// Constants for database table names
const DB_TABLE_CITY_SECTIONS = 'city_sections';
- // Constants for database column names
- const DB_COLUMN_SECTION_ID = 'city_section_id';
- const DB_COLUMN_CITY_ID = 'city_id';
+ // Section id, an referenced city id and lot id
+ const DB_COLUMN_SECTION_ID = 'city_section_id';
+ const DB_COLUMN_CITY_ID = 'city_id';
+ const DB_COLUMN_LOT_ID = 'lot_id';
+
+ // Section and sub type (e.g. residential, hut)
+ const DB_COLUMN_SECTION_TYPE = 'section_type';
+ const DB_COLUMN_SECTION_SUB_TYPE = 'section_sub_type';
+
+ // X-Y-Z position
+ const DB_COLUMN_SECTION_POSITION_X = 'section_position_x';
+ const DB_COLUMN_SECTION_POSITION_Y = 'section_position_y';
+ const DB_COLUMN_SECTION_POSITION_Z = 'section_position_z';
+
+ // Connected neigbouring sections
+ const DB_COLUMN_SECTION_NEIGHBOUR_LEFT_ID = 'section_neighbour_left_id';
+ const DB_COLUMN_SECTION_NEIGHBOUR_RIGHT_ID = 'section_neighbour_right_id';
+ const DB_COLUMN_SECTION_NEIGHBOUR_TOP_ID = 'section_neighbour_top_id';
+ const DB_COLUMN_SECTION_NEIGHBOUR_BOTTOM_ID = 'section_neighbour_bottom_id';
+ const DB_COLUMN_SECTION_NEIGHBOUR_UP_ID = 'section_neighbour_up_id';
+ const DB_COLUMN_SECTION_NEIGHBOUR_DOWN_ID = 'section_neighbour_down_id';
+
+ // Other settings:
+ // Reserved section (see documentation)
+ const DB_COLUMN_SECTION_RESERVED = 'section_reserved';
/**
* Protected constructor
- Simulation speed: How many simulation seconds per real second
+ Simple method to "get" (calculate) currently elapsed simulation time
+ + User may change this through client
+ Game daemon can be stopped for a long time and city continues to grow
if the daemon is running again.
- + User may change this through client
[EOF]