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:
Diff options:
Comments:
0 Commit comments
0 Inline Comments
Unresolved TODOs:
There are no unresolved TODOs
@@ -92,6 +92,13 | |||||
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92 | } |
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92 | } |
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93 | } |
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93 | } |
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94 |
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94 | ||
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95 | for (int i = 0; i < Simulation.NUM_PONDS; i++) { | ||
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96 | var water_x = this.random_generator.Next(0, this.simulation.map.MapWidth); | ||
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97 | var water_y = this.random_generator.Next(0, this.simulation.map.MapHeight); | ||
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98 | this.simulation.map.WaterCells.Add(new Vector2(water_x, water_y)); | ||
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99 | this.simulation.map.cells[water_x][water_y].AddWater(); | ||
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100 | Logging.Info(String.Format("Adding water at {0},{1}", water_x, water_y)); | ||
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101 | } | ||
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95 |
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102 | ||
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96 |
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103 | ||
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97 | #endregion |
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104 | #endregion |
@@ -112,9 +119,6 | |||||
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112 |
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119 | ||
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113 | cell.AddTree(random_date, (TreeType)random_type); |
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120 | cell.AddTree(random_date, (TreeType)random_type); |
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114 | } |
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121 | } |
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115 | // else if (next > 0.625) { |
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116 | // cell.AddWater(); |
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117 | // } |
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118 | } |
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122 | } |
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119 | } |
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123 | } |
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120 | #endregion |
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124 | #endregion |
@@ -894,11 +894,15 | |||||
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894 | if (MathUtils.BetweenExclusive(this.mouseGrid.X, -1, this.simulation.map.MapWidth) |
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894 | if (MathUtils.BetweenExclusive(this.mouseGrid.X, -1, this.simulation.map.MapWidth) |
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895 | && MathUtils.BetweenExclusive(this.mouseGrid.Y, -1, this.simulation.map.MapHeight)) |
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895 | && MathUtils.BetweenExclusive(this.mouseGrid.Y, -1, this.simulation.map.MapHeight)) |
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896 | { |
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896 | { |
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897 |
var |
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897 | var cellStatus = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].Status; |
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898 | var treeStatusAdjective = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].StatusAdjective; |
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898 | var treeStatusAdjective = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].StatusAdjective; |
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899 | var treeType = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].TypeName; |
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899 | var treeType = this.simulation.map.cells[(int)this.mouseGrid.X][(int)this.mouseGrid.Y].TypeName; |
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900 | var useStatus = this.CurrentStatus(); |
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900 | var useStatus = this.CurrentStatus(); |
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901 |
if ( |
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901 | if (cellStatus == CellStatus.Water) { |
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902 | |||
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903 | status_left = String.Format("{0:},{1:} Water ({2})", this.mouseGrid.X, this.mouseGrid.Y, useStatus); | ||
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904 | } | ||
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905 | else if (cellStatus != CellStatus.Clear) | ||
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902 | { |
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906 | { |
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903 | status_left = String.Format("{0:},{1:} {2} {3} ({4})", this.mouseGrid.X, this.mouseGrid.Y, |
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907 | status_left = String.Format("{0:},{1:} {2} {3} ({4})", this.mouseGrid.X, this.mouseGrid.Y, |
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904 | treeStatusAdjective, |
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908 | treeStatusAdjective, |
@@ -73,6 +73,7 | |||||
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73 | public const decimal STARTING_FUNDS = 100_000M; |
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73 | public const decimal STARTING_FUNDS = 100_000M; |
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74 |
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74 | ||
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75 | public const int NUM_WATER_FEATURES = 5; |
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75 | public const int NUM_WATER_FEATURES = 5; |
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76 | public const int NUM_PONDS = 12; | ||
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76 |
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77 | ||
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77 | public SimulationBridgeEngine BridgeEngine { get; private set; } |
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78 | public SimulationBridgeEngine BridgeEngine { get; private set; } |
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78 |
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79 |
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