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cuberite-2a/src/Generating/PieceStructuresGen.h

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2.3 KiB
C++

// PieceStructuresGen.h
// Declares the cPieceStructuresGen class representing the PieceStructures finisher generator
/*
This generator loads various pieces from "piecepool" files, and each such piecepool is then used in a separate
cPieceGenerator instance.
*/
#pragma once
#include "ComposableGenerator.h"
#include "PrefabPiecePool.h"
#include "GridStructGen.h"
class cPieceStructuresGen :
public cFinishGen
{
typedef cFinishGen Super;
public:
cPieceStructuresGen(int a_Seed);
/** Initializes the generator based on the specified prefab sets.
a_Prefabs contains the list of prefab sets that should be activated, "|"-separated.
All problems are logged to the console and the generator skips over them.
Returns true if at least one prefab set is valid (the generator should be kept). */
bool Initialize(const AString & a_Prefabs, int a_SeaLevel, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen);
// cFinishGen override:
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
protected:
class cGen:
public cGridStructGen
{
typedef cGridStructGen Super;
public:
cGen(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, int a_SeaLevel, const AString & a_Name);
/** Loads the piecepool from a file.
Returns true on success, logs warning and returns false on failure. */
bool LoadFromFile(const AString & a_FileName);
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
protected:
/** The underlying biome generator that defines whether the structure is created or not */
cBiomeGenPtr m_BiomeGen;
/** The underlying height generator, used to position the prefabs crossing chunk borders if they are set to FitGround. */
cTerrainHeightGenPtr m_HeightGen;
/** The world's sea level, if available. Used for some cVerticalStrategy descendants. */
int m_SeaLevel;
/** The name that is used for reporting. */
AString m_Name;
/** All available prefabs. */
cPrefabPiecePool m_Pool;
/** Maximum depth of the generated piece tree. */
int m_MaxDepth;
};
typedef SharedPtr<cGen> cGenPtr;
typedef std::vector<cGenPtr> cGenPtrs;
/** The individual structure generators, one per piecepool. */
cGenPtrs m_Gens;
/** The seed for the random number generator */
int m_Seed;
};