static void AssignSneakySectors(this HexRegion region) { region.PushSectorType(Random.value >= 0.20f ? SectorType.Planet : SectorType.Clouds); region.PushSectorType(Random.value >= 0.20f ? SectorType.Deadspace : SectorType.Clouds); region.PushSectorType(SectorType.Clouds); region.PushSectorType(SectorType.Clouds); region.PushSectorType(SectorType.Clouds); region.PushSectorType(SectorType.Blend); region.PushSectorType(SectorType.Asteroids); }
static void AssignRichesSectors(this HexRegion region) { region.CenterSector.Type = Random.value >= 0.33f ? SectorType.Anomaly : SectorType.Asteroids; region.PushSectorType(Random.value >= 0.50f ? SectorType.Planet : SectorType.Clouds); region.PushSectorType(Random.value >= 0.45f ? SectorType.Deadspace : SectorType.Blend); region.PushSectorType(SectorType.Clouds); region.PushSectorType(SectorType.Blend); region.PushSectorType(SectorType.Asteroids); region.PushSectorType(SectorType.Blend); }
static void AssignDeadSectors(this HexRegion region) { region.CenterSector.Type = Random.value >= 0.20f ? SectorType.Anomaly : SectorType.Deadspace; region.PushSectorType(Random.value >= 0.50f ? SectorType.Asteroids : SectorType.Clouds); region.PushSectorType(Random.value >= 0.40f ? SectorType.Clouds : SectorType.Deadspace); region.PushSectorType(SectorType.Deadspace); region.PushSectorType(SectorType.Deadspace); region.PushSectorType(SectorType.Deadspace); region.PushSectorType(SectorType.Deadspace); }
static void AssignSolarSystemSectors(this HexRegion region) { region.CenterSector.Type = SectorType.SystemCenter; region.PushSectorType(SectorType.Planet); region.PushSectorType(SectorType.Planet); region.PushSectorType(SectorType.Asteroids); region.PushSectorType(SectorType.Clouds); region.PushSectorType(SectorType.Blend); region.PushSectorType(SectorType.Blend); }