本文整理汇总了C#中Dice.rollRange方法的典型用法代码示例。如果您正苦于以下问题:C# Dice.rollRange方法的具体用法?C# Dice.rollRange怎么用?C# Dice.rollRange使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Dice
的用法示例。
在下文中一共展示了Dice.rollRange方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: genRandomSysName
/// <summary>
/// This generates a random name for a star system
/// </summary>
/// <param name="prefix">The prefix for the generator</param>
/// <param name="ourDice">Dice used in rolling</param>
/// <returns>A random name for a star system</returns>
public static string genRandomSysName(string prefix, Dice ourDice)
{
return (prefix + Math.Round(ourDice.rollRange(0, 1) * 1000000000, 0));
}
示例2: placeOurStars
/// <summary>
/// This places our stars around the primary, as well as creating the secondary stars if called for
/// </summary>
/// <param name="ourSystem">The star system to be added to.</param>
/// <param name="velvetBag">Our dice object.</param>
public static void placeOurStars(StarSystem ourSystem, Dice velvetBag)
{
int roll = 0;
//initiate the variables we need to ensure distances are kept
double minOrbitalDistance = 0.0, maxOrbitalDistance = 600.0, tempVal = 0.0;
int starLimit = ourSystem.sysStars.Count;
for (int i = 1; i < starLimit; i++)
{
int modifiers = 0;
minOrbitalDistance = ourSystem.sysStars[i - 1].orbitalRadius;
//set the min and max conditions for the first star here.
if (ourSystem.sysStars[i].parentID == 0 || ourSystem.sysStars[i].parentID == Star.IS_PRIMARY)
{
//apply modifiers
if (ourSystem.sysStars[i].selfID == Star.IS_TRINARY) modifiers = modifiers + 6;
if (OptionCont.forceGardenFavorable && ourSystem.sysStars[i].parentID == Star.IS_PRIMARY) modifiers = modifiers + 4;
if (minOrbitalDistance == 600.0)
{
//in this situation, orbital 3 or so can't be safely placed because the range is 0.
// so we autogenerate it.
tempVal = velvetBag.rollRange(25, 25);
ourSystem.sysStars[i].orbitalSep = 5;
ourSystem.sysStars[ourSystem.star2index].orbitalRadius = ourSystem.sysStars[ourSystem.star2index].orbitalRadius - tempVal;
ourSystem.sysStars[i].orbitalRadius = 600 + tempVal;
ourSystem.sysStars[i].distFromPrimary = ourSystem.sysStars[i].orbitalRadius;
minOrbitalDistance = ourSystem.sysStars[i].orbitalRadius;
}
else
{
do
{
double lowerBound = 0.0;
double higherBound = 0.0;
//roll the dice and generate the orbital radius
do
{
roll = velvetBag.gurpsRoll(modifiers);
if (roll <= 6) ourSystem.sysStars[i].orbitalSep = Star.ORBSEP_VERYCLOSE;
if (roll >= 7 && roll <= 9) ourSystem.sysStars[i].orbitalSep = Star.ORBSEP_CLOSE;
if (roll >= 10 && roll <= 11) ourSystem.sysStars[i].orbitalSep = Star.ORBSEP_MODERATE;
if (roll >= 12 && roll <= 14) ourSystem.sysStars[i].orbitalSep = Star.ORBSEP_WIDE;
if (roll >= 15) ourSystem.sysStars[i].orbitalSep = Star.ORBSEP_DISTANT;
tempVal = velvetBag.rng(2, 6) * libStarGen.getSepModifier(ourSystem.sysStars[i].orbitalSep);
} while (tempVal <= minOrbitalDistance);
