Changed village road generation to use multiple prefabs.
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@@ -44,43 +44,42 @@ public:
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) :
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super(a_PieceDefs, a_NumPieceDefs, a_StartingPieceDefs, a_NumStartingPieceDefs)
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{
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// Add the road piece:
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cBlockArea BA;
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BA.Create(5, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas);
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BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0);
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cPrefab * RoadPiece = new cPrefab(BA, 7);
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RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -1);
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RoadPiece->AddConnector(4, 0, 1, BLOCK_FACE_XP, -1);
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RoadPiece->AddConnector(4, 0, 1, BLOCK_FACE_XP, 1);
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RoadPiece->AddConnector(1, 0, 0, BLOCK_FACE_ZM, 1);
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RoadPiece->AddConnector(3, 0, 0, BLOCK_FACE_ZM, 1);
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RoadPiece->AddConnector(1, 0, 2, BLOCK_FACE_ZP, 1);
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RoadPiece->AddConnector(3, 0, 2, BLOCK_FACE_ZP, 1);
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RoadPiece->SetAddWeightIfSame(10000);
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m_AllPieces.push_back(RoadPiece);
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m_PiecesByConnector[-1].push_back(RoadPiece);
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m_PiecesByConnector[1].push_back(RoadPiece);
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// Add the road pieces:
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for (int len = 19; len < 60; len += 8)
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{
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cBlockArea BA;
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BA.Create(len, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas);
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BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0);
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cPrefab * RoadPiece = new cPrefab(BA, 1);
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RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -2);
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RoadPiece->AddConnector(len - 1, 0, 1, BLOCK_FACE_XP, -2);
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// Add the road connectors:
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for (int x = 1; x < len; x += 8)
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{
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RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 2);
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RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 2);
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}
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// Add the buildings connectors:
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for (int x = 5; x < len; x += 8)
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{
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RoadPiece->AddConnector(x, 0, 0, BLOCK_FACE_ZM, 1);
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RoadPiece->AddConnector(x, 0, 2, BLOCK_FACE_ZP, 1);
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}
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m_AllPieces.push_back(RoadPiece);
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m_PiecesByConnector[-2].push_back(RoadPiece);
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m_PiecesByConnector[1].push_back(RoadPiece);
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m_PiecesByConnector[2].push_back(RoadPiece);
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} // for len - roads of varying length
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}
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// cPrefabPiecePool overrides:
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virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override
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{
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// Only roads are allowed to connect to the well:
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if ((a_PlacedPiece.GetDepth() == 0) && (a_NewPiece.GetSize().y != 1))
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{
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return 0;
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}
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// Roads cannot branch T-wise:
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if (
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(a_PlacedPiece.GetPiece().GetSize().y == 1) && // Connecting to a road
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(
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(a_ExistingConnector.m_Direction == BLOCK_FACE_ZP) ||
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(a_ExistingConnector.m_Direction == BLOCK_FACE_ZM)
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) && // Through the long-edge connector
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(a_NewPiece.GetSize().y == 1) // And the new piece is a road
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)
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// Roads cannot branch T-wise (appending -2 connector to a +2 connector):
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if ((a_ExistingConnector.m_Type == 2) && (a_PlacedPiece.GetDepth() > 0))
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{
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return 0;
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}
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