C# 클래스 DivineRightGame.Managers.WorldGenerationManager

파일 보기 프로젝트 열기: Haedrian/Divine-Right

공개 프로퍼티들

프로퍼티 타입 설명
CurrentStep string

보호된 프로퍼티들

프로퍼티 타입 설명
isGenerating bool
regions DivineRightGame.Managers.HelperObjects.Region[]

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

ColoniseWorld() 공개 정적인 메소드

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

CreateBandits() 공개 정적인 메소드

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

CreateDungeons() 공개 정적인 메소드

public static CreateDungeons ( ) : void
리턴 void

CreateOrcCitadels() 공개 정적인 메소드

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

DetermineBiomes() 공개 정적인 메소드

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

DetermineDesirability() 공개 정적인 메소드

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

DetermineDesirability() 공개 정적인 메소드

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

GenerateRains() 공개 정적인 메소드

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

GenerateResources() 공개 정적인 메소드

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

GenerateRoads() 공개 정적인 메소드

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

GenerateTemperatures() 공개 정적인 메소드

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

GenerateWorld() 공개 정적인 메소드

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

GetBlocksAroundPoint() 공개 정적인 메소드

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

GetCircleAroundPoint() 공개 정적인 메소드

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

GetPointOnGaussianCurve() 공개 정적인 메소드

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
리턴 double

GetRandomGaussian() 공개 정적인 메소드

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

HarvestResources() 공개 정적인 메소드

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

MarkHillSlopes() 공개 정적인 메소드

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

프로퍼티 상세

CurrentStep 공개적으로 정적으로 프로퍼티

public static string CurrentStep
리턴 string

isGenerating 보호되어 있는 정적으로 프로퍼티

protected static bool isGenerating
리턴 bool

regions 보호되어 있는 정적으로 프로퍼티

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