2020-09-17 18:20:50 -04:00
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// PrefabSingleStructureGen.h
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/*
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Classes to support the generation of single piece prefab structures
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*/
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#pragma once
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#include "Globals.h"
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#include "ComposableGenerator.h"
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#include "PrefabPiecePool.h"
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/** The Single Prefab Structure Generator:
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This uses the cGridStructGen to generate the structures on the map
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This is similar to the Piece Structure Generator but only placing one possible structure
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The Exported cubeset MUST have all possible structures as start structures or the server crashes on generation
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else it isn't accessible from the m_Piecepool. */
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class cSinglePieceStructuresGen :
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public cFinishGen
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{
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using Super = cFinishGen;
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public:
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cSinglePieceStructuresGen(int a_Seed);
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/** Initializes the generator based on the specified prefab sets.
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a_Prefabs contains the list of prefab sets that should be activated, "|"-separated.
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All problems are logged to the console and the generator skips over them.
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Returns true if at least one prefab set is valid (the generator should be kept). */
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2021-03-08 11:39:43 -05:00
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bool Initialize(const AString & a_Prefabs, int a_SeaLevel, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen);
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2020-09-17 18:20:50 -04:00
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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protected:
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/** The generator doing the work for a single prefab set.
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Forward-declared so that its implementation changes don't affect the header. */
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class cGen;
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typedef std::shared_ptr<cGen> cGenPtr;
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typedef std::vector<cGenPtr> cGenPtrs;
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/** The individual structure generators, one per piecepool. */
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cGenPtrs m_Gens;
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/** The seed for the random number generator */
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int m_Seed;
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};
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