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+
+// VillageGen.cpp
+
+// Implements the cVillageGen class representing the village generator
+
+#include "Globals.h"
+#include "VillageGen.h"
+#include "Prefabs/PlainsVillagePrefabs.h"
+#include "Prefabs/SandVillagePrefabs.h"
+#include "PieceGenerator.h"
+
+
+
+
+
+/*
+How village generating works:
+By descending from a cGridStructGen, a semi-random grid is generated. A village may be generated for each of
+the grid's cells. Each cell checks the biomes in an entire chunk around it, only generating a village if all
+biomes are village-friendly. If yes, the entire village structure is built for that cell. If not, the cell
+is left village-less.
+
+A village is generated using the regular BFS piece generator. The well piece is used as the starting piece,
+the roads and houses are then used as the following pieces. Only the houses are read from the prefabs,
+though, the roads are generated by code and their content is ignored. A special subclass of the cPiecePool
+class is used, so that the roads connect to each other and to the well only in predefined manners.
+
+The well has connectors of type "1". The houses have connectors of type "-1". The roads have connectors of
+both types, type "-1" at the far ends and type "1" on the long edges.
+
+When the village is about to be drawn into a chunk, it queries the heights for each piece intersecting the
+chunk. The pieces are shifted so that their pivot points lie on the surface, and the roads are drawn
+directly by turning the surface blocks into gravel / sandstone.
+*/
+
+class cVillagePiecePool :
+ public cPrefabPiecePool
+{
+ typedef cPrefabPiecePool super;
+public:
+ cVillagePiecePool(
+ const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs,
+ const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs
+ ) :
+ super(a_PieceDefs, a_NumPieceDefs, a_StartingPieceDefs, a_NumStartingPieceDefs)
+ {
+ // Add the road pieces:
+ for (int len = 19; len < 60; len += 8)
+ {
+ cBlockArea BA;
+ BA.Create(len, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas);
+ BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0);
+ cPrefab * RoadPiece = new cPrefab(BA, 1);
+ RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -2);
+ RoadPiece->AddConnector(len - 1, 0, 1, BLOCK_FACE_XP, -2);
+
+ // Add the road connectors:
+ for (int x = 1; x < len; x += 8)
+ {
+ RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 2);
+ RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 2);
+ }
+
+ // Add the buildings connectors:
+ for (int x = 5; x < len; x += 8)
+ {
+ RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 1);
+ RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 1);
+ }
+ m_AllPieces.push_back(RoadPiece);
+ m_PiecesByConnector[-2].push_back(RoadPiece);
+ m_PiecesByConnector[1].push_back(RoadPiece);
+ m_PiecesByConnector[2].push_back(RoadPiece);
+ } // for len - roads of varying length
+ }
+
+
+ // cPrefabPiecePool overrides:
+ virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override
+ {
+ // Roads cannot branch T-wise (appending -2 connector to a +2 connector):
+ if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0))
+ {
+ return 0;
+ }
+
+ return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
+ }
+} ;
+
+
+
+
+
+class cVillageGen::cVillage :
+ public cGridStructGen::cStructure
+{
+ typedef cGridStructGen::cStructure super;
+
+public:
+ cVillage(
+ int a_Seed,
+ int a_OriginX, int a_OriginZ,
+ int a_MaxRoadDepth,
+ int a_MaxSize,
+ cPrefabPiecePool & a_Prefabs,
+ cTerrainHeightGen & a_HeightGen,
+ BLOCKTYPE a_RoadBlock
+ ) :
+ super(a_OriginX, a_OriginZ),
+ m_Seed(a_Seed),
+ m_Noise(a_Seed),
+ m_MaxSize(a_MaxSize),
+ 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)
+ {
+ cBFSPieceGenerator pg(m_Prefabs, a_Seed);
+ // Generate the pieces at very negative Y coords, so that we can later test
+ // Piece has negative Y coord -> hasn't been height-adjusted yet
+ pg.PlacePieces(a_OriginX, -1000, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces);
+ }
+
+protected:
+ /** Seed for the random functions */
+ int m_Seed;
+
+ /** The noise used as a pseudo-random generator */
+ cNoise m_Noise;
+
+ /** Maximum size, in X/Z blocks, of the village (radius from the origin) */
+ int m_MaxSize;
+
+ /** Borders of the vilalge - no item may reach out of this cuboid. */
+ cCuboid m_Borders;
+
+ /** Prefabs to use for buildings */
+ cPrefabPiecePool & m_Prefabs;
+
+ /** The underlying height generator, used for placing the structures on top of the terrain. */
+ cTerrainHeightGen & m_HeightGen;
+
+ /** The village pieces, placed by the generator. */
+ cPlacedPieces m_Pieces;
+
+ /** The block to use for the roads. */
+ BLOCKTYPE m_RoadBlock;
+
+
+ // cGrdStructGen::cStructure overrides:
+ virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
+ {
+ // Iterate over all items
+ // Each intersecting prefab is placed on ground, then drawn
+ // Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks
+ cChunkDef::HeightMap HeightMap; // Heightmap for this chunk, used by roads
+ m_HeightGen.GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
+ for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
+ {
+ cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
+ if ((*itr)->GetPiece().GetSize().y == 1)
+ {
+ // It's a road, special handling (change top terrain blocks to m_RoadBlock)
+ DrawRoad(a_Chunk, **itr, HeightMap);
+ continue;
+ }
+ if ((*itr)->GetCoords().y < 0)
+ {
+ PlacePieceOnGround(**itr);
+ }
+ Prefab.Draw(a_Chunk, *itr);
+ } // for itr - m_PlacedPieces[]
+ }
+
+
+ /** Adjusts the Y coord of the given piece so that the piece is on the ground.
