Roads in villages are made out of wooden planks if they generate on water.
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@ -116,7 +116,8 @@ public:
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int a_Density,
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cPiecePool & a_Prefabs,
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cTerrainHeightGen & a_HeightGen,
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BLOCKTYPE a_RoadBlock
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BLOCKTYPE a_RoadBlock,
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BLOCKTYPE a_WaterRoadBlock
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) :
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super(a_OriginX, a_OriginZ),
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m_Seed(a_Seed),
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@ -126,7 +127,8 @@ public:
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m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize),
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m_Prefabs(a_Prefabs),
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m_HeightGen(a_HeightGen),
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m_RoadBlock(a_RoadBlock)
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m_RoadBlock(a_RoadBlock),
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m_WaterRoadBlock(a_WaterRoadBlock)
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{
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// Generate the pieces for this village; don't care about the Y coord:
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cBFSPieceGenerator pg(*this, a_Seed);
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@ -180,6 +182,9 @@ protected:
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/** The block to use for the roads. */
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BLOCKTYPE m_RoadBlock;
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/** The block used for the roads if the road is on water. */
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BLOCKTYPE m_WaterRoadBlock;
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// cGridStructGen::cStructure overrides:
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virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
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@ -238,11 +243,18 @@ protected:
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for (int z = MinZ; z <= MaxZ; z++)
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{
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for (int x = MinX; x <= MaxX; x++)
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{
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if (IsBlockWater(a_Chunk.GetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z)))
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{
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a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_WaterRoadBlock);
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}
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else
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{
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a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
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}
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}
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}
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}
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// cPiecePool overrides:
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@ -374,6 +386,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
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// If just one is not, no village is created, because it's likely that an unfriendly biome is too close
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cVillagePiecePool * VillagePrefabs = NULL;
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BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
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BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
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int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
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cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)];
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cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)];
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@ -422,7 +435,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
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{
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return cStructurePtr();
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}
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return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock));
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return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock, WaterRoadBlock));
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}
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