package me.daddychurchill.CityWorld.Context;
import me.daddychurchill.CityWorld.WorldGenerator;
import me.daddychurchill.CityWorld.Clipboard.PasteProvider.SchematicFamily;
import me.daddychurchill.CityWorld.Plats.PlatLot;
import me.daddychurchill.CityWorld.Plats.Urban.StorageLot;
import me.daddychurchill.CityWorld.Plats.Urban.WarehouseBuildingLot;
import me.daddychurchill.CityWorld.Support.Odds;
import me.daddychurchill.CityWorld.Support.PlatMap;
public class IndustrialContext extends UrbanContext {
public IndustrialContext(WorldGenerator generator) {
super(generator);
oddsOfParks = Odds.oddsUnlikely;
oddsOfIsolatedLots = Odds.oddsPrettyUnlikely;
oddsOfIdenticalBuildingHeights = Odds.oddsAlwaysGoingToHappen;
oddsOfSimilarBuildingHeights = Odds.oddsExtremelyLikely;
oddsOfSimilarBuildingRounding = Odds.oddsNeverGoingToHappen;
oddsOfUnfinishedBuildings = Odds.oddsNeverGoingToHappen;
oddsOfOnlyUnfinishedBasements = Odds.oddsNeverGoingToHappen;
//oddsOfMissingRoad = oddsNeverGoingToHappen;
oddsOfRoundAbouts = Odds.oddsUnlikely;
oddsOfStairWallMaterialIsWallMaterial = Odds.oddsExtremelyLikely;
oddsOfBuildingWallInset = Odds.oddsExtremelyLikely;
oddsOfFlatWalledBuildings = Odds.oddsExtremelyLikely;
oddsOfSimilarInsetBuildings = Odds.oddsExtremelyLikely;
rangeOfWallInset = 2;
schematicFamily = SchematicFamily.INDUSTRIAL;
maximumFloorsAbove = 2;
maximumFloorsBelow = 1;
}
private final static double oddsOfStorageLot = Odds.oddsVeryLikely;
private final static double oddsOfWarehouse = Odds.oddsVeryLikely;
@Override
protected PlatLot getPark(WorldGenerator generator, PlatMap platmap, Odds odds, int chunkX, int chunkZ) {
if (odds.playOdds(oddsOfStorageLot))
return new StorageLot(platmap, chunkX, chunkZ);
else
return super.getPark(generator, platmap, odds, chunkX, chunkZ);
}
@Override
protected PlatLot getBuilding(WorldGenerator generator, PlatMap platmap, Odds odds, int chunkX, int chunkZ) {
if (odds.playOdds(oddsOfWarehouse))
return new WarehouseBuildingLot(platmap, chunkX, chunkZ);
else
return super.getBuilding(generator, platmap, odds, chunkX, chunkZ);
}
}