam.MoistureCtrlOctave, _config.ProcessorParam.MoistureCtrlFrequency).GetLandFormFct(); zones = new VoronoiZones(_worldParameters.Seed + 16, _config.ProcessorParam.ZoneCtrlFrequency).GetLandFormFct(); }
public static void s() { String KeyIn = Input.getInput(); if (KeyIn.Equals("idarkbasement")) { Inventory.flask = true; Inventory.sack = true; Inventory.bottle = true; Inventory.flashlight = true; Inventory.rug = true; UnderGround.DarkBasement(); } if (KeyIn.Equals("ilightbasement")) { Inventory.flask = true; Inventory.sack = true; Inventory.bottle = true; Inventory.flashlight = true; Inventory.rug = true; UnderGround.LightBasement(); } if (KeyIn.Equals("in1")) { Inventory.flask = true; Inventory.sack = true; Inventory.bottle = true; Inventory.flashlight = true; Inventory.rug = true; UnderGround.N1(); } if (KeyIn.Equals("inymph1")) { Inventory.flashlight = true; Inventory.flask = true; Inventory.sack = true; Inventory.bottle = true; Inventory.rug = true; Inventory.Nmm = true; Inventory.NmmR = 16; Inventory.NmmRBasementTaken = true; Inventory.FlareGun = true; Inventory.Flare = 2; Inventory.flareN1Taken = true; FightSet.Fight(Inventory.Nymph1HP, Inventory.Nymph1DMG, "Nymph", Inventory.Nymph1Alive); } else { Console.WriteLine("I don't understand"); s(); } }