Bulk clearing of whitespace
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@@ -67,14 +67,14 @@ public:
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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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RoadPiece->SetDefaultWeight(100);
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// Add the road connectors:
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for (int x = 1; x < len; x += 12)
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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 = 7; x < len; x += 12)
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{
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@@ -87,8 +87,8 @@ public:
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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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@@ -97,7 +97,7 @@ public:
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{
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return 0;
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}
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return static_cast<const cPrefab &>(a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
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}
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};
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@@ -111,7 +111,7 @@ class cVillageGen::cVillage :
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protected cPiecePool
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{
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typedef cGridStructGen::cStructure super;
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public:
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cVillage(
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int a_Seed,
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@@ -140,38 +140,38 @@ public:
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return;
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}
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}
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~cVillage()
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{
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cPieceGenerator::FreePieces(m_Pieces);
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}
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protected:
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/** Seed for the random functions */
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int m_Seed;
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/** The noise used as a pseudo-random generator */
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cNoise m_Noise;
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/** Maximum size, in X / Z blocks, of the village (radius from the origin) */
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int m_MaxSize;
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/** The density for this village. Used to refrain from populating all house connectors. Range [0, 100] */
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int m_Density;
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/** Borders of the village - no item may reach out of this cuboid. */
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cCuboid m_Borders;
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/** Prefabs to use for buildings */
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cVillagePiecePool & m_Prefabs;
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/** The underlying height generator, used for placing the structures on top of the terrain. */
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cTerrainHeightGenPtr m_HeightGen;
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/** The village pieces, placed by the generator. */
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cPlacedPieces m_Pieces;
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// cGridStructGen::cStructure overrides:
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virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
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{
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@@ -213,8 +213,8 @@ protected:
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int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
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a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1);
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}
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/** Draws the road into the chunk.
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The heightmap is not queried from the heightgen, but is given via parameter, so that it may be queried just
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once for all roads in a chunk. */
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@@ -245,21 +245,21 @@ protected:
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}
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}
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}
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// cPiecePool overrides:
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virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override
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{
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return m_Prefabs.GetPiecesWithConnector(a_ConnectorType);
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}
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virtual cPieces GetStartingPieces(void) override
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{
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return m_Prefabs.GetStartingPieces();
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}
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virtual int GetPieceWeight(
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const cPlacedPiece & a_PlacedPiece,
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const cPiece::cConnector & a_ExistingConnector,
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@@ -276,30 +276,30 @@ protected:
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return 0;
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}
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}
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// Density check passed, relay to m_Prefabs:
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return m_Prefabs.GetPieceWeight(a_PlacedPiece, a_ExistingConnector, a_NewPiece);
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}
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virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) override
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{
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return m_Prefabs.GetStartingPieceWeight(a_NewPiece);
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}
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virtual void PiecePlaced(const cPiece & a_Piece) override
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{
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m_Prefabs.PiecePlaced(a_Piece);
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}
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virtual void Reset(void) override
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{
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m_Prefabs.Reset();
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}
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void MoveAllDescendants(cPlacedPieces & a_PlacedPieces, size_t a_Pivot, int a_HeightDifference)
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{
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size_t num = a_PlacedPieces.size();
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@@ -416,7 +416,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
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{
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Density = pool->GetMinDensity();
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}
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// Create a village based on the chosen prefabs:
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return cStructurePtr(new cVillage(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *pool.get(), m_HeightGen));
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}
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