current = new AstralTownEmptyLot(platmap, originX + x, originZ + z);
else {
switch (odds.getRandomInt(7)) {
case 1:
current = new AstralTownBuildingLot(platmap, originX + x, originZ + z, BunkerType.BALLSY);
break;
case 2:
current = new AstralTownBuildingLot(platmap, originX + x, originZ + z, BunkerType.FLOORED);
break;
case 3:
current = new AstralTownBuildingLot(platmap, originX + x, originZ + z, BunkerType.GROWING);
break;
case 4:
current = new AstralTownBuildingLot(platmap, originX + x, originZ + z, BunkerType.PYRAMID);
break;
case 5:
current = new AstralTownBuildingLot(platmap, originX + x, originZ + z, BunkerType.QUAD);
break;
case 6:
current = new AstralTownBuildingLot(platmap, originX + x, originZ + z, BunkerType.RECALL);
break;
default:
current = new AstralTownBuildingLot(platmap, originX + x, originZ + z, BunkerType.TANK);
break;
}
}
}
}