2014-05-11 16:35:41 -04:00
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// VillageGen.cpp
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// Implements the cVillageGen class representing the village generator
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#include "Globals.h"
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#include "VillageGen.h"
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2014-05-27 16:08:20 -04:00
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#include "Prefabs/AlchemistVillagePrefabs.h"
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2014-05-24 09:03:39 -04:00
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#include "Prefabs/JapaneseVillagePrefabs.h"
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2014-05-11 16:35:41 -04:00
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#include "Prefabs/PlainsVillagePrefabs.h"
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#include "Prefabs/SandVillagePrefabs.h"
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#include "Prefabs/SandFlatRoofVillagePrefabs.h"
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#include "PieceGenerator.h"
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2014-05-12 16:43:59 -04:00
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/*
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How village generating works:
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By descending from a cGridStructGen, a semi-random grid is generated. A village may be generated for each of
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the grid's cells. Each cell checks the biomes in an entire chunk around it, only generating a village if all
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biomes are village-friendly. If yes, the entire village structure is built for that cell. If not, the cell
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is left village-less.
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2014-05-14 18:14:06 -04:00
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A village is generated using the regular BFS piece generator. The well piece is used as the starting piece,
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the roads and houses are then used as the following pieces. Only the houses are read from the prefabs,
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though, the roads are generated by code and their content is ignored. A special subclass of the cPiecePool
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class is used, so that the roads connect to each other and to the well only in predefined manners.
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2014-05-12 16:43:59 -04:00
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2014-05-21 17:16:43 -04:00
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The well has connectors of type "2". The houses have connectors of type "-1". The roads have connectors of
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2014-05-22 15:47:56 -04:00
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both types' opposites, type "-2" at the far ends and type "1" on the long edges. Additionally, there are
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type "2" connectors along the long edges of the roads as well, so that the roads create T junctions.
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When the village is about to be drawn into a chunk, it queries the heights for each piece intersecting the
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chunk. The pieces are shifted so that their pivot points lie on the surface, and the roads are drawn
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directly by turning the surface blocks into gravel / sandstone.
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The village prefabs are stored in global piecepools (one pool per village type). In order to support
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per-village density setting, the cVillage class itself implements the cPiecePool interface, relaying the
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calls to the underlying cVillagePiecePool, after processing the density check.
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*/
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2014-05-14 18:14:06 -04:00
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class cVillagePiecePool :
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public cPrefabPiecePool
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{
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typedef cPrefabPiecePool super;
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public:
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cVillagePiecePool(
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const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs,
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const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs
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) :
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super(a_PieceDefs, a_NumPieceDefs, a_StartingPieceDefs, a_NumStartingPieceDefs)
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{
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// Add the road pieces:
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for (int len = 27; len < 60; len += 12)
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{
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cBlockArea BA;
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BA.Create(len, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas);
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BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0);
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cPrefab * RoadPiece = new cPrefab(BA, 1);
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RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -2);
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RoadPiece->AddConnector(len - 1, 0, 1, BLOCK_FACE_XP, -2);
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RoadPiece->SetDefaultWeight(100);
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// Add the road connectors:
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for (int x = 1; x < len; x += 12)
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{
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RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 2);
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RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 2);
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}
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// Add the buildings connectors:
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for (int x = 7; x < len; x += 12)
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{
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RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 1);
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RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 1);
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}
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m_AllPieces.push_back(RoadPiece);
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m_PiecesByConnector[-2].push_back(RoadPiece);
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m_PiecesByConnector[1].push_back(RoadPiece);
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m_PiecesByConnector[2].push_back(RoadPiece);
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} // for len - roads of varying length
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}
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// cPrefabPiecePool overrides:
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virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override
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{
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// Roads cannot branch T-wise (appending -2 connector to a +2 connector on a 1-high piece):
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if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0) && (a_PlacedPiece.GetPiece().GetSize().y == 1))
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{
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return 0;
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}
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return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
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}
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};