+ Ground level is assumed to be represented by the first connector in the piece. */
+ void PlacePieceOnGround(cPlacedPiece & a_Piece)
+ {
+ cPiece::cConnector FirstConnector = a_Piece.GetRotatedConnector(0);
+ int ChunkX, ChunkZ;
+ int BlockX = FirstConnector.m_Pos.x;
+ int BlockZ = FirstConnector.m_Pos.z;
+ int BlockY;
+ cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
+ cChunkDef::HeightMap HeightMap;
+ m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
+ int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
+ a_Piece.GetCoords().y += TerrainHeight - FirstConnector.m_Pos.y + 1;
+ }
+
+
+ /** Draws the road into the chunk.
+ The heightmap is not queried from the heightgen, but is given via parameter, so that it may be queried just
+ once for all roads in a chunk. */
+ void DrawRoad(cChunkDesc & a_Chunk, cPlacedPiece & a_Road, cChunkDef::HeightMap & a_HeightMap)
+ {
+ cCuboid RoadCoords = a_Road.GetHitBox();
+ RoadCoords.Sort();
+ int MinX = std::max(RoadCoords.p1.x - a_Chunk.GetChunkX() * cChunkDef::Width, 0);
+ int MaxX = std::min(RoadCoords.p2.x - a_Chunk.GetChunkX() * cChunkDef::Width, cChunkDef::Width - 1);
+ int MinZ = std::max(RoadCoords.p1.z - a_Chunk.GetChunkZ() * cChunkDef::Width, 0);
+ int MaxZ = std::min(RoadCoords.p2.z - a_Chunk.GetChunkZ() * cChunkDef::Width, cChunkDef::Width - 1);
+ for (int z = MinZ; z <= MaxZ; z++)
+ {
+ for (int x = MinX; x <= MaxX; x++)
+ {
+ a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
+ }
+ }
+ }
+} ;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cVillageGen:
+
+/** The prefabs for the sand village. */
+static cVillagePiecePool g_SandVillage (g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount);
+
+/** The prefabs for the plains village. */
+static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount);
+
+
+
+
+
+cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) :
+ super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100),
+ m_MaxDepth(a_MaxDepth),
+ m_MaxSize(a_MaxSize),
+ m_BiomeGen(a_BiomeGen),
+ m_HeightGen(a_HeightGen)
+{
+}
+
+
+
+
+
+cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_OriginZ)
+{
+ // Generate the biomes for the chunk surrounding the origin:
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
+ cChunkDef::BiomeMap Biomes;
+ m_BiomeGen.GenBiomes(ChunkX, ChunkZ, Biomes);
+
+ // Check if all the biomes are village-friendly:
+ // 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;
+ for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
+ {
+ switch (Biomes[i])
+ {
+ case biDesert:
+ case biDesertM:
+ {
+ // These biomes allow sand villages
+ VillagePrefabs = &g_SandVillage;
+ RoadBlock = E_BLOCK_SANDSTONE;
+ break;
+ }
+ case biPlains:
+ case biSavanna:
+ case biSavannaM:
+ case biSunflowerPlains:
+ {
+ // These biomes allow plains-style villages
+ VillagePrefabs = &g_PlainsVillage;
+ break;
+ }
+ default:
+ {
+ // Village-unfriendly biome, bail out with zero structure:
+ return cStructurePtr();
+ }
+ } // switch (Biomes[i])
+ } // for i - Biomes[]
+
+ // Create a village based on the chosen prefabs:
+ if (VillagePrefabs == NULL)
+ {
+ return cStructurePtr();
+ }
+ return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, *VillagePrefabs, m_HeightGen, RoadBlock));
+}
+
+
+
+