private int ChooseTerrain() { System.Random random = new System.Random(); //TODO: Add game mode decisions for terrain TerrainGen terrainGen = new TerrainGen(materials, water, false, false); int randNum = random.Next(0, 99); //Flat - (VR) if (randNum <= 6) { terrainGen.landType = GenHeader.FLAT; terrainGen.MakeFlatTerrain(); } //Plains - (Grasslands) else if (randNum > 6 && randNum <= 12) { terrainGen.landType = GenHeader.PLAINS; terrainGen.MakePlainsTerrain(); } //Tundra - (Arctic) else if (randNum > 12 && randNum <= 18) { terrainGen.landType = GenHeader.TUNDRA; terrainGen.MakeTundraTerrain(); } //Oasis - (Desert) else if (randNum > 18 && randNum <= 24) { terrainGen.landType = GenHeader.OASIS; terrainGen.MakeOasisTerrain(); } //Steppe - (Forest/Desert) else if (randNum > 24 && randNum <= 30) { terrainGen.landType = GenHeader.STEPPE; terrainGen.MakeSteppeTerrain(); } //Hill - (Countryside) else if (randNum > 30 && randNum <= 36) { terrainGen.landType = GenHeader.HILL; terrainGen.MakeHillTerrain(); } //Desert - (Dune) else if (randNum > 36 && randNum <= 42) { terrainGen.landType = GenHeader.DESERT; terrainGen.MakeDesertTerrain(); } //Mountain else if (randNum > 42 && randNum <= 48) { terrainGen.landType = GenHeader.MOUNTAIN; terrainGen.MakeMountainTerrain(); } //Forest else if (randNum > 48 && randNum <= 54) { terrainGen.landType = GenHeader.FOREST; terrainGen.MakeForestTerrain(); } //Marsh - (Bog) else if (randNum > 54 && randNum <= 60) { terrainGen.landType = GenHeader.MARSH; terrainGen.MakeMarshTerrain(); } //Swamp else if (randNum > 60 && randNum <= 66) { terrainGen.landType = GenHeader.SWAMP; terrainGen.MakeSwampTerrain(); } //City else if (randNum > 66 && randNum <= 72) { terrainGen.landType = GenHeader.CITY; terrainGen.MakeCityTerrain(); } //Island else if (randNum > 72 && randNum <= 78) { terrainGen.landType = GenHeader.ISLAND; terrainGen.MakeIslandTerrain(); } //Beach else if (randNum > 78 && randNum <= 84) { terrainGen.landType = GenHeader.BEACH; terrainGen.MakeBeachTerrain(); } //Cave else if (randNum > 84 && randNum <= 90) { terrainGen.landType = GenHeader.CAVE; terrainGen.MakeCaveTerrain(); } //Ocean else if (randNum > 90 && randNum <= 96) { terrainGen.landType = GenHeader.OCEAN; terrainGen.MakeOceanTerrain(); } //Spire else { terrainGen.landType = GenHeader.SPIRE; terrainGen.MakeSpireTerrain(); } terrainGen.seed.SetSeedLock(true); return(terrainGen.landType); }