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* Enable some more clang-tidy linter checks (#4738)peterbell102020-05-151-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Avoid inefficient AString -> c_str() -> AString round trip * Avoid redundant string init expressions * Avoid unnecessary return, continue, etc. * Add .clang-format to help with clang-tidy fix-its * Avoid unnecessary passing by value * Avoid unnecessary local copying * Avoid copying in range-for loops * Avoid over-complicated boolean expressions * Some violations missed by my local clang-tidy * Allow unnecessary continue statements * Add brackets * Another expression missed locally * Move BindingsProcessor call into clang-tidy.sh and add space * Fix pushd not found error * Different grouping of CheckBlockInteractionRate
* Using Super.Mattes D2020-04-161-9/+12
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* Pulled the BlockID and BlockInfo headers from Globals.h. (#4591)Mattes D2020-04-031-0/+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
* ShapeGen, HeiGen: Changed to use cChunkCoords.Mattes D2019-09-081-2/+2
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* BiomeGen: Changed to use cChunkCoords params.Mattes D2019-09-081-1/+1
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* Changed int parameters to vector parameters in cCuboid and simulators (#3874)Lane Kolbly2017-08-171-1/+4
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* Remove smart pointer macrospeterbell102017-07-211-1/+1
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* Clang 5.0 fixesLukas Pioch2017-05-211-2/+2
| | | | | - Added override keyword - Removed inherited member variables
* Gen: Moved PiecePool into a separate file.Mattes D2017-05-041-9/+5
| | | | Also rewritten the PieceGenerator to use std::unique_ptr.
* PieceGenerator: Added rotation-aware vertical connectors.Mattes D2017-02-131-6/+6
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* Fixed villages generating under-water.Mattes D2016-12-011-3/+4
| | | | The CompoGenBiomal didn't update the heightmap properly.
* Bulk clearing of whitespaceLogicParrot2016-02-051-35/+35
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* Added PieceStructures generator.Mattes D2015-12-011-16/+8
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* Added basic support for loading village prefabs from files.Mattes D2015-06-201-86/+76
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* Made -Weverything an error.tycho2015-05-241-4/+4
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* Merge branch 'master' into PreventNewWarningstycho2015-05-231-2/+2
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| * Fixed missing overrides and added a ignore flag for reserved macro for clang version 3.6 and higher.Lukas Pioch2015-05-231-2/+2
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* | Fixed some more warningstycho2015-05-191-2/+2
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* More style checking.Mattes D2015-05-091-1/+1
| | | | Spaces around some operators are checked.
* Generator: Shape initial refactoring.Mattes D2014-11-121-3/+3
| | | | The code compiles, but several structure generators are broken, crash on start.
* En masse NULL -> nullptr replaceTiger Wang2014-10-231-2/+2
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* Generator: Rewritten to use SharedPtrs.Mattes D2014-10-191-6/+6
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* VillageGen: Fixed a typo in commentSTRWarrior2014-08-031-1/+1
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* Fixed tabs used for alignment.madmaxoft2014-07-171-1/+1
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* Normalized comments.madmaxoft2014-07-171-1/+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.
* Merge branch 'master' of github.com:mc-server/MCServerTycho2014-06-161-5/+6
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* Roads in villages are made out of wooden planks if they generate on water.STRWarrior2014-06-111-4/+17
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* Fixed a memory leak in VillagGen.madmaxoft2014-05-311-0/+5
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* Added AlchemistVillage prefabs (Thanks, KingsCraftAu).madmaxoft2014-05-271-9/+23
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* Added support for Miners' Village.madmaxoft2014-05-251-5/+40
| | | | | The village contains both prefabs that snap to ground and prefabs that connect strictly via connectors. Fixes #1027.
* Added Japanese village prefabs.madmaxoft2014-05-241-4/+11
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* Villages have min and max density setting.madmaxoft2014-05-221-12/+80
| | | | | | Also made roads use 3+9 scheme, instead of 3+5, for the house connectors. Fixes #1020.
* Changed desert village roads to gravel.madmaxoft2014-05-211-1/+1
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* Added second kind of desert village (FlatRoof).madmaxoft2014-05-211-4/+9
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* Village roads are drawn properly.madmaxoft2014-05-171-6/+33
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* Village houses are height-adjusted onto the terrain.madmaxoft2014-05-171-5/+36
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* Changed village road generation to use multiple prefabs.madmaxoft2014-05-151-31/+30
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* VillageGen rewritten using BFSPieceGenerator.madmaxoft2014-05-151-105/+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.
* VillageGen: Added well placement and the general algorithm description.madmaxoft2014-05-121-5/+142
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* Initial VillageGen implementation.madmaxoft2014-05-111-0/+116
WIP, doesn't generate anything yet. Ref.: 740.