Chit* LumosChitBag::NewLawnOrnament(const Vector2I& pos, const char* name, int team)
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();

	GameItem* rootItem = ItemDefDB::Instance()->Get(name).Clone();

	// Hack...how to do this better??
	if (rootItem->IResourceName() == "ruins1.0") {
		CStr<32> str;
		str.Format("ruins1.%d", random.Rand(2));
		rootItem->SetResource(str.c_str());
	}

	int size = 1;
	rootItem->keyValues.Get(ISC::size, &size);

	MapSpatialComponent* msc = new MapSpatialComponent();
	msc->SetBuilding(size, false, 0);
	msc->SetBlocks((rootItem->flags & GameItem::PATH_NON_BLOCKING) ? false : true);
	chit->Add(msc);
	MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y);


	chit->Add(new RenderComponent(rootItem->ResourceName()));
	chit->Add(new HealthComponent());
	AddItem(rootItem, chit, context->engine, team, 0);

	IString proc = rootItem->keyValues.GetIString("procedural");
	if (!proc.empty()) {
		ProcRenderInfo info;
		AssignProcedural(chit->GetItem(), &info);
		chit->GetRenderComponent()->SetProcedural(0, info);
	}
	
	context->engine->particleSystem->EmitPD(ISC::constructiondone, ToWorld3F(pos), V3F_UP, 0);

	if (XenoAudio::Instance()) {
		Vector3F pos3 = ToWorld3F(pos);
		XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
	}

	return chit;
}
Chit* LumosChitBag::NewItemChit( const grinliz::Vector3F& _pos, GameItem* orphanItem, bool fuzz, bool onGround, int selfDestructTimer )
{
	GLASSERT( !orphanItem->Intrinsic() );
	GLASSERT( !orphanItem->IResourceName().empty() );

	Vector3F pos = _pos;
	if ( fuzz ) {
		pos.x = floorf(pos.x) + random.Uniform();
		pos.z = floorf(pos.z) + random.Uniform();
	}

	Chit* chit = this->NewChit();
	chit->Add( new ItemComponent( orphanItem ));
	chit->Add( new RenderComponent( orphanItem->ResourceName() ));
	chit->Add(new GameMoveComponent());

	if ( onGround ) {
		const ModelResource* res = chit->GetRenderComponent()->MainResource();
		Rectangle3F aabb = res->AABB();
		pos.y = -aabb.min.y;

		if ( aabb.SizeY() < 0.1f ) {
			pos.y += 0.1f;
		}
	}
	chit->SetPosition( pos );
	chit->Add( new HealthComponent());

	if (!selfDestructTimer && orphanItem->keyValues.Has(ISC::selfDestruct)) {
		orphanItem->keyValues.Get("selfDestruct", &selfDestructTimer);
		selfDestructTimer *= 1000;
	}
	if ( selfDestructTimer ) {
		chit->Add( new CountDownScript( selfDestructTimer ));
	}
	return chit;
}
Chit* LumosChitBag::NewBuilding(const Vector2I& pos, const char* name, int team)
{
	const ChitContext* context = Context();
	Chit* chit = NewChit();

	const GameItem& rootItem = ItemDefDB::Instance()->Get(name);
	GameItem* item = rootItem.Clone();

	// Hack...how to do this better??
	if (item->IResourceName() == "pyramid0") {
		CStr<32> str;
		str.Format("pyramid%d", random.Rand(3));
		item->SetResource(str.c_str());
	}
	if (item->IResourceName() == ISC::kiosk) {
		switch (random.Rand(4)) {
			case 0: item->SetResource("kiosk.n");	break;
			case 1: item->SetResource("kiosk.m");	break;
			case 2: item->SetResource("kiosk.s");	break;
			default:item->SetResource("kiosk.c");	break;
		}
	}

	int size = 1;
	rootItem.keyValues.Get(ISC::size, &size);
	int porch = 0;
	rootItem.keyValues.Get(ISC::porch, &porch);
	const int circuit = 0;

	// Should be pre-cleared. But recover from weird situations by clearing.
	// Note that water is a real problem.
	Rectangle2I r;
	r.Set(pos.x, pos.y, pos.x + size - 1, pos.y + size - 1);
	for (Rectangle2IIterator it(r); !it.Done(); it.Next()) {
		const WorldGrid& wg = context->worldMap->GetWorldGrid(it.Pos());
		GLASSERT(wg.IsLand());
		(void)wg;
		context->worldMap->SetRock(it.Pos().x, it.Pos().y, 0, false, 0);
		context->worldMap->SetPlant(it.Pos().x, it.Pos().y, 0, 0);
	}

	MapSpatialComponent* msc = new MapSpatialComponent();
	msc->SetBuilding(size, porch != 0, circuit);
	msc->SetBlocks((rootItem.flags & GameItem::PATH_NON_BLOCKING) ? false : true);
	chit->Add(msc);
	MapSpatialComponent::SetMapPosition(chit, pos.x, pos.y);

	chit->Add(new RenderComponent(item->ResourceName()));
	chit->Add(new HealthComponent());
	AddItem(item, chit, context->engine, team, 0);

	IString script = rootItem.keyValues.GetIString("script");
	if (!script.empty()) {
		Component* s = ComponentFactory::Factory(script.c_str(), &chitContext);
		GLASSERT(s);
		chit->Add(s);
	}

	IString proc = rootItem.keyValues.GetIString("procedural");
	if (!proc.empty()) {
		ProcRenderInfo info;
		AssignProcedural(chit->GetItem(), &info);
		chit->GetRenderComponent()->SetProcedural(0, info);
	}

	IString consumes = rootItem.keyValues.GetIString(ISC::zone);
	if (!consumes.empty()) {
		Component* s = ComponentFactory::Factory("EvalBuildingScript", &chitContext);
		GLASSERT(s);
		chit->Add(s);
	}

	IString nameGen = rootItem.keyValues.GetIString( "nameGen");
	if ( !nameGen.empty() ) {
		IString p = Context()->chitBag->NameGen(nameGen.c_str(), chit->random.Rand());
		chit->GetItem()->SetProperName( p );
	}

#if 0	// debugging
	SectorPort sp;
	sp.sector.Set( pos.x/SECTOR_SIZE, pos.y/SECTOR_SIZE );
	sp.port = 1;
	worldMap->SetRandomPort( sp );
#endif

	context->engine->particleSystem->EmitPD( ISC::constructiondone, ToWorld3F( pos ), V3F_UP, 0 );

	if (XenoAudio::Instance()) {
		Vector3F pos3 = ToWorld3F(pos);
		XenoAudio::Instance()->PlayVariation(ISC::rezWAV, random.Rand(), &pos3);
	}

	return chit;
}