Package me.daddychurchill.CityWorld.Context.Astral

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

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;
    }
  }

}
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