public FormMain() { InitializeComponent(); CurrentSettings = new MapSettings(); CurrentState = SessionStates.Waiting; }
private void ApplySettings(Map m, MapSettings s) { if (m == null) { return; } m.DrawBiomes = s.DrawBiomes; m.DrawElevation = s.DrawElevation; m.DrawTemperature = s.DrawTemperature; m.DrawRainfall = s.DrawRainfall; #region Elevation m.WaterElevation = s.ElevationWater; m.MaxElevation = s.ElevationMax; m.SmoothnessFactor = s.Smoothness; m.AddSmooth01 = true; // hard coded, must have at least 1 smoothing m.AddSmooth02 = s.AddSmooth02; m.AddSmooth03 = s.AddSmooth03; m.AddSmooth04 = s.AddSmooth04; m.SmoothnessFactor = s.SmoothnessFactor; m.SmoothnessFactor02 = s.SmoothnessFactor02; m.SmoothnessFactor03 = s.SmoothnessFactor03; m.SmoothnessFactor04 = s.SmoothnessFactor04; m.Amp01 = s.Amp01; m.Amp02 = s.Amp02; m.Amp03 = s.Amp03; m.Amp04 = s.Amp04; m.ContinentBias = s.ContinentBias; m.RiverBias = s.RiverBias; m.RiverSourceElevationMinimum = s.RiverSourceElevationMin; m.LakeSize = s.LakeSize; #endregion #region Temparature m.TSmoothnessFactor = s.Smoothness; m.AddTSmooth01 = true; // hard coded, must have at least 1 smoothing m.AddTSmooth02 = s.AddTSmooth02; m.AddTSmooth03 = s.AddTSmooth03; m.AddTSmooth04 = s.AddTSmooth04; m.TSmoothnessFactor = s.TSmoothnessFactor; m.TSmoothnessFactor02 = s.TSmoothnessFactor02; m.TSmoothnessFactor03 = s.TSmoothnessFactor03; m.TSmoothnessFactor04 = s.TSmoothnessFactor04; m.TAmp01 = s.TAmp01; m.TAmp02 = s.TAmp02; m.TAmp03 = s.TAmp03; m.TAmp04 = s.TAmp04; m.PolarBias = s.PolarBias; m.ElevationBias = s.ElevationBias; #endregion #region Rainfall m.RSmoothnessFactor = s.Smoothness; m.AddRSmooth01 = true; // hard coded, must have at least 1 smoothing m.AddRSmooth02 = s.AddRGrain02; m.AddRSmooth03 = s.AddRGrain03; m.AddRSmooth04 = s.AddRGrain04; m.RSmoothnessFactor = s.SmoothnessFactor; m.RSmoothnessFactor02 = s.RSmoothnessFactor02; m.RSmoothnessFactor03 = s.RSmoothnessFactor03; m.RSmoothnessFactor04 = s.RSmoothnessFactor04; m.RAmp01 = s.RAmp01; m.RAmp02 = s.RAmp02; m.RAmp03 = s.RAmp03; m.RAmp04 = s.RAmp04; m.RainfallBias = s.RainfallBias; #endregion }