Description:
Add little ponds and improve water status messages. No longer render water cells as "Water Oak." (Oak is the value of the enum when set to zero.)
Commit status:
[Not Reviewed]
References:
Comments:
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r674:165a4d8c9174 -

@@ -92,6 +92,13
92 }
92 }
93 }
93 }
94
94
95 for (int i = 0; i < Simulation.NUM_PONDS; i++) {
96 var water_x = this.random_generator.Next(0, this.simulation.map.MapWidth);
97 var water_y = this.random_generator.Next(0, this.simulation.map.MapHeight);
98 this.simulation.map.WaterCells.Add(new Vector2(water_x, water_y));
99 this.simulation.map.cells[water_x][water_y].AddWater();
100 Logging.Info(String.Format("Adding water at {0},{1}", water_x, water_y));
101 }
95
102
96
103
97 #endregion
104 #endregion
@@ -112,9 +119,6
112
119
113 cell.AddTree(random_date, (TreeType)random_type);
120 cell.AddTree(random_date, (TreeType)random_type);
114 }
121 }
115 // else if (next > 0.625) {
116 // cell.AddWater();
117 // }
118 }
122 }
119 }
123 }
120 #endregion
124 #endregion
@@ -894,11 +894,15
894 if (MathUtils.BetweenExclusive(this.mouseGrid.X, -1, this.simulation.map.MapWidth)
894 if (MathUtils.BetweenExclusive(this.mouseGrid.X, -1, this.simulation.map.MapWidth)
895 && MathUtils.BetweenExclusive(this.mouseGrid.Y, -1, this.simulation.map.MapHeight))
895 && MathUtils.BetweenExclusive(this.mouseGrid.Y, -1, this.simulation.map.MapHeight))
896 {
896 {
897 var treeStatus = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].Status;
897 var cellStatus = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].Status;
898 var treeStatusAdjective = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].StatusAdjective;
898 var treeStatusAdjective = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].StatusAdjective;
899 var treeType = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].TypeName;
899 var treeType = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].TypeName;
900 var useStatus = this.CurrentStatus();
900 var useStatus = this.CurrentStatus();
901 if (treeStatus != CellStatus.Clear)
901 if (cellStatus == CellStatus.Water) {
902
903 status_left = String.Format("{0:},{1:} Water ({2})", this.mouseGrid.X, this.mouseGrid.Y, useStatus);
904 }
905 else if (cellStatus != CellStatus.Clear)
902 {
906 {
903 status_left = String.Format("{0:},{1:} {2} {3} ({4})", this.mouseGrid.X, this.mouseGrid.Y,
907 status_left = String.Format("{0:},{1:} {2} {3} ({4})", this.mouseGrid.X, this.mouseGrid.Y,
904 treeStatusAdjective,
908 treeStatusAdjective,
@@ -73,6 +73,7
73 public const decimal STARTING_FUNDS = 100_000M;
73 public const decimal STARTING_FUNDS = 100_000M;
74
74
75 public const int NUM_WATER_FEATURES = 5;
75 public const int NUM_WATER_FEATURES = 5;
76 public const int NUM_PONDS = 12;
76
77
77 public SimulationBridgeEngine BridgeEngine { get; private set; }
78 public SimulationBridgeEngine BridgeEngine { get; private set; }
78
79
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