package me.daddychurchill.CityWorld.Context.Astral;
import org.bukkit.Material;
import me.daddychurchill.CityWorld.WorldGenerator;
import me.daddychurchill.CityWorld.Plats.PlatLot;
import me.daddychurchill.CityWorld.Plats.Astral.AstralTownBuildingLot;
import me.daddychurchill.CityWorld.Plats.Astral.AstralTownEmptyLot;
import me.daddychurchill.CityWorld.Plats.Nature.BunkerLot.BunkerType;
import me.daddychurchill.CityWorld.Support.HeightInfo;
import me.daddychurchill.CityWorld.Support.Odds;
import me.daddychurchill.CityWorld.Support.PlatMap;
import me.daddychurchill.CityWorld.Support.SupportChunk;
public class AstralBaseContext extends AstralDataContext {
public AstralBaseContext(WorldGenerator generator) {
super(generator);
oddsOfIsolatedLots = Odds.oddsPrettyUnlikely;
oddsOfUnfinishedBuildings = Odds.oddsUnlikely;
}
@Override
public void populateMap(WorldGenerator generator, PlatMap platmap) {
//TODO, This doesn't handle schematics quite right yet
// let the user add their stuff first, then plug any remaining holes with our stuff
//mapsSchematics.populate(generator, platmap);
// random fluff
Odds odds = platmap.getOddsGenerator();
// where it all begins
int originX = platmap.originX;
int originZ = platmap.originZ;
HeightInfo heights;
boolean addingBases = false;
// is this natural or buildable?
for (int x = 0; x < PlatMap.Width; x++) {
for (int z = 0; z < PlatMap.Width; z++) {
PlatLot current = platmap.getLot(x, z);
if (current == null) {
// what is the world location of the lot?
int blockX = (originX + x) * SupportChunk.chunksBlockWidth;
int blockZ = (originZ + z) * SupportChunk.chunksBlockWidth;
// get the height info for this chunk
heights = HeightInfo.getHeightsFaster(generator, blockX, blockZ);
if (!heights.anyEmpties && heights.averageHeight < generator.seaLevel - 8) {
if (!addingBases)
addingBases = odds.playOdds(oddsOfIsolatedLots);
if (addingBases) {
if (odds.playOdds(oddsOfUnfinishedBuildings))
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;
}
}
}
}
// did current get defined?
if (current != null)
platmap.setLot(x, z, current);
}
}
}
}
@Override
public void validateMap(WorldGenerator generator, PlatMap platmap) {
// TODO Auto-generated method stub
}
@Override
public Material getMapRepresentation() {
return Material.QUARTZ_BLOCK;
}
}