package model.map.tile;

import model.map.CubeVector;
import model.map.tile.nodeRepresentation.NodeRepresentation;
import model.map.tile.nodeRepresentation.nodes.child.ChildNode;
import view.renderer.MapRenderer;

import java.util.ArrayList;
import java.util.HashMap;

/**
 * Created by TheNotoriousOOP on 3/26/2017.
 * Class Description: Top of tile hierarchy for map editor and the game map
 * Responsibilities: Contain all attributes necessary across tile
 */

//TODO fix saving because zones are gone
public abstract class Tile {

    private CubeVector location;
    private NodeRepresentation nodeRepresentation;

    public Tile(CubeVector location, NodeRepresentation nodeRepresentation){
        this.location = location;
        this.nodeRepresentation = nodeRepresentation;
        nodeRepresentation.setTile(this);
    }

    public CubeVector getLocation() {
        return location;
    }

    public CubeVector getAdjustedLocation(int x, int y, int z) { return this.location.offsetCubeVector(x, y, z); }

    public CubeVector getAdjustedLocation(CubeVector offset) { return this.location.offsetCubeVector(offset); }

    public void setAdjustedLocation(CubeVector offset) { this.location = this.location.offsetCubeVector(offset); }

    public void setAdjustedLocation(int x, int y, int z) { this.location = this.location.offsetCubeVector(x, y, z); }

    public void setLocation(CubeVector location) {
        this.location = location;
    }

    //uses NodeRepresentation to find nodes on the correct face
    public HashMap<Integer, ChildNode> getChildNodesOnFace(int face){
        return nodeRepresentation.getAllChildNodesOnFace(face);
    }

    //TODO remove when drawing river is better
    public int getNodeRepresentationRotation(){
        return nodeRepresentation.getRotation();
    }
    public String getNodeRepresentationRiverString(){
        return nodeRepresentation.getCorrectRiverImage();
    }

    public String getNodesString() {
        //returns a null string if none of the nodes have a river
        return nodeRepresentation.getRiverNodeString();
    }


    public NodeRepresentation getNodeRepresentation(){
        return nodeRepresentation;
    }

    public abstract void render(MapRenderer r);
}

package model.map.tile;

import model.map.CubeVector;
import model.map.tile.nodeRepresentation.NodeRepresentation;
import model.map.tile.nodeRepresentation.nodes.child.ChildNode;
import view.renderer.MapRenderer;

import java.util.ArrayList;
import java.util.HashMap;

/**
 * Created by TheNotoriousOOP on 3/26/2017.
 * Class Description: Top of tile hierarchy for map editor and the game map
 * Responsibilities: Contain all attributes necessary across tile
 */

//TODO fix saving because zones are gone
public abstract class Tile {

    private CubeVector location;
    private NodeRepresentation nodeRepresentation;

    public Tile(CubeVector location, NodeRepresentation nodeRepresentation){
        this.location = location;
        this.nodeRepresentation = nodeRepresentation;
        nodeRepresentation.setTile(this);
    }

    public CubeVector getLocation() {
        return location;
    }

    public CubeVector getAdjustedLocation(int x, int y, int z) { return this.location.offsetCubeVector(x, y, z); }

    public CubeVector getAdjustedLocation(CubeVector offset) { return this.location.offsetCubeVector(offset); }

    public void setAdjustedLocation(CubeVector offset) { this.location = this.location.offsetCubeVector(offset); }

    public void setAdjustedLocation(int x, int y, int z) { this.location = this.location.offsetCubeVector(x, y, z); }

    public void setLocation(CubeVector location) {
        this.location = location;
    }

    //uses NodeRepresentation to find nodes on the correct face
    public HashMap<Integer, ChildNode> getChildNodesOnFace(int face){
        return nodeRepresentation.getAllChildNodesOnFace(face);
    }

    //TODO remove when drawing river is better
    public int getNodeRepresentationRotation(){
        return nodeRepresentation.getRotation();
    }
    public String getNodeRepresentationRiverString(){
        return nodeRepresentation.getCorrectRiverImage();
    }

    public String getNodesString() {
        //returns a null string if none of the nodes have a river
        return nodeRepresentation.getRiverNodeString();
    }


    public NodeRepresentation getNodeRepresentation(){
        return nodeRepresentation;
    }

    public abstract void render(MapRenderer r);


   //TODO !!!!! also add wrappers
    //public abstract boolean canBuild(EACH STRUCTURE TYPE!!!)
}

comment for what to add when implementation begins