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class cVillageGen::cVillage :
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public cGridStructGen::cStructure,
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protected cPiecePool
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{
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typedef cGridStructGen::cStructure super;
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public:
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cVillage(
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int a_Seed,
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int a_GridX, int a_GridZ,
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int a_OriginX, int a_OriginZ,
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int a_MaxRoadDepth,
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int a_MaxSize,
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int a_Density,
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cPiecePool & a_Prefabs,
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cTerrainHeightGenPtr a_HeightGen,
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BLOCKTYPE a_RoadBlock,
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BLOCKTYPE a_WaterRoadBlock
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) :
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super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
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m_Seed(a_Seed),
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m_Noise(a_Seed),
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m_MaxSize(a_MaxSize),
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m_Density(a_Density),
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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_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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pg.PlacePieces(a_OriginX, 0, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces);
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if (m_Pieces.empty())
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{
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return;
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}
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// If the central piece should be moved to ground, move it, and
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// check all of its dependents and move those that are strictly connector-driven based on its new Y coord:
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if (((cPrefab &)m_Pieces[0]->GetPiece()).ShouldMoveToGround())
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{
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int OrigPosY = m_Pieces[0]->GetCoords().y;
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PlacePieceOnGround(*m_Pieces[0]);
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int NewPosY = m_Pieces[0]->GetCoords().y;
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MoveAllDescendants(m_Pieces, 0, NewPosY - OrigPosY);
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}
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}
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2014-05-31 04:33:12 -04:00
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~cVillage()
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{
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cPieceGenerator::FreePieces(m_Pieces);
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}
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protected:
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/** Seed for the random functions */
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int m_Seed;
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/** The noise used as a pseudo-random generator */
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cNoise m_Noise;
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/** Maximum size, in X/Z blocks, of the village (radius from the origin) */
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int m_MaxSize;
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/** The density for this village. Used to refrain from populating all house connectors. Range [0, 100] */
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int m_Density;
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2014-08-03 09:31:59 -04:00
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/** Borders of the village - no item may reach out of this cuboid. */
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cCuboid m_Borders;
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/** Prefabs to use for buildings */
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cPiecePool & m_Prefabs;
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/** The underlying height generator, used for placing the structures on top of the terrain. */
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cTerrainHeightGenPtr m_HeightGen;
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/** The village pieces, placed by the generator. */
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cPlacedPieces m_Pieces;
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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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{
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// Iterate over all items
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// Each intersecting prefab is placed on ground, then drawn
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// Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks
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cChunkDef::HeightMap HeightMap; // Heightmap for this chunk, used by roads
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m_HeightGen->GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
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for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
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{
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cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
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if ((*itr)->GetPiece().GetSize().y == 1)
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{
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// It's a road, special handling (change top terrain blocks to m_RoadBlock)
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DrawRoad(a_Chunk, **itr, HeightMap);
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continue;
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}
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if (Prefab.ShouldMoveToGround() && !(*itr)->HasBeenMovedToGround())
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{
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PlacePieceOnGround(**itr);
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}
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Prefab.Draw(a_Chunk, *itr);
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} // for itr - m_PlacedPieces[]
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}
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/** Adjusts the Y coord of the given piece so that the piece is on the ground.
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Ground level is assumed to be represented by the first connector in the piece. */
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void PlacePieceOnGround(cPlacedPiece & a_Piece)
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{
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cPiece::cConnector FirstConnector = a_Piece.GetRotatedConnector(0);
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int ChunkX, ChunkZ;
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int BlockX = FirstConnector.m_Pos.x;
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int BlockZ = FirstConnector.m_Pos.z;
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int BlockY;
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cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
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cChunkDef::HeightMap HeightMap;
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m_HeightGen->GenHeightMap(ChunkX, ChunkZ, HeightMap);
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int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
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a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1);
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}
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/** Draws the road into the chunk.
