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-rw-r--r--src/Generating/DungeonRoomsFinisher.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/Generating/DungeonRoomsFinisher.h b/src/Generating/DungeonRoomsFinisher.h
index 542a39682..2b52c9de6 100644
--- a/src/Generating/DungeonRoomsFinisher.h
+++ b/src/Generating/DungeonRoomsFinisher.h
@@ -10,6 +10,7 @@
#pragma once
#include "GridStructGen.h"
+#include "../ProbabDistrib.h"
@@ -23,8 +24,9 @@ class cDungeonRoomsFinisher :
public:
/** Creates a new dungeon room finisher.
a_HeightGen is the underlying height generator, so that the rooms can always be placed under the terrain.
- a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across. */
- cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize);
+ a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across.
+ a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */
+ cDungeonRoomsFinisher(cTerrainHeightGen & a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib);
protected:
@@ -37,6 +39,9 @@ protected:
/** Minimum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 2 (vanilla). */
int m_MinHalfSize;
+ /** The height probability distribution to make the spawners more common in layers 10 - 40, less common outside this range. */
+ cProbabDistrib m_HeightProbability;
+
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;