def createPangea(self, numCells=500,relax=1):
     
     x = np.random.random(numCells)
     y = np.random.random(numCells)
     sites = zip(x,y)
     sites.sort()
     #import cProfile
     self.vg = VoronoiGraph(sites)
     #self.vg = cProfile.runctx('VoronoiGraph(sites)',{'VoronoiGraph':VoronoiGraph},{'sites':sites})
     
     #perform relax steps of Lloyd relaxation
     for i in range(relax):
         x=np.zeros(numCells)
         y=np.zeros(numCells)
         for j,cell in enumerate(self.vg.cells):
             x[j]=np.mean(cell.vertices[:,0])
             y[j]=np.mean(cell.vertices[:,1])
         sites2=zip(x,y)
         sites2.sort()
         self.vg = VoronoiGraph(zip(x,y))
     
     for i,cell in enumerate(self.vg.cells):
         cell.name = 'land'
         cell.id=i
         cell.elevation = 1
         cell.color = biomes['land']
class WorldCreator():
    def __init__(self):
      
        self.fig = plt.figure()
        self.ax = self.fig.add_axes([0.1,0.1,0.8,0.8])
        self.fig.canvas.mpl_connect('pick_event',self.on_pick)
        
        #self.fig.canvas.mpl_connect('button_press_event',self.on_pick)
        pass
        
    def spincameratask(self, task):
        angleDegrees = task.time *6.0
        angleRadians = angleDegrees * (pi/180.0)
        self.camera.setPos(20* sin(angleRadians),-20.0*cos(angleRadians),3)
        self.camera.setHpr(angleDegrees,0,0)
        return Task.cont
    
    def createPangea(self, numCells=500,relax=1):
        
        x = np.random.random(numCells)
        y = np.random.random(numCells)
        sites = zip(x,y)
        sites.sort()
        self.vg = VoronoiGraph(sites)
        #perform relax steps of Lloyd relaxation
        for i in range(relax):
            x=np.zeros(numCells)
            y=np.zeros(numCells)
            for j,cell in enumerate(self.vg.cells):
                x[j]=np.mean(cell.vertices[:,0])
                y[j]=np.mean(cell.vertices[:,1])
            sites2=zip(x,y)
            sites2.sort()
            self.vg = VoronoiGraph(zip(x,y))
        
        for i,cell in enumerate(self.vg.cells):
            cell.name = 'land'
            cell.id=i
            cell.elevation = 1
            cell.color = biomes['land']
        
    
    def createOceans(self, landToWaterRatio=0.4):
        #hull_points will be the seeds sites for water
        waterList = self.vg.hull_points
        landList = self.vg.interior_points
        for i in waterList:
            self.vg.cells[i].color=biomes['water']
            self.vg.cells[i].name = 'water'
            self.vg.cells[i].elevation = 1
        curr_ratio = self.vg.N-len(self.vg.hull_points)/float(self.vg.N)
        while curr_ratio > landToWaterRatio:
            i = random.choice(waterList) #pick random water cell
            j = random.choice(self.vg.cells[i].neighbors) #pick one of its neighbors at random
            if j in landList:
                self.vg.cells[j].color = biomes['water']
                self.vg.cells[j].name = 'water'
                self.vg.cells[j].elevation = 0
                landList.remove(j)
                waterList.append(j)    
                curr_ratio = len(landList)/float(self.vg.N)  
    
    #need to implement minSize effect
    def erodeTinyIslands(self, minSize=1):
        #erode 1 element islands
        for cell in self.vg.cells:
            island = True
            #check for a land neighbor
            for neigh in cell.neighbors:
                theName = self.vg.cells[neigh].name
                if theName != 'water':
                    island = False #its not a size one island
            if island:
                cell.color = biomes['water']
                cell.name = 'water'
                cell.elevation = 0
                
