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-rw-r--r--src/Generating/VillageGen.cpp24
1 files changed, 10 insertions, 14 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index d46c0d64a..6575b2f3a 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -125,7 +125,7 @@ public:
int a_MaxSize,
int a_Density,
cVillagePiecePool & a_Prefabs,
- cTerrainHeightGenPtr a_HeightGen
+ cTerrainHeightGen & a_HeightGen
):
Super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
m_Seed(a_Seed),
@@ -137,7 +137,7 @@ public:
{a_OriginX + a_MaxSize, cChunkDef::Height - 1, a_OriginZ + a_MaxSize}
),
m_Prefabs(a_Prefabs),
- m_HeightGen(std::move(a_HeightGen))
+ m_HeightGen(a_HeightGen)
{
// Generate the pieces for this village; don't care about the Y coord:
cPieceGeneratorBFSTree pg(*this, a_Seed);
@@ -169,7 +169,7 @@ protected:
cVillagePiecePool & m_Prefabs;
/** The underlying height generator, used for placing the structures on top of the terrain. */
- cTerrainHeightGenPtr m_HeightGen;
+ cTerrainHeightGen & m_HeightGen;
/** The village pieces, placed by the generator. */
cPlacedPieces m_Pieces;
@@ -182,7 +182,7 @@ protected:
// 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.GetChunkCoords(), HeightMap);
+ m_HeightGen.GenHeightMap(a_Chunk.GetChunkCoords(), HeightMap);
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
const cPrefab & Prefab = static_cast<const cPrefab &>((*itr)->GetPiece());
@@ -212,7 +212,7 @@ protected:
int BlockY;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cChunkDef::HeightMap HeightMap;
- m_HeightGen->GenHeightMap({ChunkX, ChunkZ}, HeightMap);
+ m_HeightGen.GenHeightMap({ChunkX, ChunkZ}, HeightMap);
int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1);
}
@@ -337,8 +337,8 @@ cVillageGen::cVillageGen(
int a_MaxSize,
int a_MinDensity,
int a_MaxDensity,
- cBiomeGenPtr a_BiomeGen,
- cTerrainHeightGenPtr a_HeightGen,
+ cBiomeGen & a_BiomeGen,
+ cTerrainHeightGen & a_HeightGen,
int a_SeaLevel,
const AStringVector & a_PrefabsToLoad
) :
@@ -348,8 +348,8 @@ cVillageGen::cVillageGen(
m_MaxSize(a_MaxSize),
m_MinDensity(a_MinDensity),
m_MaxDensity(a_MaxDensity),
- m_BiomeGen(std::move(a_BiomeGen)),
- m_HeightGen(std::move(a_HeightGen))
+ m_BiomeGen(a_BiomeGen),
+ m_HeightGen(a_HeightGen)
{
for (const auto & toLoad: a_PrefabsToLoad)
{
@@ -379,7 +379,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap Biomes;
- m_BiomeGen->GenBiomes({ChunkX, ChunkZ}, Biomes);
+ m_BiomeGen.GenBiomes({ChunkX, ChunkZ}, Biomes);
// Get a list of pools that support each biome within the chunk:
// If just one column's biome is not allowed, the pool is not used because it's likely that an unfriendly biome is too close
@@ -424,7 +424,3 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
// Create a village based on the chosen prefabs:
return cStructurePtr(new cVillage(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *pool.get(), m_HeightGen));
}
-
-
-
-