public GlobalMap() { scenes = new Dictionary<int,Scene>(); paths = new Dictionary<int,Pathway>(); towns = new List<Town>(); #region 起始村莊地圖 Town startTown = new Town( name: "起始村莊", market: new Market(new List<Commodity>() { new Commodity(new Log(1), 800, 800, 1000, 20, 1.0), new Commodity(new Oak(1), 200, 200, 400, 60, 1.2), new Commodity(new Bamboo(1), 700, 700, 800, 15, 0.8), new Commodity(new Cypress(1), 60, 60, 400, 100, 1.5), new Commodity(new Hemp(1), 750, 750, 1000, 10, 0.8), new Commodity(new Coconut(1), 20, 20, 300, 30, 1.0), new Commodity(new RawRubber(1), 50, 50, 300, 10, 1.0), new Commodity(new Cotton(1), 1800, 1800,2400, 10, 0.9), new Commodity(new CopperOre(1), 300, 300, 1000, 80, 1.2), new Commodity(new IronOre(1), 300, 300, 1000, 80, 1.3), new Commodity(new Coal(1), 300, 300, 1000, 50, 1.1), new Commodity(new Timber(1), 400, 400, 2000, 25, 1.0), new Commodity(new HempRope(1), 300, 300, 1000, 60, 1.0), new Commodity(new Firewood(1), 4000, 4000, 10000, 8, 0.6), new Commodity(new OakTimber(1), 200, 200, 1000, 80, 1.2), new Commodity(new CypressTimber(1), 200, 200, 1000, 150, 1.5), new Commodity(new Brick(1), 500, 500, 2000, 20, 1.0), new Commodity(new Charcoal(1), 400, 400, 2000, 12, 1.0), new Commodity(new Rubber(1), 50, 50, 400, 30, 1.0), new Commodity(new WroughIron(1), 20, 20, 400, 400, 1.5), new Commodity(new Copper(1), 20, 20, 400, 400, 1.4) })); { #region 邊緣地帶地圖 Wilderness fringe = new Wilderness("邊緣地帶", new List<Pathway>()); { #region 往海邊的道路地圖 Wilderness toBeachRoad = new Wilderness("往海邊的道路", new List<Pathway>()); { #region 矮樹叢地圖 Wilderness shortBush = new Wilderness("矮樹叢", new List<Pathway>()); { #region 茂密的森林地圖 LushForest lushForest = new LushForest("茂密的森林", new List<Pathway>()); #endregion #region 叢森地圖 Jungle jungle = new Jungle("叢森", new List<Pathway>()); { #region 雨林地圖 RainForest rainForest = new RainForest("雨林", new List<Pathway>()); #endregion #region 溪流地圖 Rivulet rivulet = new Rivulet("溪流", new List<Pathway>()); #endregion AddScene(jungle, new List<PathwayInfo>() { new PathwayInfo() { Scene = rainForest, Distance = 100, DiscoveredProbability = 0.3 }, new PathwayInfo() { Scene = rivulet, Distance = 50, DiscoveredProbability = 0.6 } }); } #endregion AddScene(shortBush, new List<PathwayInfo>() { new PathwayInfo() { Scene = lushForest, Distance = 20, DiscoveredProbability = 0.5 }, new PathwayInfo() { Scene = jungle, Distance = 60, DiscoveredProbability = 0.4 } }); } #endregion #region 灌木叢地圖 Bush bush = new Bush("灌木叢", new List<Pathway>()); { DeeperBush deeperBush = new DeeperBush("更深的灌木叢", new List<Pathway>()); AddScene(bush, new List<PathwayInfo>() { new PathwayInfo() { Scene = deeperBush, Distance = 100, DiscoveredProbability = 0.1 } }); } #endregion #region 防風林地圖 Wilderness windbreaks = new Wilderness("防風林", new List<Pathway>()); { CostalGrove costalGrove = new CostalGrove("海岸樹叢", new List<Pathway>()); Beach beach = new Beach("海灘", new List<Pathway>()); AddScene(windbreaks, new List<PathwayInfo>() { new PathwayInfo() { Scene = costalGrove, Distance = 8, DiscoveredProbability = 0.9 }, new PathwayInfo() { Scene = beach, Distance = 12, DiscoveredProbability = 1 } }); } #endregion AddScene(toBeachRoad, new List<PathwayInfo>() { new PathwayInfo() { Scene = shortBush, Distance = 20, DiscoveredProbability = 0.6 }, new PathwayInfo() { Scene = bush, Distance = 40, DiscoveredProbability = 0.4 }, new PathwayInfo() { Scene = windbreaks, Distance = 10, DiscoveredProbability = 0.8 } }); } #endregion #region 往森林的道路地圖 Wilderness toForestRoad = new Wilderness("往森林的道路", new List<Pathway>()); { #region 草原地圖 Grassland grassland = new Grassland("草原", new List<Pathway>()); { #region 荒野地圖 Wilderness wilderness = new Wilderness("荒野", new List<Pathway>()); { #region 山洞地圖 Cave cave = new Cave("山洞", new List<Pathway>()); { #region 礦坑地圖 Mine mine = new Mine("礦坑", new