187abe3f5e
Also rewritten the PieceGenerator to use std::unique_ptr.
61 lines
1.4 KiB
C++
61 lines
1.4 KiB
C++
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// PieceStructuresGen.h
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// Declares the cPieceStructuresGen class representing the PieceStructures finisher generator
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/*
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This generator loads various pieces from "piecepool" files, and each such piecepool is then used in a separate
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cPieceGenerator instance.
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*/
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#pragma once
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#include "ComposableGenerator.h"
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#include "PrefabPiecePool.h"
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#include "GridStructGen.h"
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class cPieceStructuresGen :
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public cFinishGen
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{
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typedef cFinishGen Super;
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public:
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cPieceStructuresGen(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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bool Initialize(const AString & a_Prefabs, int a_SeaLevel, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen);
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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 SharedPtr<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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