Package me.daddychurchill.CityWorld.Context.Astral

Source Code of me.daddychurchill.CityWorld.Context.Astral.AstralWhiteZoneContext

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.AstralWhiteSpiresLot;
import me.daddychurchill.CityWorld.Plats.Astral.AstralWhiteTowerLot;
import me.daddychurchill.CityWorld.Plugins.ShapeProvider;
import me.daddychurchill.CityWorld.Support.HeightInfo;
import me.daddychurchill.CityWorld.Support.PlatMap;
import me.daddychurchill.CityWorld.Support.SupportChunk;

public class AstralWhiteZoneContext extends AstralDataContext {

  public AstralWhiteZoneContext(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);
   
    // random fluff
    ShapeProvider shapeProvider = generator.shapeProvider;
   
    // where it all begins
    int originX = platmap.originX;
    int originZ = platmap.originZ;
    HeightInfo heights;
    boolean towerPlaced = 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) {
         
            // tower?
            if (!towerPlaced && shapeProvider.isIsolatedConstructAt(originX + x, originZ + z, oddsOfIsolatedConstructs)) {
              current = new AstralWhiteTowerLot(platmap, originX + x, originZ + z);
              towerPlaced = true;
            }
           
            // still empty? well then lets put some blocks then
            if (current == null)
              current = new AstralWhiteSpiresLot(platmap, originX + x, originZ + z, getPopulationOdds(x, z));
          }
 
          // 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.WOOL;
  }
}
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