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authormadmaxoft <github@xoft.cz>2014-05-17 21:54:04 +0200
committermadmaxoft <github@xoft.cz>2014-05-17 21:54:04 +0200
commit7004043c6164c6b22346f94489cb823f9495738f (patch)
tree6aada4d3af59dbcb414b256b4d712cf9f203bf8a /src/Generating/VillageGen.cpp
parentUpdated PlainsVillage prefabs to the latest Gallery contents. (diff)
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Diffstat (limited to '')
-rw-r--r--src/Generating/VillageGen.cpp41
1 files changed, 36 insertions, 5 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index b514a90cd..db81fb521 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -115,7 +115,9 @@ public:
m_HeightGen(a_HeightGen)
{
cBFSPieceGenerator pg(m_Prefabs, a_Seed);
- pg.PlacePieces(a_OriginX, 10, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces);
+ // Generate the pieces at very negative Y coords, so that we can later test
+ // Piece has negative Y coord -> hasn't been height-adjusted yet
+ pg.PlacePieces(a_OriginX, -1000, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces);
}
protected:
@@ -144,16 +146,45 @@ protected:
// cGrdStructGen::cStructure overrides:
virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
{
- // TODO
// Iterate over all items
- // Each intersecting prefab is placed on ground (if not already placed), then drawn
+ // Each intersecting prefab is placed on ground, then drawn
// Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks
- for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
+ cChunkDef::HeightMap HeightMap; // Heightmap for this chunk, used by roads
+ m_HeightGen.GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
+ for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
- const cPrefab & Prefab = (const cPrefab &)((*itr)->GetPiece());
+ cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
+ if ((*itr)->GetPiece().GetSize().y == 1)
+ {
+ // It's a road, special handling (change top terrain blocks
+ // TODO
+ Prefab.Draw(a_Chunk, (*itr)->GetCoords() + Vector3i(0, 1100, 0), (*itr)->GetNumCCWRotations());
+ continue;
+ }
+ if ((*itr)->GetCoords().y < 0)
+ {
+ PlacePieceOnGround(**itr);
+ }
Prefab.Draw(a_Chunk, *itr);
} // for itr - m_PlacedPieces[]
}
+
+
+ /** Adjusts the Y coord of the given piece so that the piece is on the ground.
+ Ground level is assumed to be represented by the first connector in the piece. */
+ void PlacePieceOnGround(cPlacedPiece & a_Piece)
+ {
+ cPiece::cConnector FirstConnector = a_Piece.GetRotatedConnector(0);
+ int ChunkX, ChunkZ;
+ int BlockX = FirstConnector.m_Pos.x;
+ int BlockZ = FirstConnector.m_Pos.z;
+ int BlockY;
+ cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
+ cChunkDef::HeightMap HeightMap;
+ m_HeightGen.GenHeightMap(ChunkX, ChunkZ, HeightMap);
+ int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
+ a_Piece.GetCoords().y += TerrainHeight - FirstConnector.m_Pos.y + 1;
+ }
} ;