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.AstralForestCanopyLot;
import me.daddychurchill.CityWorld.Plats.Astral.AstralForestFernLot;
import me.daddychurchill.CityWorld.Plats.Astral.AstralForestHedgeLot;
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 AstralForestContext extends AstralDataContext {
public enum ForestStyle { FERN, HEDGE, CANOPY, FRACTAL };
private ForestStyle style;
public AstralForestContext(WorldGenerator generator, ForestStyle style) {
super(generator);
this.style = style;
}
@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);
// where it all begins
int originX = platmap.originX;
int originZ = platmap.originZ;
HeightInfo heights;
Odds odds = platmap.getOddsGenerator();
// 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)
current = generateForestLot(platmap, odds, originX + x, originZ + z, getPopulationOdds(x, z));
// did current get defined?
if (current != null)
platmap.setLot(x, z, current);
}
}
}
}
private PlatLot generateForestLot(PlatMap platmap, Odds odds, int chunkX, int chunkZ, double populationChance) {
switch (style) {
case FERN:
return new AstralForestFernLot(platmap, chunkX, chunkZ, populationChance);
case HEDGE:
return new AstralForestHedgeLot(platmap, chunkX, chunkZ, populationChance);
case CANOPY:
default:
return new AstralForestCanopyLot(platmap, chunkX, chunkZ, populationChance);
}
}
@Override
public void validateMap(WorldGenerator generator, PlatMap platmap) {
// TODO Auto-generated method stub
}
@Override
public Material getMapRepresentation() {
switch (style) {
case FERN:
return Material.LEAVES;
case HEDGE:
return Material.LEAVES_2;
case CANOPY:
default:
return Material.LOG;
}
}
}