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-rw-r--r--src/Generating/PieceGenerator.h4
-rw-r--r--src/Generating/VillageGen.cpp39
2 files changed, 35 insertions, 8 deletions
diff --git a/src/Generating/PieceGenerator.h b/src/Generating/PieceGenerator.h
index 56ce996d2..643ca58b6 100644
--- a/src/Generating/PieceGenerator.h
+++ b/src/Generating/PieceGenerator.h
@@ -156,8 +156,8 @@ protected:
const cPiece * m_Piece;
Vector3i m_Coords;
int m_NumCCWRotations;
- cCuboid m_HitBox;
- int m_Depth;
+ cCuboid m_HitBox; // Hitbox of the placed piece, in world coords
+ int m_Depth; // Depth in the generated piece tree
};
typedef std::vector<cPlacedPiece *> cPlacedPieces;
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index db81fb521..520d63029 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -104,7 +104,8 @@ public:
int a_MaxRoadDepth,
int a_MaxSize,
cPrefabPiecePool & a_Prefabs,
- cTerrainHeightGen & a_HeightGen
+ cTerrainHeightGen & a_HeightGen,
+ BLOCKTYPE a_RoadBlock
) :
super(a_OriginX, a_OriginZ),
m_Seed(a_Seed),
@@ -112,7 +113,8 @@ public:
m_MaxSize(a_MaxSize),
m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize),
m_Prefabs(a_Prefabs),
- m_HeightGen(a_HeightGen)
+ m_HeightGen(a_HeightGen),
+ m_RoadBlock(a_RoadBlock)
{
cBFSPieceGenerator pg(m_Prefabs, a_Seed);
// Generate the pieces at very negative Y coords, so that we can later test
@@ -142,6 +144,9 @@ protected:
/** The village pieces, placed by the generator. */
cPlacedPieces m_Pieces;
+ /** The block to use for the roads. */
+ BLOCKTYPE m_RoadBlock;
+
// cGrdStructGen::cStructure overrides:
virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
@@ -156,9 +161,8 @@ protected:
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());
+ // It's a road, special handling (change top terrain blocks to m_RoadBlock)
+ DrawRoad(a_Chunk, **itr, HeightMap);
continue;
}
if ((*itr)->GetCoords().y < 0)
@@ -185,6 +189,27 @@ protected:
int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
a_Piece.GetCoords().y += TerrainHeight - FirstConnector.m_Pos.y + 1;
}
+
+
+ /** Draws the road into the chunk.
+ The heightmap is not queried from the heightgen, but is given via parameter, so that it may be queried just
+ once for all roads in a chunk. */
+ void DrawRoad(cChunkDesc & a_Chunk, cPlacedPiece & a_Road, cChunkDef::HeightMap & a_HeightMap)
+ {
+ cCuboid RoadCoords = a_Road.GetHitBox();
+ RoadCoords.Sort();
+ int MinX = std::max(RoadCoords.p1.x - a_Chunk.GetChunkX() * cChunkDef::Width, 0);
+ int MaxX = std::min(RoadCoords.p2.x - a_Chunk.GetChunkX() * cChunkDef::Width, cChunkDef::Width - 1);
+ int MinZ = std::max(RoadCoords.p1.z - a_Chunk.GetChunkZ() * cChunkDef::Width, 0);
+ int MaxZ = std::min(RoadCoords.p2.z - a_Chunk.GetChunkZ() * cChunkDef::Width, cChunkDef::Width - 1);
+ for (int z = MinZ; z <= MaxZ; z++)
+ {
+ for (int x = MinX; x <= MaxX; x++)
+ {
+ a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
+ }
+ }
+ }
} ;
@@ -228,6 +253,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
// 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
cVillagePiecePool * VillagePrefabs = NULL;
+ BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
@@ -237,6 +263,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
{
// These biomes allow sand villages
VillagePrefabs = &g_SandVillage;
+ RoadBlock = E_BLOCK_SANDSTONE;
break;
}
case biPlains:
@@ -261,7 +288,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
{
return cStructurePtr();
}
- return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, *VillagePrefabs, m_HeightGen));
+ return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, *VillagePrefabs, m_HeightGen, RoadBlock));
}