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-rw-r--r--src/Generating/VillageGen.cpp116
1 files changed, 116 insertions, 0 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
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+
+// 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));
+}
+
+
+
+