    def smoothCoastlines(self, scale=1):
        pass
    
    def createLakes(self, lakeRatio=0.10,meanSize=3):
        #get a distribution of lake sizes
        numLakeCells = int(lakeRatio*self.vg.N)
        sizes = list(stats.poisson.rvs(meanSize,size=int(numLakeCells/meanSize))+1)
        totalLakes = 0
        while totalLakes < numLakeCells:
            i = random.randint(0,self.vg.N-1)
            cell = self.vg.cells[i]
            if cell.name=='land':
                lakeSize = stats.poisson.rvs(meanSize)+1 #1...INF
                #make lakeSize neighbors into lake
                size = min(lakeSize-1,len(cell.neighbors)) #might be fewer neighbors than lakesize
                cell.name='lake'
                cell.color = biomes['lake']
                totalLakes+=1
                for k in range(size):
                    otherCell = cell.neighbors[k]
                    self.vg.cells[otherCell].name='lake'
                    self.vg.cells[otherCell].color = biomes['lake']
                    totalLakes+=1
        
    def createMountains(self, mountainRatio=0.1,meanSize=7):
        numMtnCells = int(mountainRatio*self.vg.N)
        totalMountains = 0
        while totalMountains < numMtnCells:
            start_cell = random.choice(self.vg.cells)
            if start_cell.name=='land' or  start_cell.name=='high_mountain':
                start_cell.name = 'high_mountain'
                start_cell.color = biomes[start_cell.name]
                #pick a direction for the fault line
                direction = 2*np.pi*np.random.rand() #direction in radians
                #propagate the mountain chain along this direction as much as possible
                for i in range(stats.poisson.rvs(meanSize)):
                    #calculate the directions to neighbors and pick one closest to Dir
                    closestDir = self.vg.closestNeighborInDirection(start_cell,direction)
                    nextInChain = self.vg.cells[start_cell.neighbors[closestDir]] 
                    nextInChain.name = 'high_mountain'
                    nextInChain.color = biomes[nextInChain.name]
                    totalMountains+=1
                    start_cell = nextInChain
        #now elevate all surrounding terrain
        for cell in self.vg.cells:
            if cell.name=='high_mountain':
                #elevate all non mountain neighbors
                for i in cell.neighbors:
                    neighbor = self.vg.cells[i]
                    neighbor.increase_elevation(1)   
    
    def createRivers(self, riverRatio):
        pass
    
    def createForests(self, forestRatio,meanSize=2):
        numForestCells = int(forestRatio*self.vg.N) #self.vg.n is number of total cells
        totalForests = 0
        while totalForests < numForestCells:
            start_cell = random.choice(self.vg.cells) #this is where list of all cells comes from
            if start_cell.name=='land' or  start_cell.name=='forest':
                start_cell.name = 'forest'
                start_cell.color = biomes[start_cell.name]
                totalForests+=1
                #grow forests radially from start_cell
                for i in start_cell.neighbors:
                    neighbor = self.vg.cells[i]
                    if neighbor.name =='land':
                        neighbor.name = 'forest'
                        neighbor.color=biomes[neighbor.name]
                        totalForests+=1
    
    
    def createDeserts(self, desertRatio):
        pass
    
    def createArctic(self, arcticRatio=0.05):
        numArcticCells = int(arcticRatio*self.vg.N)
        totalArctic = 0
        while totalArctic < numArcticCells:
            start_cell = random.choice(self.vg.cells)
            polar = (start_cell.center[1]>0.8) or (start_cell.center[1]<0.2)
            if start_cell.name=='land' and polar:
                start_cell.name ='arctic'
                start_cell.color = biomes[start_cell.name]
                totalArctic+=1
                for i in start_cell.neighbors:
                    neighbor = self.vg.cells[i]
                    if neighbor.name =='land':
                        neighbor.name = 'arctic'
                        neighbor.color=biomes[neighbor.name]
                        totalArctic+=1
    
    def createArctic_v2(self, arcticRatio=0.05):
        land_list=[]
        
        for cell in self.vg.cells:
            if cell.name=='land':
                land_list.append(cell)
        
        land_list.sort()
        
        numArcticCells = int(arcticRatio*self.vg.N)/2
        totalArctic = 0
        #Southern 
        while totalArctic < numArcticCells:
            start_cell=land_list[totalArctic]
            start_cell.name ='arctic'
            start_cell.color = biomes[start_cell.name]
            totalArctic+=1
        totalArctic = 0
        #Northern from the back of the list    
        while totalArctic < numArcticCells:
            start_cell = land_list[-1 - totalArctic]
            start_cell.name ='arctic'
            start_cell.color = biomes[start_cell.name]
            totalArctic+=1
            
            
    
    def on_pick(self, event):
        print 'in pick'
        artist = event.artist
        print artist