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Added Japanese village prefabs.

This commit is contained in:
madmaxoft 2014-05-24 15:03:39 +02:00
parent 64dbc45a00
commit 96a22cd82c
5 changed files with 2442 additions and 4 deletions

View File

@ -292,6 +292,15 @@ int cPrefab::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cC
void cPrefab::SetDefaultWeight(int a_DefaultWeight)
{
m_DefaultWeight = a_DefaultWeight;
}
void cPrefab::AddConnector(int a_RelX, int a_RelY, int a_RelZ, eBlockFace a_Direction, int a_Type)
{
m_Connectors.push_back(cConnector(a_RelX, a_RelY, a_RelZ, a_Type, a_Direction));

View File

@ -104,6 +104,9 @@ public:
PiecePool implementations can use this for their GetPieceWeight() implementations. */
int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector) const;
/** Sets the (unmodified) DefaultWeight property for this piece. */
void SetDefaultWeight(int a_DefaultWeight);
/** Returns the unmodified DefaultWeight property for the piece. */
int GetDefaultWeight(void) const { return m_DefaultWeight; }

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,15 @@
// JapaneseVillagePrefabs.h
// Declares the prefabs in the group JapaneseVillage
#include "../Prefab.h"
extern const cPrefab::sDef g_JapaneseVillagePrefabs[];
extern const cPrefab::sDef g_JapaneseVillageStartingPrefabs[];
extern const size_t g_JapaneseVillagePrefabsCount;
extern const size_t g_JapaneseVillageStartingPrefabsCount;

View File

@ -5,6 +5,7 @@
#include "Globals.h"
#include "VillageGen.h"
#include "Prefabs/JapaneseVillagePrefabs.h"
#include "Prefabs/PlainsVillagePrefabs.h"
#include "Prefabs/SandVillagePrefabs.h"
#include "Prefabs/SandFlatRoofVillagePrefabs.h"
@ -59,6 +60,7 @@ public:
cPrefab * RoadPiece = new cPrefab(BA, 1);
RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -2);
RoadPiece->AddConnector(len - 1, 0, 1, BLOCK_FACE_XP, -2);
RoadPiece->SetDefaultWeight(100);
// Add the road connectors:
for (int x = 1; x < len; x += 12)
@ -84,8 +86,8 @@ public:
// cPrefabPiecePool overrides:
virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override
{
// Roads cannot branch T-wise (appending -2 connector to a +2 connector):
if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0))
// Roads cannot branch T-wise (appending -2 connector to a +2 connector on a 1-high piece):
if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0) && (a_PlacedPiece.GetPiece().GetSize().y == 1))
{
return 0;
}
@ -283,6 +285,9 @@ static cVillagePiecePool g_SandFlatRoofVillage(g_SandFlatRoofVillagePrefabs, g_S
/** The prefabs for the plains village. */
static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount);
/** The prefabs for the Japanese village. */
static cVillagePiecePool g_JapaneseVillage(g_JapaneseVillagePrefabs, g_JapaneseVillagePrefabsCount, g_JapaneseVillageStartingPrefabs, g_JapaneseVillageStartingPrefabsCount);
@ -316,6 +321,8 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
cVillagePiecePool * VillagePrefabs = NULL;
BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
cVillagePiecePool * PlainsVillage = (rnd % 2 == 0) ? &g_PlainsVillage : &g_JapaneseVillage;
cVillagePiecePool * DesertVillage = (rnd % 2 == 0) ? &g_SandVillage : &g_SandFlatRoofVillage;
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
@ -324,7 +331,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
case biDesertM:
{
// These biomes allow sand villages
VillagePrefabs = (rnd % 2 == 0) ? &g_SandVillage : &g_SandFlatRoofVillage;
VillagePrefabs = DesertVillage;
// RoadBlock = E_BLOCK_SANDSTONE;
break;
}
@ -334,7 +341,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
case biSunflowerPlains:
{
// These biomes allow plains-style villages
VillagePrefabs = &g_PlainsVillage;
VillagePrefabs = PlainsVillage;
break;
}
default: