package me.daddychurchill.CityWorld.Context;
import me.daddychurchill.CityWorld.WorldGenerator;
import me.daddychurchill.CityWorld.Plats.PlatLot;
import me.daddychurchill.CityWorld.Support.Odds;
import me.daddychurchill.CityWorld.Support.PlatMap;
public abstract class UncivilizedContext extends DataContext {
public UncivilizedContext(WorldGenerator generator) {
super(generator);
oddsOfIsolatedLots = Odds.oddsNeverGoingToHappen;
oddsOfIsolatedConstructs = Odds.oddsSomewhatLikely;
oddsOfParks = Odds.oddsNeverGoingToHappen;
oddsOfIdenticalBuildingHeights = Odds.oddsNeverGoingToHappen;
oddsOfSimilarBuildingHeights = Odds.oddsNeverGoingToHappen;
oddsOfSimilarBuildingRounding = Odds.oddsNeverGoingToHappen;
oddsOfStairWallMaterialIsWallMaterial = Odds.oddsNeverGoingToHappen;
oddsOfUnfinishedBuildings = Odds.oddsNeverGoingToHappen;
oddsOfOnlyUnfinishedBasements = Odds.oddsNeverGoingToHappen;
oddsOfCranes = Odds.oddsNeverGoingToHappen;
oddsOfBuildingWallInset = Odds.oddsNeverGoingToHappen;
oddsOfSimilarInsetBuildings = Odds.oddsNeverGoingToHappen;
oddsOfFlatWalledBuildings = Odds.oddsNeverGoingToHappen;
//oddsOfMissingRoad = oddsNeverGoingToHappen;
oddsOfRoundAbouts = Odds.oddsNeverGoingToHappen;
oddsOfMissingArt = Odds.oddsNeverGoingToHappen;
oddsOfNaturalArt = Odds.oddsNeverGoingToHappen;
}
@Override
public void validateMap(WorldGenerator generator, PlatMap platmap) {
for (int x = 0; x < PlatMap.Width; x++) {
for (int z = 0; z < PlatMap.Width; z++) {
PlatLot current = platmap.getLot(x, z);
// if we are trulyIsolated and one of our neighbors are as well then recycle the lot
if (current != null &&
current.trulyIsolated && !platmap.isTrulyIsolatedLot(x, z))
platmap.recycleLot(x, z);
}
}
}
}