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author | madmaxoft <github@xoft.cz> | 2014-05-12 22:43:59 +0200 |
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committer | madmaxoft <github@xoft.cz> | 2014-05-12 22:43:59 +0200 |
commit | 9c8e8ef7aece2f881ef97c387600c8a751579b20 (patch) | |
tree | c6a67f3c0523140b749a6e7f9a82ac79bb596938 /src/Generating/VillageGen.cpp | |
parent | Initial VillageGen implementation. (diff) | |
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Diffstat (limited to 'src/Generating/VillageGen.cpp')
-rw-r--r-- | src/Generating/VillageGen.cpp | 147 |
1 files changed, 142 insertions, 5 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index fb6191df2..3d89d7aa2 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -12,30 +12,167 @@ +/* +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 starting by its well. The well is placed in the grid's origin point. Then a set of +random lengths roads is generated - 4 roads going from the well, then at the end of each road another set of +roads, crossing them perpendicular, then at the end of those another set, up to a set maximum branching +depth. The roads are placed in a T or L shape, with the old road being the center stem of the T. Roads avoid +crossing each other and going further away from the well than the maximum block size of the village. +Finally, houses are places along the roads, avoiding collisions with already-existing items. + +When the village is about to be drawn into a chunk, it queries the heights for each item intersecting the +chunk. The prefabs 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 cVillageGen::cVillage : public cGridStructGen::cStructure { typedef cGridStructGen::cStructure super; public: - cVillage(int a_Seed, int a_OriginX, int a_OriginZ, cPrefabPiecePool & a_Prefabs) : + cVillage( + int a_Seed, + int a_OriginX, int a_OriginZ, + int a_MaxRoadDepth, + int a_MaxSize, + cPrefabPiecePool & a_Prefabs, + cTerrainHeightGen & a_HeightGen + ) : super(a_OriginX, a_OriginZ), m_Seed(a_Seed), - m_Prefabs(a_Prefabs) + 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) { + PlaceWell(); + BuildRoads(a_MaxRoadDepth); + PlaceHouses(); } protected: + class cItem + { + public: + /* The position of the item, X/Z-wise: */ + int m_MinX, m_MaxX, m_MinZ, m_MaxZ; + + /** The prefab to use. If NULL, this is a road. */ + cPrefab * m_Prefab; + + /** Number of rotations that should be applied to the prefab. */ + int m_NumRotations; + + /* The bottom of the prefab. Only valid if the item is a prefab, not valid for roads. */ + int m_BaseY; + + /** Creates a new item with the specified parameters. + m_BaseY is set to -1 and will be adjusted later on when drawing. */ + cItem(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, cPrefab * a_Prefab, int a_NumRotations) : + m_MinX(a_MinX), + m_MaxX(a_MaxX), + m_MinZ(a_MinZ), + m_MaxZ(a_MaxZ), + m_Prefab(a_Prefab), + m_NumRotations(a_NumRotations), + m_BaseY(-1) + { + } + } ; + typedef SharedPtr<cItem> cItemPtr; + typedef std::vector<cItemPtr> cItemPtrs; + + /** 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 items that are generated in the village (houses, roads). */ + cItemPtrs m_Items; + + + /** Places the well at the center of the village */ + void PlaceWell(void) + { + // Pick a prefab from the starting pieces: + cPieces StartingPieces = ((cPiecePool &)m_Prefabs).GetStartingPieces(); + ASSERT(!StartingPieces.empty()); + int TotalWeight = 0; + for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr) + { + TotalWeight += ((const cPrefab *)(*itr))->GetDefaultWeight(); + } + ASSERT(TotalWeight > 0); + int rnd = (m_Noise.IntNoise2DInt(m_OriginX, m_OriginZ) / 7) % TotalWeight; + cPiece * WellPiece = StartingPieces[0]; + for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr) + { + rnd -= ((const cPrefab *)(*itr))->GetDefaultWeight(); + if (rnd <= 0) + { + WellPiece = *itr; + break; + } + } + ASSERT(WellPiece != NULL); + + // Pick a rotation: + // TODO + int NumRotations = 0; + Vector3i Size = WellPiece->GetSize(); + + // Put the well in the placed items array: + m_Items.push_back(cItemPtr(new cItem(m_OriginX, m_OriginX + Size.x, m_OriginZ, m_OriginZ + Size.z, (cPrefab *)WellPiece, NumRotations))); + } + + + /** Places the roads going from the well outwards. */ + void BuildRoads(int a_MaxRoadDepth) + { + /* + ASSERT(m_Items.size() == 1); + const cItem & Well = *m_Items[0]; + */ + // TODO + } + + + /** Places houses along the roads. */ + void PlaceHouses(void) + { + // TODO + } + + // cGrdStructGen::cStructure overrides: virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override { // TODO + // Iterate over all items + // Each intersecting prefab is placed on ground (if not already placed), then drawn + // Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks } } ; @@ -53,8 +190,8 @@ cPrefabPiecePool cVillageGen::m_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVi -cVillageGen::cVillageGen(int a_Seed, int a_GridSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) : - super(a_Seed, a_GridSize, a_GridSize, 128, 128, 100), +cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxRoadDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) : + super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100), m_BiomeGen(a_BiomeGen), m_HeightGen(a_HeightGen) { @@ -108,7 +245,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ { return cStructurePtr(); } - return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, *VillagePrefabs)); + return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxRoadDepth, m_MaxSize, *VillagePrefabs, m_HeightGen)); } |