//if (ourSystem.sysStars[i].selfID == 2) tempVal = this.velvetBag.six(1, 7) * ourSystem.sysStars[i].getSepModifier();
lowerBound = tempVal - .5 * libStarGen.getSepModifier(ourSystem.sysStars[i].orbitalSep);
higherBound = .5 * libStarGen.getSepModifier(ourSystem.sysStars[i].orbitalSep) + tempVal;
//set for constraints
if (lowerBound < minOrbitalDistance) lowerBound = minOrbitalDistance;
if (higherBound > maxOrbitalDistance) higherBound = maxOrbitalDistance;
ourSystem.sysStars[i].orbitalRadius = tempVal;
ourSystem.sysStars[i].distFromPrimary = ourSystem.sysStars[i].orbitalRadius;
} while (ourSystem.sysStars[i].orbitalRadius <= minOrbitalDistance);
//let's see if it has a subcompanion
if (ourSystem.sysStars[i].orbitalSep == Star.ORBSEP_DISTANT)
{
roll = velvetBag.gurpsRoll();
if (roll >= 11)
{
//generate the subcompanion
int order = 0;
if (ourSystem.sysStars[i].selfID == Star.IS_SECONDARY) order = Star.IS_SECCOMP;
if (ourSystem.sysStars[i].selfID == Star.IS_TRINARY) order = Star.IS_TRICOMP;
//add the star
ourSystem.addStar(order, ourSystem.sysStars[i].selfID, (i + 1));
ourSystem.sysStars[starLimit].name = Star.genGenericName(ourSystem.sysName, (i + 1));
//set the name, then generate the star
ourSystem.sysStars[starLimit].parentName = ourSystem.sysStars[i].name;
libStarGen.generateAStar(ourSystem.sysStars[starLimit], velvetBag, ourSystem.sysStars[i].currMass, ourSystem.sysName);
starLimit++; //increment the total number of stars we have generated
}
}
}
}
else
{
minOrbitalDistance = 0;
maxOrbitalDistance = ourSystem.sysStars[ourSystem.getStellarParentID(ourSystem.sysStars[i].parentID)].orbitalRadius;
//roll for seperation
do
{
//.........这里部分代码省略.........
示例3: updateTidalLock
/// <summary>
/// Updates a satellite for tidal lock
/// </summary>
/// <param name="s">The satelite </param>
/// <param name="ourBag">Our dice object</param>
public static void updateTidalLock(Satellite s, Dice ourBag)
{
int atmDesc = s.getAtmCategory();
if (atmDesc == Satellite.ATM_PRES_NONE || atmDesc == Satellite.ATM_PRES_TRACE)
{
s.updateAtmPres(0.00);
s.hydCoverage = 0.0;
s.dayFaceMod = 1.2;
s.nightFaceMod = .1;
}
if (atmDesc == Satellite.ATM_PRES_VERYTHIN)
{
s.updateAtmPres(0.01);
s.hydCoverage = 0.0;
s.dayFaceMod = 1.2;
s.nightFaceMod = .1;
}
if (atmDesc == Satellite.ATM_PRES_THIN)
{
s.updateAtmPres(ourBag.rollRange(.01, .49));
s.hydCoverage = s.hydCoverage - .5;
if (s.hydCoverage < 0) s.hydCoverage = 0.0;
s.dayFaceMod = 1.16;
s.nightFaceMod = .67;
}
if (atmDesc == Satellite.ATM_PRES_STANDARD)
{
s.hydCoverage = s.hydCoverage - .25;
if (s.hydCoverage < 0) s.hydCoverage = 0.0;
s.dayFaceMod = 1.12;
s.nightFaceMod = .80;
}
if (atmDesc == Satellite.ATM_PRES_DENSE)
{
s.hydCoverage = s.hydCoverage - .1;
if (s.hydCoverage < 0) s.hydCoverage = 0.0;
s.dayFaceMod = 1.09;
s.nightFaceMod = .88;
}
if (atmDesc == Satellite.ATM_PRES_VERYDENSE)
{
s.dayFaceMod = 1.05;
s.nightFaceMod = .95;
}
if (atmDesc == Satellite.ATM_PRES_SUPERDENSE)
{
s.dayFaceMod = 1.0;
s.nightFaceMod = 1.0;
}
}