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author | STRWarrior <niels.breuker@hotmail.nl> | 2014-06-11 19:12:29 +0200 |
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committer | STRWarrior <niels.breuker@hotmail.nl> | 2014-06-11 19:12:29 +0200 |
commit | 7cf544079f910ac8068b67ad39178ad040816367 (patch) | |
tree | 829d541cadce83a94b26e4a51125e57378e36e7a | |
parent | APIDump: Documented cBlockArea:GetCoordRange(). (diff) | |
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-rw-r--r-- | src/Generating/VillageGen.cpp | 21 |
1 files changed, 17 insertions, 4 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index b9cb056ad..9917141ed 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -116,7 +116,8 @@ public: int a_Density, cPiecePool & a_Prefabs, cTerrainHeightGen & a_HeightGen, - BLOCKTYPE a_RoadBlock + BLOCKTYPE a_RoadBlock, + BLOCKTYPE a_WaterRoadBlock ) : super(a_OriginX, a_OriginZ), m_Seed(a_Seed), @@ -126,7 +127,8 @@ public: m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize), m_Prefabs(a_Prefabs), m_HeightGen(a_HeightGen), - m_RoadBlock(a_RoadBlock) + m_RoadBlock(a_RoadBlock), + m_WaterRoadBlock(a_WaterRoadBlock) { // Generate the pieces for this village; don't care about the Y coord: cBFSPieceGenerator pg(*this, a_Seed); @@ -179,6 +181,9 @@ protected: /** The block to use for the roads. */ BLOCKTYPE m_RoadBlock; + + /** The block used for the roads if the road is on water. */ + BLOCKTYPE m_WaterRoadBlock; // cGridStructGen::cStructure overrides: @@ -239,7 +244,14 @@ protected: { for (int x = MinX; x <= MaxX; x++) { - a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock); + if (IsBlockWater(a_Chunk.GetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z))) + { + a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_WaterRoadBlock); + } + else + { + a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock); + } } } } @@ -374,6 +386,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ // If just one is not, no village is created, because it's likely that an unfriendly biome is too close cVillagePiecePool * VillagePrefabs = NULL; BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL; + BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS; int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11; cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)]; cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)]; @@ -422,7 +435,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ { return cStructurePtr(); } - return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock)); + return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock, WaterRoadBlock)); } |