List<Pathway>()); { #region 更深入的礦坑地圖 DeeperMine deeperMine = new DeeperMine("更深入的礦坑", new List<Pathway>()); #endregion AddScene(mine, new List<PathwayInfo>() { new PathwayInfo() { Scene = deeperMine, Distance = 19, DiscoveredProbability = 0.05 } }); } #endregion AddScene(cave, new List<PathwayInfo>() { new PathwayInfo() { Scene = mine, Distance = 7, DiscoveredProbability = 0.15 } }); } #endregion AddScene(wilderness, new List<PathwayInfo>() { new PathwayInfo() { Scene = cave, Distance = 50, DiscoveredProbability = 0.4 } }); } #endregion AddScene(grassland, new List<PathwayInfo>() { new PathwayInfo() { Scene = wilderness, Distance = 30, DiscoveredProbability = 0.95 } }); } #endregion #region 森林小徑地圖 Wilderness forestPath = new Wilderness("森林小徑", new List<Pathway>()); { #region 森林地圖 Forest forest = new Forest("森林", new List<Pathway>()); { #region 更深的森林地圖 DeeperForest deeperForest = new DeeperForest("更深的森林", new List<Pathway>()); { #region 湖泊地圖 Lake lake = new Lake("湖泊", new List<Pathway>()); #endregion AddScene(deeperForest, new List<PathwayInfo>() { new PathwayInfo() { Scene = lake, Distance = 100, DiscoveredProbability = 0.3 } }); } #endregion AddScene(forest, new List<PathwayInfo>() { new PathwayInfo() { Scene = deeperForest, Distance = 40, DiscoveredProbability = 0.6 } }); } #endregion #region 山路地圖 Wilderness mountainerRoad = new Wilderness("山路", new List<Pathway>()); { #region 針葉林地圖 Taiga taiga = new Taiga("針葉林", new List<Pathway>()); { #region 高山草原地圖 Wilderness alpineGrassland = new Wilderness("高山草原", new List<Pathway>()); #endregion AddScene(taiga, new List<PathwayInfo>() { new PathwayInfo() { Scene = alpineGrassland, Distance = 200, DiscoveredProbability = 0.4 } }); } #endregion AddScene(mountainerRoad, new List<PathwayInfo>() { new PathwayInfo() { Scene = taiga, Distance = 80, DiscoveredProbability = 0.6 } }); } #endregion #region 溪谷地圖 Ravine ravine = new Ravine("溪谷", new List<Pathway>()); #endregion #region 山洞地圖 Cave cave = new Cave("山洞", new List<Pathway>()); { #region 山洞深處地圖 DeepCave deepCave = new DeepCave("山洞深處", new List<Pathway>()); { #region 礦坑地圖 Mine mine = new Mine("礦坑", new List<Pathway>()); { #region 更深入的礦坑地圖 DeeperMine deeperMine = new DeeperMine("更深入的礦坑", new List<Pathway>()); #endregion AddScene(mine, new List<PathwayInfo>() { new PathwayInfo() { Scene = deeperMine, Distance = 50, DiscoveredProbability = 0.4 } }); } #endregion #region 礦脈地圖 Lode lode = new Lode("礦脈", new List<Pathway>()); #endregion AddScene(deepCave, new List<PathwayInfo>() { new PathwayInfo() { Scene = mine, Distance = 80, DiscoveredProbability = 0.5 }, new PathwayInfo() { Scene = lode, Distance = 180, DiscoveredProbability = 0.1 } }); } #endregion AddScene(cave, new List<PathwayInfo>() { new PathwayInfo() { Scene = deepCave, Distance = 30, DiscoveredProbability = 0.8 } }); } #endregion AddScene(forestPath, new List<PathwayInfo>() { new PathwayInfo() { Scene = forest, Distance = 20, DiscoveredProbability = 0.95 }, new PathwayInfo() { Scene = mountainerRoad, Distance = 40, DiscoveredProbability = 0.6 }, new PathwayInfo() { Scene = ravine, Distance = 80, DiscoveredProbability = 0.15 }, new PathwayInfo() { Scene = cave, Distance = 90, DiscoveredProbability = 0.3 } }); } #endregion AddScene(toForestRoad, new List<PathwayInfo>() { new PathwayInfo() { Scene = grassland, Distance = 40, DiscoveredProbability = 0.9 }, new PathwayInfo() { Scene = forestPath, Distance = 5, DiscoveredProbability = 1 } }); } #endregion AddScene(fringe, new List<PathwayInfo>() { new PathwayInfo() { Scene = toBeachRoad, Distance = 10, DiscoveredProbability = 0.9 }, new PathwayInfo() { Scene = toForestRoad, Distance = 14, DiscoveredProbability = 0.9 } }); } #endregion AddScene(startTown, new List<PathwayInfo>() { new PathwayInfo() { Scene = fringe, Distance = 10, DiscoveredProbability = 1 } }); } #endregion towns.Add(startTown); }