package me.daddychurchill.CityWorld.Context.Astral;
import org.bukkit.Material;
import me.daddychurchill.CityWorld.WorldGenerator;
import me.daddychurchill.CityWorld.Plats.Astral.AstralNexusLot;
import me.daddychurchill.CityWorld.Plats.Astral.AstralNexusLot.NexusSegment;
import me.daddychurchill.CityWorld.Support.PlatMap;
public class AstralNexusContext extends AstralDataContext {
public AstralNexusContext(WorldGenerator generator) {
super(generator);
// TODO Auto-generated constructor stub
}
@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 nexusX = AstralNexusLot.chunkX;
int nexusZ = AstralNexusLot.chunkZ;
int chunkX = platmap.originX + nexusX;
int chunkZ = platmap.originZ + nexusZ;
// is this natural or buildable?
platmap.setLot(nexusX, nexusZ, new AstralNexusLot(platmap, chunkX, chunkZ, NexusSegment.NORTHWEST));
platmap.setLot(nexusX + 1, nexusZ, new AstralNexusLot(platmap, chunkX + 1, chunkZ, NexusSegment.NORTHEAST));
platmap.setLot(nexusX, nexusZ + 1, new AstralNexusLot(platmap, chunkX, chunkZ + 1, NexusSegment.SOUTHWEST));
platmap.setLot(nexusX + 1, nexusZ + 1, new AstralNexusLot(platmap, chunkX + 1, chunkZ + 1, NexusSegment.SOUTHEAST));
}
@Override
public void validateMap(WorldGenerator generator, PlatMap platmap) {
// TODO Auto-generated method stub
}
@Override
public Material getMapRepresentation() {
return Material.BEACON;
}
}