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2020-04-16Using Super.Mattes D1-9/+12
2020-04-03Pulled the BlockID and BlockInfo headers from Globals.h. (#4591)Mattes D1-0/+1
The BlockID.h file was removed from Globals.h and renamed to BlockType.h (main change) The BlockInfo.h file was removed from Globals.h (main change) The ENUM_BLOCK_ID and ENUM_ITEM_ID enum names were replaced with ENUM_BLOCK_TYPE and ENUM_ITEM_TYPE (cosmetics) The various enums, such as eDimension, eDamageType and eExplosionSource were moved from BlockType.h to Defines.h, together with the helper functions for converting between them and strings (StringToDimension et al.) (minor) Many inline functions were moved from headers to their respective cpp files, so that BlockType.h could be included only into the cpp file, rather than the header. That broke our tests a bit, since they pick bits and pieces out of the main code and provide stubs for the rest; they had to be re-stubbed and re-verified. eMonsterType values are no longer tied to E_ITEM_SPAWN_EGG_META_* values
2019-09-08ShapeGen, HeiGen: Changed to use cChunkCoords.Mattes D1-2/+2
2019-09-08BiomeGen: Changed to use cChunkCoords params.Mattes D1-1/+1
2017-08-17Changed int parameters to vector parameters in cCuboid and simulators (#3874)Lane Kolbly1-1/+4
2017-07-21Remove smart pointer macrospeterbell101-1/+1
2017-05-21Clang 5.0 fixesLukas Pioch1-2/+2
- Added override keyword - Removed inherited member variables
2017-05-04Gen: Moved PiecePool into a separate file.Mattes D1-9/+5
Also rewritten the PieceGenerator to use std::unique_ptr.
2017-02-13PieceGenerator: Added rotation-aware vertical connectors.Mattes D1-6/+6
2016-12-01Fixed villages generating under-water.Mattes D1-3/+4
The CompoGenBiomal didn't update the heightmap properly.
2016-02-05Bulk clearing of whitespaceLogicParrot1-35/+35
2015-12-01Added PieceStructures generator.Mattes D1-16/+8
2015-06-20Added basic support for loading village prefabs from files.Mattes D1-86/+76
2015-05-24Made -Weverything an error.tycho1-4/+4
2015-05-23Fixed missing overrides and added a ignore flag for reserved macro for clang version 3.6 and higher.Lukas Pioch1-2/+2
2015-05-19Fixed some more warningstycho1-2/+2
2015-05-09More style checking.Mattes D1-1/+1
Spaces around some operators are checked.
2014-11-26Merge remote-tracking branch 'origin-master' into c++11Tiger Wang1-3/+3
2014-11-12Generator: Shape initial refactoring.Mattes D1-3/+3
The code compiles, but several structure generators are broken, crash on start.
2014-10-23En masse NULL -> nullptr replaceTiger Wang1-2/+2
2014-10-20En masse NULL -> nullptr replaceTiger Wang1-2/+2
2014-10-19Generator: Rewritten to use SharedPtrs.Mattes D1-6/+6
2014-08-03VillageGen: Fixed a typo in commentSTRWarrior1-1/+1
2014-07-17Fixed tabs used for alignment.madmaxoft1-1/+1
2014-07-17Normalized comments.madmaxoft1-1/+1
This was mostly done automatically and then visually inspected for obvious errors. All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
2014-06-16Merge branch 'master' of github.com:mc-server/MCServerTycho1-5/+6
2014-06-15Added random offsets to cGridStructGen.madmaxoft1-5/+6
Fixes #740.
2014-06-11Roads in villages are made out of wooden planks if they generate on water.STRWarrior1-4/+17
2014-05-31Fixed a memory leak in VillagGen.madmaxoft1-0/+5
2014-05-27Added AlchemistVillage prefabs (Thanks, KingsCraftAu).madmaxoft1-9/+23
2014-05-25Added support for Miners' Village.madmaxoft1-5/+40
The village contains both prefabs that snap to ground and prefabs that connect strictly via connectors. Fixes #1027.
2014-05-24Added Japanese village prefabs.madmaxoft1-4/+11
2014-05-22Villages have min and max density setting.madmaxoft1-12/+80
Also made roads use 3+9 scheme, instead of 3+5, for the house connectors. Fixes #1020.
2014-05-21Changed desert village roads to gravel.madmaxoft1-1/+1
2014-05-21Added second kind of desert village (FlatRoof).madmaxoft1-4/+9
2014-05-17Village roads are drawn properly.madmaxoft1-6/+33
2014-05-17Village houses are height-adjusted onto the terrain.madmaxoft1-5/+36
2014-05-15Changed village road generation to use multiple prefabs.madmaxoft1-31/+30
2014-05-15VillageGen rewritten using BFSPieceGenerator.madmaxoft1-105/+91
Piece composition is not good yet, the buildings aren't height-adjusted and the road pieces will need special processing. This is mainly for adjusting the per-piece params.
2014-05-12VillageGen: Added well placement and the general algorithm description.madmaxoft1-5/+142
2014-05-11Initial VillageGen implementation.madmaxoft1-0/+116
WIP, doesn't generate anything yet. Ref.: 740.