VillageGen rewritten using BFSPieceGenerator.
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.
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@@ -25,6 +25,7 @@
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#include "Noise3DGenerator.h"
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#include "POCPieceGenerator.h"
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#include "Ravines.h"
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#include "VillageGen.h"
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@@ -32,6 +33,7 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cTerrainCompositionGen:
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cTerrainCompositionGen * cTerrainCompositionGen::CreateCompositionGen(cIniFile & a_IniFile, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_Seed)
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{
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AString CompoGenName = a_IniFile.GetValueSet("Generator", "CompositionGen", "");
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@@ -404,6 +406,13 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
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{
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m_FinishGens.push_back(new cStructGenTrees(Seed, m_BiomeGen, m_HeightGen, m_CompositionGen));
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}
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else if (NoCaseCompare(*itr, "Villages") == 0)
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{
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int GridSize = a_IniFile.GetValueSetI("Generator", "VillageGridSize", 256);
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int MaxDepth = a_IniFile.GetValueSetI("Generator", "VillageMaxDepth", 7);
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int MaxSize = a_IniFile.GetValueSetI("Generator", "VillageMaxSize", 128);
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m_FinishGens.push_back(new cVillageGen(Seed, GridSize, MaxDepth, MaxSize, *m_BiomeGen, *m_HeightGen));
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}
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else if (NoCaseCompare(*itr, "WaterLakes") == 0)
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{
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int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25);
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