// VillageGen.h
// Declares the cVillageGen class representing the village generator
#pragma once
#include "GridStructGen.h"
#include "PrefabPiecePool.h"
// fwd:
class cVillagePiecePool;
class cVillageGen:
public cGridStructGen
{
using Super = cGridStructGen;
public:
/** Creates a new instance of the generator with the specified parameters. */
cVillageGen(
int a_Seed,
int a_GridSize,
int a_MaxOffset,
int a_MaxDepth,
int a_MaxSize,
int a_MinDensity, int a_MaxDensity,
cBiomeGen & a_BiomeGen,
cTerrainHeightGen & a_HeightGen,
int a_SeaLevel,
const AStringVector & a_PrefabsToLoad
);
protected:
class cVillage; // fwd: VillageGen.cpp
typedef std::vector<std::shared_ptr<cVillagePiecePool>> cVillagePiecePools;
/** The noise used for generating random numbers */
cNoise m_RandNoise;
/** Maximum depth of the generator tree */
int m_MaxDepth;
/** Maximum size, in X / Z blocks, of the village (radius from the origin) */
int m_MaxSize;
/** Minimum density - percentage of allowed house connections. Range [0, 100] */
int m_MinDensity;
/** Maximum density - percentage of allowed house connections. Range [0, 100] */
int m_MaxDensity;
/** The underlying biome generator that defines whether the village is created or not */
cBiomeGen & m_BiomeGen;
/** The underlying height generator, used to position the prefabs crossing chunk borders */
cTerrainHeightGen & m_HeightGen;
/** All available prefab sets. Each village gets one of these chosen randomly. */
cVillagePiecePools m_Pools;
// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
} ;