C# Class DivineRightGame.Managers.WorldGenerationManager

ファイルを表示 Open project: Haedrian/Divine-Right

Public Properties

Property Type Description
CurrentStep string

Protected Properties

Property Type Description
isGenerating bool
regions DivineRightGame.Managers.HelperObjects.Region[]

Public Methods

Method Description
ColoniseWorld ( ) : void

Drops a number of settlements within the world

CreateBandits ( ) : void

Create bandit camps

CreateDungeons ( ) : void
CreateOrcCitadels ( ) : void

Creates Citadels on the map Will colonise areas not claimed by humans.

DetermineBiomes ( ) : void

Determines the biomes for each tile from their traits

DetermineDesirability ( MapBlock block ) : int

Determines the Desirability of a particular global tile

DetermineDesirability ( ) : void

This determines the base desirability for all tile by examining the tile itself

GenerateRains ( ) : void

Generates the amount of rain in the world

GenerateResources ( ) : void

Generates a number of resources on the map

GenerateRoads ( ) : void

Generates the roads

GenerateTemperatures ( ) : void

Generates the temperatures of the world

GenerateWorld ( ) : void

Generates the global map

GetBlocksAroundPoint ( MapCoordinate centre, int radius ) : DRObjects.MapBlock[]

Returns a filled square around a particular point

GetCircleAroundPoint ( MapCoordinate centre, int radius ) : DRObjects.MapBlock[]

Gets a 'circle' of points 'radius' distance away from it

GetPointOnGaussianCurve ( double peak, double centre, double width, double x ) : double

Plots a gaussian curve, and returns the value of f(x) for the given x

GetRandomGaussian ( ) : double

Gets a random number on a gaussian distribution with a mean 0.0 and standard deviation 1.0

HarvestResources ( ) : void

Replaces certain resources with sites instead

MarkHillSlopes ( ) : void

Marks certain places as having large slopes

Private Methods

Method Description
AssignRegionSizes ( ) : void

Assigns each region a different height

AssignRegions ( ) : void

Assigns each location to a different region

CreateSettlement ( bool capital, Settlement settlement, MapBlock block, int owner ) : SettlementItem

Puts settlement items on a particular location pertianing to a particular settlement.

ErodeWorld ( ) : void

Erodes the world's elevation

GenerateBorder ( ) : void

Generates the border, and sets the elevation to underwater

GeneratePathfindingMap ( MapBlock map ) : ].byte[
GenerateRivers ( ) : void

Generates a number of rivers according to the maximum river count assigned

Initialisation ( ) : void

Initialises the World Map in preperation. Creates the regions with empty ones, and sets the default tile settings

RoughSmooth ( ) : void

Runs a rough Interpolation on the world

Method Details

ColoniseWorld() public static method

Drops a number of settlements within the world
public static ColoniseWorld ( ) : void
return void

CreateBandits() public static method

Create bandit camps
public static CreateBandits ( ) : void
return void

CreateDungeons() public static method

public static CreateDungeons ( ) : void
return void

CreateOrcCitadels() public static method

Creates Citadels on the map Will colonise areas not claimed by humans.
public static CreateOrcCitadels ( ) : void
return void

DetermineBiomes() public static method

Determines the biomes for each tile from their traits
public static DetermineBiomes ( ) : void
return void

DetermineDesirability() public static method

Determines the Desirability of a particular global tile
public static DetermineDesirability ( MapBlock block ) : int
block DRObjects.MapBlock
return int

DetermineDesirability() public static method

This determines the base desirability for all tile by examining the tile itself
public static DetermineDesirability ( ) : void
return void

GenerateRains() public static method

Generates the amount of rain in the world
public static GenerateRains ( ) : void
return void

GenerateResources() public static method

Generates a number of resources on the map
public static GenerateResources ( ) : void
return void

GenerateRoads() public static method

Generates the roads
public static GenerateRoads ( ) : void
return void

GenerateTemperatures() public static method

Generates the temperatures of the world
public static GenerateTemperatures ( ) : void
return void

GenerateWorld() public static method

Generates the global map
public static GenerateWorld ( ) : void
return void

GetBlocksAroundPoint() public static method

Returns a filled square around a particular point
public static GetBlocksAroundPoint ( MapCoordinate centre, int radius ) : DRObjects.MapBlock[]
centre MapCoordinate
radius int
return DRObjects.MapBlock[]

GetCircleAroundPoint() public static method

Gets a 'circle' of points 'radius' distance away from it
public static GetCircleAroundPoint ( MapCoordinate centre, int radius ) : DRObjects.MapBlock[]
centre MapCoordinate
radius int
return DRObjects.MapBlock[]

GetPointOnGaussianCurve() public static method

Plots a gaussian curve, and returns the value of f(x) for the given x
public static GetPointOnGaussianCurve ( double peak, double centre, double width, double x ) : double
peak double
centre double
width double
x double
return double

GetRandomGaussian() public static method

Gets a random number on a gaussian distribution with a mean 0.0 and standard deviation 1.0
public static GetRandomGaussian ( ) : double
return double

HarvestResources() public static method

Replaces certain resources with sites instead
public static HarvestResources ( ) : void
return void

MarkHillSlopes() public static method

Marks certain places as having large slopes
public static MarkHillSlopes ( ) : void
return void

Property Details

CurrentStep public_oe static_oe property

public static string CurrentStep
return string

isGenerating protected_oe static_oe property

protected static bool isGenerating
return bool

regions protected_oe static_oe property

protected static Region[],DivineRightGame.Managers.HelperObjects regions
return DivineRightGame.Managers.HelperObjects.Region[]