Added basic support for loading village prefabs from files.
This commit is contained in:
@@ -5,11 +5,6 @@
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#include "Globals.h"
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#include "VillageGen.h"
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#include "Prefabs/AlchemistVillagePrefabs.h"
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#include "Prefabs/JapaneseVillagePrefabs.h"
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#include "Prefabs/PlainsVillagePrefabs.h"
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#include "Prefabs/SandVillagePrefabs.h"
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#include "Prefabs/SandFlatRoofVillagePrefabs.h"
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#include "PieceGenerator.h"
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@@ -51,6 +46,16 @@ public:
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const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs
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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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AddRoadPieces();
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}
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cVillagePiecePool(void)
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{
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AddRoadPieces();
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}
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void AddRoadPieces(void)
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{
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// Add the road pieces:
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for (int len = 27; len < 60; len += 12)
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@@ -115,10 +120,8 @@ public:
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int a_MaxRoadDepth,
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int a_MaxSize,
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int a_Density,
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cPiecePool & a_Prefabs,
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cTerrainHeightGenPtr a_HeightGen,
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BLOCKTYPE a_RoadBlock,
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BLOCKTYPE a_WaterRoadBlock
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cVillagePiecePool & a_Prefabs,
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cTerrainHeightGenPtr a_HeightGen
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) :
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super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
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m_Seed(a_Seed),
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@@ -127,9 +130,7 @@ public:
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m_Density(a_Density),
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m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, cChunkDef::Height - 1, a_OriginZ + a_MaxSize),
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m_Prefabs(a_Prefabs),
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m_HeightGen(a_HeightGen),
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m_RoadBlock(a_RoadBlock),
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m_WaterRoadBlock(a_WaterRoadBlock)
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m_HeightGen(a_HeightGen)
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{
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// Generate the pieces for this village; don't care about the Y coord:
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cBFSPieceGenerator pg(*this, a_Seed);
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@@ -172,7 +173,7 @@ protected:
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cCuboid m_Borders;
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/** Prefabs to use for buildings */
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cPiecePool & m_Prefabs;
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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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@@ -180,12 +181,6 @@ protected:
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/** The village pieces, placed by the generator. */
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cPlacedPieces m_Pieces;
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/** The block to use for the roads. */
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BLOCKTYPE m_RoadBlock;
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/** The block used for the roads if the road is on water. */
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BLOCKTYPE m_WaterRoadBlock;
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// cGridStructGen::cStructure overrides:
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virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
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@@ -241,17 +236,21 @@ protected:
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int MaxX = std::min(RoadCoords.p2.x - a_Chunk.GetChunkX() * cChunkDef::Width, cChunkDef::Width - 1);
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int MinZ = std::max(RoadCoords.p1.z - a_Chunk.GetChunkZ() * cChunkDef::Width, 0);
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int MaxZ = std::min(RoadCoords.p2.z - a_Chunk.GetChunkZ() * cChunkDef::Width, cChunkDef::Width - 1);
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auto WaterRoadBlockType = m_Prefabs.GetVillageWaterRoadBlockType();
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auto WaterRoadBlockMeta = m_Prefabs.GetVillageWaterRoadBlockMeta();
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auto RoadBlockType = m_Prefabs.GetVillageRoadBlockType();
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auto RoadBlockMeta = m_Prefabs.GetVillageRoadBlockMeta();
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for (int z = MinZ; z <= MaxZ; z++)
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{
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for (int x = MinX; x <= MaxX; x++)
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{
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if (IsBlockWater(a_Chunk.GetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z)))
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{
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a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_WaterRoadBlock);
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a_Chunk.SetBlockTypeMeta(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, WaterRoadBlockType, WaterRoadBlockMeta);
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}
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else
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{
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a_Chunk.SetBlockType(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, m_RoadBlock);
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a_Chunk.SetBlockTypeMeta(x, cChunkDef::GetHeight(a_HeightMap, x, z), z, RoadBlockType, RoadBlockMeta);
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}
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}
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}
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@@ -336,30 +335,18 @@ protected:
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////////////////////////////////////////////////////////////////////////////////
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// cVillageGen:
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static cVillagePiecePool g_SandVillage(g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount);
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static cVillagePiecePool g_SandFlatRoofVillage(g_SandFlatRoofVillagePrefabs, g_SandFlatRoofVillagePrefabsCount, g_SandFlatRoofVillageStartingPrefabs, g_SandFlatRoofVillageStartingPrefabsCount);
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static cVillagePiecePool g_AlchemistVillage(g_AlchemistVillagePrefabs, g_AlchemistVillagePrefabsCount, g_AlchemistVillageStartingPrefabs, g_AlchemistVillageStartingPrefabsCount);
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static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount);
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static cVillagePiecePool g_JapaneseVillage(g_JapaneseVillagePrefabs, g_JapaneseVillagePrefabsCount, g_JapaneseVillageStartingPrefabs, g_JapaneseVillageStartingPrefabsCount);
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static cVillagePiecePool * g_DesertVillagePools[] =
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{
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&g_SandVillage,
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&g_SandFlatRoofVillage,
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&g_AlchemistVillage,
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} ;
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static cVillagePiecePool * g_PlainsVillagePools[] =
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{
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&g_PlainsVillage,
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&g_JapaneseVillage,
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} ;
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cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen) :
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cVillageGen::cVillageGen(
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int a_Seed,
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int a_GridSize,
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int a_MaxOffset,
