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Merge pull request #1084 from mc-server/PlankRoads

Plank Roads
This commit is contained in:
STRWarrior 2014-06-11 22:13:05 +02:00
commit a6a87f1996

View File

@ -116,7 +116,8 @@ public:
int a_Density, int a_Density,
cPiecePool & a_Prefabs, cPiecePool & a_Prefabs,
cTerrainHeightGen & a_HeightGen, cTerrainHeightGen & a_HeightGen,
BLOCKTYPE a_RoadBlock BLOCKTYPE a_RoadBlock,
BLOCKTYPE a_WaterRoadBlock
) : ) :
super(a_OriginX, a_OriginZ), super(a_OriginX, a_OriginZ),
m_Seed(a_Seed), m_Seed(a_Seed),
@ -126,7 +127,8 @@ public:
m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize), m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize),
m_Prefabs(a_Prefabs), m_Prefabs(a_Prefabs),
m_HeightGen(a_HeightGen), m_HeightGen(a_HeightGen),
m_RoadBlock(a_RoadBlock) m_RoadBlock(a_RoadBlock),
m_WaterRoadBlock(a_WaterRoadBlock)
{ {
// Generate the pieces for this village; don't care about the Y coord: // Generate the pieces for this village; don't care about the Y coord:
cBFSPieceGenerator pg(*this, a_Seed); cBFSPieceGenerator pg(*this, a_Seed);
@ -179,6 +181,9 @@ protected:
/** The block to use for the roads. */ /** The block to use for the roads. */
BLOCKTYPE m_RoadBlock; BLOCKTYPE m_RoadBlock;
/** The block used for the roads if the road is on water. */
BLOCKTYPE m_WaterRoadBlock;
// cGridStructGen::cStructure overrides: // cGridStructGen::cStructure overrides:
@ -239,7 +244,14 @@ protected:
{ {
for (int x = MinX; x <= MaxX; x++) for (int x = MinX; x <= MaxX; x++)
{ {
a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock); if (IsBlockWater(a_Chunk.GetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z)))
{
a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_WaterRoadBlock);
}
else
{
a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
}
} }
} }
} }
@ -374,6 +386,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
// If just one is not, no village is created, because it's likely that an unfriendly biome is too close // If just one is not, no village is created, because it's likely that an unfriendly biome is too close
cVillagePiecePool * VillagePrefabs = NULL; cVillagePiecePool * VillagePrefabs = NULL;
BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL; BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11; int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)]; cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)];
cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)]; cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)];
@ -422,7 +435,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
{ {
return cStructurePtr(); return cStructurePtr();
} }
return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock)); return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock, WaterRoadBlock));
} }