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The heightmap is not queried from the heightgen, but is given via parameter, so that it may be queried just
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once for all roads in a chunk. */
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void DrawRoad(cChunkDesc & a_Chunk, cPlacedPiece & a_Road, cChunkDef::HeightMap & a_HeightMap)
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{
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cCuboid RoadCoords = a_Road.GetHitBox();
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RoadCoords.Sort();
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int MinX = std::max(RoadCoords.p1.x - a_Chunk.GetChunkX() * cChunkDef::Width, 0);
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int MaxX = std::min(RoadCoords.p2.x - a_Chunk.GetChunkX() * cChunkDef::Width, cChunkDef::Width - 1);
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int MinZ = std::max(RoadCoords.p1.z - a_Chunk.GetChunkZ() * cChunkDef::Width, 0);
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int MaxZ = std::min(RoadCoords.p2.z - a_Chunk.GetChunkZ() * cChunkDef::Width, cChunkDef::Width - 1);
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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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2014-05-22 15:47:56 -04:00
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// cPiecePool overrides:
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virtual cPieces GetPiecesWithConnector(int a_ConnectorType)
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{
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return m_Prefabs.GetPiecesWithConnector(a_ConnectorType);
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}
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virtual cPieces GetStartingPieces(void)
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{
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return m_Prefabs.GetStartingPieces();
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}
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2014-05-25 17:50:16 -04:00
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2014-05-22 15:47:56 -04:00
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virtual int GetPieceWeight(
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const cPlacedPiece & a_PlacedPiece,
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const cPiece::cConnector & a_ExistingConnector,
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const cPiece & a_NewPiece
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) override
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{
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// Check against the density:
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if (a_ExistingConnector.m_Type == 1)
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{
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const Vector3i & Coords = a_PlacedPiece.GetRotatedConnector(a_ExistingConnector).m_Pos;
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int rnd = (m_Noise.IntNoise3DInt(Coords.x, Coords.y, Coords.z) / 7) % 100;
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if (rnd > m_Density)
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{
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return 0;
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}
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}
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// Density check passed, relay to m_Prefabs:
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return m_Prefabs.GetPieceWeight(a_PlacedPiece, a_ExistingConnector, a_NewPiece);
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}
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2014-05-25 17:50:16 -04:00
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2014-05-27 16:08:20 -04:00
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virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) override
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{
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return m_Prefabs.GetStartingPieceWeight(a_NewPiece);
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}
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2014-05-22 15:47:56 -04:00
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virtual void PiecePlaced(const cPiece & a_Piece) override
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{
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m_Prefabs.PiecePlaced(a_Piece);
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}
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2014-05-25 17:50:16 -04:00
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2014-05-22 15:47:56 -04:00
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virtual void Reset(void) override
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{
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m_Prefabs.Reset();
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}
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2014-05-25 17:50:16 -04:00
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void MoveAllDescendants(cPlacedPieces & a_PlacedPieces, size_t a_Pivot, int a_HeightDifference)
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{
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size_t num = a_PlacedPieces.size();
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cPlacedPiece * Pivot = a_PlacedPieces[a_Pivot];
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for (size_t i = a_Pivot + 1; i < num; i++)
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{
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if (
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(a_PlacedPieces[i]->GetParent() == Pivot) && // It is a direct dependant of the pivot
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!((const cPrefab &)a_PlacedPieces[i]->GetPiece()).ShouldMoveToGround() // It attaches strictly by connectors
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)
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{
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a_PlacedPieces[i]->MoveToGroundBy(a_HeightDifference);
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MoveAllDescendants(a_PlacedPieces, i, a_HeightDifference);
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}
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} // for i - a_PlacedPieces[]
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}
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2014-05-11 16:35:41 -04:00
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} ;
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2014-07-17 16:15:34 -04:00
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////////////////////////////////////////////////////////////////////////////////
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2014-05-11 16:35:41 -04:00
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// cVillageGen:
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2014-05-21 17:16:43 -04:00
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static cVillagePiecePool g_SandVillage(g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount);
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static cVillagePiecePool g_SandFlatRoofVillage(g_SandFlatRoofVillagePrefabs, g_SandFlatRoofVillagePrefabsCount, g_SandFlatRoofVillageStartingPrefabs, g_SandFlatRoofVillageStartingPrefabsCount);
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2014-05-27 16:08:20 -04:00
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static cVillagePiecePool g_AlchemistVillage(g_AlchemistVillagePrefabs, g_AlchemistVillagePrefabsCount, g_AlchemistVillageStartingPrefabs, g_AlchemistVillageStartingPrefabsCount);
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2014-05-14 18:14:06 -04:00
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static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount);
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2014-05-24 09:03:39 -04:00
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static cVillagePiecePool g_JapaneseVillage(g_JapaneseVillagePrefabs, g_JapaneseVillagePrefabsCount, g_JapaneseVillageStartingPrefabs, g_JapaneseVillageStartingPrefabsCount);
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2014-05-27 16:08:20 -04:00
