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author | Mattes D <github@xoft.cz> | 2015-11-11 10:32:42 +0100 |
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committer | Mattes D <github@xoft.cz> | 2015-12-01 10:35:07 +0100 |
commit | b8fbba5eb92cda32b13d65f3704adf778da82f38 (patch) | |
tree | 0c6e8f47ae152e5ffade6f0a7457505101764753 /src/Generating/VillageGen.cpp | |
parent | Merge pull request #2696 from Gargaj/breeding (diff) | |
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Diffstat (limited to 'src/Generating/VillageGen.cpp')
-rw-r--r-- | src/Generating/VillageGen.cpp | 24 |
1 files changed, 8 insertions, 16 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index 2475565c0..6ee150209 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -14,8 +14,8 @@ /* How village generating works: By descending from a cGridStructGen, a semi-random (jitter) 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 +of the grid's cells. Each cell checks the biomes in an entire chunk around its center, 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, @@ -28,7 +28,7 @@ both types' opposites, type "-2" at the far ends and type "1" on the long edges. type "2" connectors along the long edges of the roads as well, so that the roads create T junctions. 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 +chunk. The pieces are shifted so that their first connector lies on the surface, and the roads are drawn directly by turning the surface blocks into gravel / sandstone. The village prefabs are stored in global piecepools (one pool per village type). In order to support @@ -134,21 +134,11 @@ public: { // Generate the pieces for this village; don't care about the Y coord: cBFSPieceGenerator pg(*this, a_Seed); - pg.PlacePieces(a_OriginX, 0, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces); + pg.PlacePieces(a_OriginX, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces); if (m_Pieces.empty()) { return; } - - // If the central piece should be moved to ground, move it, and - // check all of its dependents and move those that are strictly connector-driven based on its new Y coord: - if (static_cast<const cPrefab &>(m_Pieces[0]->GetPiece()).ShouldMoveToGround()) - { - int OrigPosY = m_Pieces[0]->GetCoords().y; - PlacePieceOnGround(*m_Pieces[0]); - int NewPosY = m_Pieces[0]->GetCoords().y; - MoveAllDescendants(m_Pieces, 0, NewPosY - OrigPosY); - } } ~cVillage() @@ -206,8 +196,8 @@ protected: 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) @@ -345,6 +335,7 @@ cVillageGen::cVillageGen( int a_MaxDensity, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, + int a_SeaLevel, const AStringVector & a_PrefabsToLoad ) : super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 100), @@ -368,6 +359,7 @@ cVillageGen::cVillageGen( fileName.c_str(), prefabs->GetIntendedUse().c_str() ); } + prefabs->AssignGens(a_Seed, m_BiomeGen, m_HeightGen, a_SeaLevel); m_Pools.push_back(std::move(prefabs)); } } |