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+
+// PrefabSingleStructureGen.h
+
+
+/*
+Classes to support the generation of single piece prefab structures
+*/
+
+#pragma once
+
+#include "Globals.h"
+
+#include "ComposableGenerator.h"
+#include "PrefabPiecePool.h"
+
+/** The Single Prefab Structure Generator:
+This uses the cGridStructGen to generate the structures on the map
+This is similar to the Piece Structure Generator but only placing one possible structure
+The Exported cubeset MUST have all possible structures as start structures or the server crashes on generation
+else it isn't accessible from the m_Piecepool. */
+class cSinglePieceStructuresGen :
+ public cFinishGen
+{
+using Super = cFinishGen;
+
+public:
+ cSinglePieceStructuresGen(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, const cBiomeGenPtr & a_BiomeGen, const cTerrainHeightGenPtr & a_HeightGen);
+
+
+ // cFinishGen override:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+
+protected:
+ /** The generator doing the work for a single prefab set.
+ Forward-declared so that its implementation changes don't affect the header. */
+ class cGen;
+
+ typedef std::shared_ptr<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;
+};