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int a_MaxDepth,
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int a_MaxSize,
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int a_MinDensity,
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int a_MaxDensity,
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cBiomeGenPtr a_BiomeGen,
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cTerrainHeightGenPtr a_HeightGen,
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const AStringVector & a_PrefabsToLoad
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) :
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super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 100),
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m_Noise(a_Seed + 1000),
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m_MaxDepth(a_MaxDepth),
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@@ -369,6 +356,21 @@ cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxD
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m_BiomeGen(a_BiomeGen),
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m_HeightGen(a_HeightGen)
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{
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for (const auto & toLoad: a_PrefabsToLoad)
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{
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auto prefabs = std::make_shared<cVillagePiecePool>();
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auto fileName = Printf("Prefabs%sVillages%s%s.cubeset", cFile::GetPathSeparator().c_str(), cFile::GetPathSeparator().c_str(), toLoad.c_str());
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if (prefabs->LoadFromFile(fileName, true))
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{
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if (NoCaseCompare(prefabs->GetIntendedUse(), "village") != 0)
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{
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LOGWARNING("Village generator: File %s is intended for use in \"%s\", rather than villages. Loading the file, but the generator may behave unexpectedly.",
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fileName.c_str(), prefabs->GetIntendedUse().c_str()
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);
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}
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m_Pools.push_back(std::move(prefabs));
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}
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}
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}
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@@ -383,60 +385,48 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
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cChunkDef::BiomeMap Biomes;
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m_BiomeGen->GenBiomes(ChunkX, ChunkZ, Biomes);
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// Check if all the biomes are village-friendly:
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// If just one is not, no village is created, because it's likely that an unfriendly biome is too close
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cVillagePiecePool * VillagePrefabs = nullptr;
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BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
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BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
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int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
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cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_PlainsVillagePools)];
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cVillagePiecePool * DesertVillage = g_DesertVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_DesertVillagePools)];
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// Get a list of pools that support each biome within the chunk:
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// If just one column's biome is not allowed, the pool is not used because it's likely that an unfriendly biome is too close
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auto availablePools = m_Pools;
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for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
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{
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switch (Biomes[i])
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auto biome = Biomes[i];
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availablePools.erase(std::remove_if(availablePools.begin(), availablePools.end(),
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[biome](SharedPtr<cPrefabPiecePool> a_Pool)
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{
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return !a_Pool->IsBiomeAllowed(biome);
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}),
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availablePools.end()
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);
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// Bail out if no compatible pools left:
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if (availablePools.empty())
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{
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case biDesert:
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case biDesertM:
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{
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// These biomes allow sand villages
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VillagePrefabs = DesertVillage;
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// RoadBlock = E_BLOCK_SANDSTONE;
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break;
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}
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case biPlains:
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case biSavanna:
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case biSavannaM:
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case biSunflowerPlains:
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{
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// These biomes allow plains-style villages
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VillagePrefabs = PlainsVillage;
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break;
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}
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default:
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{
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// Village-unfriendly biome, bail out with zero structure:
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return cStructurePtr();
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}
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} // switch (Biomes[i])
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} // for i - Biomes[]
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return cStructurePtr();
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}
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}
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// Choose density for the village, random between m_MinDensity and m_MaxDensity:
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int Density;
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if (m_MaxDensity > m_MinDensity)
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{
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Density = m_MinDensity + rnd % (m_MaxDensity - m_MinDensity);
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}
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else
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{
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Density = m_MinDensity;
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}
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// Create a village based on the chosen prefabs:
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if (VillagePrefabs == nullptr)
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// Pick one pool from the available pools:
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if (availablePools.empty())
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{
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return cStructurePtr();
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}
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return cStructurePtr(new cVillage(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *VillagePrefabs, m_HeightGen, RoadBlock, WaterRoadBlock));
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auto rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
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auto pool = availablePools[static_cast<size_t>(rnd) % availablePools.size()];
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rnd /= 137;
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// Choose density for the village, random between m_MinDensity and m_MaxDensity:
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int Density;
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if (pool->GetMaxDensity() > pool->GetMinDensity())
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{
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Density = pool->GetMinDensity() + rnd % (pool->GetMaxDensity() - pool->GetMinDensity());
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}
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else
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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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