From c0727c426572745c72a61d26a84754d5a641d562 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sun, 11 May 2014 22:35:41 +0200 Subject: Initial VillageGen implementation. WIP, doesn't generate anything yet. Ref.: 740. --- src/Generating/VillageGen.cpp | 116 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 116 insertions(+) create mode 100644 src/Generating/VillageGen.cpp (limited to 'src/Generating/VillageGen.cpp') diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp new file mode 100644 index 000000000..fb6191df2 --- /dev/null +++ b/src/Generating/VillageGen.cpp @@ -0,0 +1,116 @@ + +// VillageGen.cpp + +// Implements the cVillageGen class representing the village generator + +#include "Globals.h" +#include "VillageGen.h" +#include "Prefabs/PlainsVillagePrefabs.h" +#include "Prefabs/SandVillagePrefabs.h" + + + + + +class cVillageGen::cVillage : + public cGridStructGen::cStructure +{ + typedef cGridStructGen::cStructure super; + +public: + cVillage(int a_Seed, int a_OriginX, int a_OriginZ, cPrefabPiecePool & a_Prefabs) : + super(a_OriginX, a_OriginZ), + m_Seed(a_Seed), + m_Prefabs(a_Prefabs) + { + } + +protected: + /** Seed for the random functions */ + int m_Seed; + + /** Prefabs to use for buildings */ + cPrefabPiecePool & m_Prefabs; + + // cGrdStructGen::cStructure overrides: + virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override + { + // TODO + } +} ; + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cVillageGen: + +cPrefabPiecePool cVillageGen::m_SandVillage (g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount); +cPrefabPiecePool cVillageGen::m_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount); + + + + + +cVillageGen::cVillageGen(int a_Seed, int a_GridSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) : + super(a_Seed, a_GridSize, a_GridSize, 128, 128, 100), + 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 + cPrefabPiecePool * VillagePrefabs = NULL; + for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++) + { + switch (Biomes[i]) + { + case biDesert: + case biDesertM: + { + // These biomes allow sand villages + VillagePrefabs = &m_SandVillage; + break; + } + case biPlains: + case biSavanna: + case biSavannaM: + case biSunflowerPlains: + { + // These biomes allow plains-style villages + VillagePrefabs = &m_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, *VillagePrefabs)); +} + + + + -- cgit v1.2.3