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static cVillagePiecePool * g_DesertVillagePools[] =
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{
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&g_SandVillage,
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&g_SandFlatRoofVillage,
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&g_AlchemistVillage,
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} ;
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static cVillagePiecePool * g_PlainsVillagePools[] =
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{
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&g_PlainsVillage,
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&g_JapaneseVillage,
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} ;
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2014-05-11 16:35:41 -04:00
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2014-10-19 08:01:59 -04:00
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cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen) :
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2014-06-16 10:12:50 -04:00
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super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 100),
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2014-05-22 15:47:56 -04:00
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m_Noise(a_Seed + 1000),
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2014-05-14 18:14:06 -04:00
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m_MaxDepth(a_MaxDepth),
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m_MaxSize(a_MaxSize),
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2014-05-22 15:47:56 -04:00
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m_MinDensity(a_MinDensity),
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m_MaxDensity(a_MaxDensity),
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2014-05-11 16:35:41 -04:00
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m_BiomeGen(a_BiomeGen),
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m_HeightGen(a_HeightGen)
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{
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}
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2014-06-16 10:12:50 -04:00
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cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
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2014-05-11 16:35:41 -04:00
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{
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// Generate the biomes for the chunk surrounding the origin:
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
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cChunkDef::BiomeMap Biomes;
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2014-10-19 08:01:59 -04:00
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m_BiomeGen->GenBiomes(ChunkX, ChunkZ, Biomes);
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2014-05-11 16:35:41 -04:00
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// Check if all the biomes are village-friendly:
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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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2014-10-20 16:55:07 -04:00
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cVillagePiecePool * VillagePrefabs = nullptr;
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2014-05-17 16:26:09 -04:00
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BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
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2014-06-11 13:12:29 -04:00
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BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
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2014-05-22 15:47:56 -04:00
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int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
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2014-05-27 16:08:20 -04:00
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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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2014-05-11 16:35:41 -04:00
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for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
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{
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switch (Biomes[i])
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{
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case biDesert:
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case biDesertM:
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{
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// These biomes allow sand villages
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2014-05-24 09:03:39 -04:00
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VillagePrefabs = DesertVillage;
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2014-05-21 17:17:09 -04:00
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// RoadBlock = E_BLOCK_SANDSTONE;
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2014-05-11 16:35:41 -04:00
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break;
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}
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case biPlains:
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case biSavanna:
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case biSavannaM:
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case biSunflowerPlains:
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{
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// These biomes allow plains-style villages
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2014-05-24 09:03:39 -04:00
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VillagePrefabs = PlainsVillage;
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2014-05-11 16:35:41 -04:00
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break;
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}
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default:
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{
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// Village-unfriendly biome, bail out with zero structure:
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return cStructurePtr();
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}
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} // switch (Biomes[i])
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} // for i - Biomes[]
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2014-05-22 15:47:56 -04:00
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// Choose density for the village, random between m_MinDensity and m_MaxDensity:
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int Density;
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if (m_MaxDensity > m_MinDensity)
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{
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Density = m_MinDensity + rnd % (m_MaxDensity - m_MinDensity);
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}
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else
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{
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Density = m_MinDensity;
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}
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2014-05-11 16:35:41 -04:00
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// Create a village based on the chosen prefabs:
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2014-10-20 16:55:07 -04:00
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if (VillagePrefabs == nullptr)
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2014-05-11 16:35:41 -04:00
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{
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return cStructurePtr();
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}
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2014-06-16 10:12:50 -04:00
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return cStructurePtr(new cVillage(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock, WaterRoadBlock));
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2014-05-11 16:35:41 -04:00
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}
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