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Changed village road generation to use multiple prefabs.

This commit is contained in:
madmaxoft 2014-05-15 10:43:54 +02:00
parent f5fdbdaf29
commit 34e5f0c164
3 changed files with 38 additions and 39 deletions

View File

@ -3691,10 +3691,10 @@ const cPrefab::sDef g_PlainsVillageStartingPrefabs[] =
/* 3 */ "bbbb",
// Connectors:
"1: 1, 9, 3: 3\n" /* Type 1, direction Z+ */
"1: 2, 9, 0: 2\n" /* Type 1, direction Z- */
"1: 0, 9, 1: 4\n" /* Type 1, direction X- */
"1: 3, 9, 2: 5\n" /* Type 1, direction X+ */,
"2: 1, 9, 3: 3\n" /* Type 2, direction Z+ */
"2: 2, 9, 0: 2\n" /* Type 2, direction Z- */
"2: 0, 9, 1: 4\n" /* Type 2, direction X- */
"2: 3, 9, 2: 5\n" /* Type 2, direction X+ */,
// AllowedRotations:
7, /* 1, 2, 3 CCW rotation allowed */

View File

@ -1853,10 +1853,10 @@ const cPrefab::sDef g_SandVillageStartingPrefabs[] =
/* 3 */ "bbbb",
// Connectors:
"1: 2, 8, 0: 2\n" /* Type 1, direction Z- */
"1: 0, 8, 1: 4\n" /* Type 1, direction X- */
"1: 1, 8, 3: 3\n" /* Type 1, direction Z+ */
"1: 3, 8, 2: 5\n" /* Type 1, direction X+ */,
"2: 2, 8, 0: 2\n" /* Type 2, direction Z- */
"2: 0, 8, 1: 4\n" /* Type 2, direction X- */
"2: 1, 8, 3: 3\n" /* Type 2, direction Z+ */
"2: 3, 8, 2: 5\n" /* Type 2, direction X+ */,
// AllowedRotations:
7, /* 1, 2, 3 CCW rotation allowed */

View File

@ -44,43 +44,42 @@ public:
) :
super(a_PieceDefs, a_NumPieceDefs, a_StartingPieceDefs, a_NumStartingPieceDefs)
{
// Add the road piece:
cBlockArea BA;
BA.Create(5, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas);
BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0);
cPrefab * RoadPiece = new cPrefab(BA, 7);
RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -1);
RoadPiece->AddConnector(4, 0, 1, BLOCK_FACE_XP, -1);
RoadPiece->AddConnector(4, 0, 1, BLOCK_FACE_XP, 1);
RoadPiece->AddConnector(1, 0, 0, BLOCK_FACE_ZM, 1);
RoadPiece->AddConnector(3, 0, 0, BLOCK_FACE_ZM, 1);
RoadPiece->AddConnector(1, 0, 2, BLOCK_FACE_ZP, 1);
RoadPiece->AddConnector(3, 0, 2, BLOCK_FACE_ZP, 1);
RoadPiece->SetAddWeightIfSame(10000);
m_AllPieces.push_back(RoadPiece);
m_PiecesByConnector[-1].push_back(RoadPiece);
m_PiecesByConnector[1].push_back(RoadPiece);
// Add the road pieces:
for (int len = 19; len < 60; len += 8)
{
cBlockArea BA;
BA.Create(len, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas);
BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0);
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);
// Add the road connectors:
for (int x = 1; x < len; x += 8)
{
RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 2);
RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 2);
}
// Add the buildings connectors:
for (int x = 5; x < len; x += 8)
{
RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 1);
RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 1);
}
m_AllPieces.push_back(RoadPiece);
m_PiecesByConnector[-2].push_back(RoadPiece);
m_PiecesByConnector[1].push_back(RoadPiece);
m_PiecesByConnector[2].push_back(RoadPiece);
} // for len - roads of varying length
}
// cPrefabPiecePool overrides:
virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override
{
// Only roads are allowed to connect to the well:
if ((a_PlacedPiece.GetDepth() == 0) && (a_NewPiece.GetSize().y != 1))
{
return 0;
}
// Roads cannot branch T-wise:
if (
(a_PlacedPiece.GetPiece().GetSize().y == 1) && // Connecting to a road
(
(a_ExistingConnector.m_Direction == BLOCK_FACE_ZP) ||
(a_ExistingConnector.m_Direction == BLOCK_FACE_ZM)
) && // Through the long-edge connector
(a_NewPiece.GetSize().y == 1) // And the new piece is a road
)
// Roads cannot branch T-wise (appending -2 connector to a +2 connector):
if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0))
{
return 0;
}