From 96a22cd82c350b1205985a9b8e01f5e6c11f069a Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sat, 24 May 2014 15:03:39 +0200 Subject: Added Japanese village prefabs. --- src/Generating/VillageGen.cpp | 15 +++++++++++---- 1 file changed, 11 insertions(+), 4 deletions(-) (limited to 'src/Generating/VillageGen.cpp') diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index bcce62af5..62822c33b 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -5,6 +5,7 @@ #include "Globals.h" #include "VillageGen.h" +#include "Prefabs/JapaneseVillagePrefabs.h" #include "Prefabs/PlainsVillagePrefabs.h" #include "Prefabs/SandVillagePrefabs.h" #include "Prefabs/SandFlatRoofVillagePrefabs.h" @@ -59,6 +60,7 @@ public: 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); + RoadPiece->SetDefaultWeight(100); // Add the road connectors: for (int x = 1; x < len; x += 12) @@ -84,8 +86,8 @@ public: // 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)) + // Roads cannot branch T-wise (appending -2 connector to a +2 connector on a 1-high piece): + if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0) && (a_PlacedPiece.GetPiece().GetSize().y == 1)) { return 0; } @@ -283,6 +285,9 @@ static cVillagePiecePool g_SandFlatRoofVillage(g_SandFlatRoofVillagePrefabs, g_S /** The prefabs for the plains village. */ static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount); +/** The prefabs for the Japanese village. */ +static cVillagePiecePool g_JapaneseVillage(g_JapaneseVillagePrefabs, g_JapaneseVillagePrefabsCount, g_JapaneseVillageStartingPrefabs, g_JapaneseVillageStartingPrefabsCount); + @@ -316,6 +321,8 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ cVillagePiecePool * VillagePrefabs = NULL; BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL; int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11; + cVillagePiecePool * PlainsVillage = (rnd % 2 == 0) ? &g_PlainsVillage : &g_JapaneseVillage; + cVillagePiecePool * DesertVillage = (rnd % 2 == 0) ? &g_SandVillage : &g_SandFlatRoofVillage; for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++) { switch (Biomes[i]) @@ -324,7 +331,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ case biDesertM: { // These biomes allow sand villages - VillagePrefabs = (rnd % 2 == 0) ? &g_SandVillage : &g_SandFlatRoofVillage; + VillagePrefabs = DesertVillage; // RoadBlock = E_BLOCK_SANDSTONE; break; } @@ -334,7 +341,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ case biSunflowerPlains: { // These biomes allow plains-style villages - VillagePrefabs = &g_PlainsVillage; + VillagePrefabs = PlainsVillage; break; } default: -- cgit v1.2.3