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authormadmaxoft <github@xoft.cz>2014-05-12 22:43:59 +0200
committermadmaxoft <github@xoft.cz>2014-05-12 22:43:59 +0200
commit9c8e8ef7aece2f881ef97c387600c8a751579b20 (patch)
treec6a67f3c0523140b749a6e7f9a82ac79bb596938 /src
parentInitial VillageGen implementation. (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/Generating/Prefab.h3
-rw-r--r--src/Generating/VillageGen.cpp147
-rw-r--r--src/Generating/VillageGen.h8
3 files changed, 152 insertions, 6 deletions
diff --git a/src/Generating/Prefab.h b/src/Generating/Prefab.h
index 37db2ff16..472584c3a 100644
--- a/src/Generating/Prefab.h
+++ b/src/Generating/Prefab.h
@@ -95,6 +95,9 @@ public:
/** Returns the weight (chance) of this prefab generating as the next piece after the specified placed piece.
PiecePool implementations can use this for their GetPieceWeight() implementations. */
int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector) const;
+
+ /** Returns the unmodified DefaultWeight property for the piece. */
+ int GetDefaultWeight(void) const { return m_DefaultWeight; }
protected:
/** Packs complete definition of a single block, for per-letter assignment. */
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index fb6191df2..3d89d7aa2 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -12,30 +12,167 @@
+/*
+How village generating works:
+By descending from a cGridStructGen, a semi-random grid is generated. A village may be generated for each of
+the grid's cells. Each cell checks the biomes in an entire chunk around it, only generating a village if all
+biomes are village-friendly. If yes, the entire village structure is built for that cell. If not, the cell
+is left village-less.
+
+A village is generated starting by its well. The well is placed in the grid's origin point. Then a set of
+random lengths roads is generated - 4 roads going from the well, then at the end of each road another set of
+roads, crossing them perpendicular, then at the end of those another set, up to a set maximum branching
+depth. The roads are placed in a T or L shape, with the old road being the center stem of the T. Roads avoid
+crossing each other and going further away from the well than the maximum block size of the village.
+Finally, houses are places along the roads, avoiding collisions with already-existing items.
+
+When the village is about to be drawn into a chunk, it queries the heights for each item intersecting the
+chunk. The prefabs are shifted so that their pivot points lie on the surface, and the roads are drawn
+directly by turning the surface blocks into gravel / sandstone.
+*/
+
class cVillageGen::cVillage :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
public:
- cVillage(int a_Seed, int a_OriginX, int a_OriginZ, cPrefabPiecePool & a_Prefabs) :
+ cVillage(
+ int a_Seed,
+ int a_OriginX, int a_OriginZ,
+ int a_MaxRoadDepth,
+ int a_MaxSize,
+ cPrefabPiecePool & a_Prefabs,
+ cTerrainHeightGen & a_HeightGen
+ ) :
super(a_OriginX, a_OriginZ),
m_Seed(a_Seed),
- m_Prefabs(a_Prefabs)
+ m_Noise(a_Seed),
+ m_MaxSize(a_MaxSize),
+ m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize),
+ m_Prefabs(a_Prefabs),
+ m_HeightGen(a_HeightGen)
{
+ PlaceWell();
+ BuildRoads(a_MaxRoadDepth);
+ PlaceHouses();
}
protected:
+ class cItem
+ {
+ public:
+ /* The position of the item, X/Z-wise: */
+ int m_MinX, m_MaxX, m_MinZ, m_MaxZ;
+
+ /** The prefab to use. If NULL, this is a road. */
+ cPrefab * m_Prefab;
+
+ /** Number of rotations that should be applied to the prefab. */
+ int m_NumRotations;
+
+ /* The bottom of the prefab. Only valid if the item is a prefab, not valid for roads. */
+ int m_BaseY;
+
+ /** Creates a new item with the specified parameters.
+ m_BaseY is set to -1 and will be adjusted later on when drawing. */
+ cItem(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, cPrefab * a_Prefab, int a_NumRotations) :
+ m_MinX(a_MinX),
+ m_MaxX(a_MaxX),
+ m_MinZ(a_MinZ),
+ m_MaxZ(a_MaxZ),
+ m_Prefab(a_Prefab),
+ m_NumRotations(a_NumRotations),
+ m_BaseY(-1)
+ {
+ }
+ } ;
+ typedef SharedPtr<cItem> cItemPtr;
+ typedef std::vector<cItemPtr> cItemPtrs;
+
+
/** Seed for the random functions */
int m_Seed;
+ /** The noise used as a pseudo-random generator */
+ cNoise m_Noise;
+
+ /** Maximum size, in X/Z blocks, of the village (radius from the origin) */
+ int m_MaxSize;
+
+ /** Borders of the vilalge - no item may reach out of this cuboid. */
+ cCuboid m_Borders;
+
/** Prefabs to use for buildings */
cPrefabPiecePool & m_Prefabs;
+ /** The underlying height generator, used for placing the structures on top of the terrain. */
+ cTerrainHeightGen & m_HeightGen;
+
+ /** The items that are generated in the village (houses, roads). */
+ cItemPtrs m_Items;
+
+
+ /** Places the well at the center of the village */
+ void PlaceWell(void)
+ {
+ // Pick a prefab from the starting pieces:
+ cPieces StartingPieces = ((cPiecePool &)m_Prefabs).GetStartingPieces();
+ ASSERT(!StartingPieces.empty());
+ int TotalWeight = 0;
+ for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
+ {
+ TotalWeight += ((const cPrefab *)(*itr))->GetDefaultWeight();
+ }
+ ASSERT(TotalWeight > 0);
+ int rnd = (m_Noise.IntNoise2DInt(m_OriginX, m_OriginZ) / 7) % TotalWeight;
+ cPiece * WellPiece = StartingPieces[0];
+ for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
+ {
+ rnd -= ((const cPrefab *)(*itr))->GetDefaultWeight();
+ if (rnd <= 0)
+ {
+ WellPiece = *itr;
+ break;
+ }
+ }
+ ASSERT(WellPiece != NULL);
+
+ // Pick a rotation:
+ // TODO
+ int NumRotations = 0;
+ Vector3i Size = WellPiece->GetSize();
+
+ // Put the well in the placed items array:
+ m_Items.push_back(cItemPtr(new cItem(m_OriginX, m_OriginX + Size.x, m_OriginZ, m_OriginZ + Size.z, (cPrefab *)WellPiece, NumRotations)));
+ }
+
+
+ /** Places the roads going from the well outwards. */
+ void BuildRoads(int a_MaxRoadDepth)
+ {
+ /*
+ ASSERT(m_Items.size() == 1);
+ const cItem & Well = *m_Items[0];
+ */
+ // TODO
+ }
+
+
+ /** Places houses along the roads. */
+ void PlaceHouses(void)
+ {
+ // TODO
+ }
+
+
// cGrdStructGen::cStructure overrides:
virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
{
// TODO
+ // Iterate over all items
+ // Each intersecting prefab is placed on ground (if not already placed), then drawn
+ // Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks
}
} ;
@@ -53,8 +190,8 @@ cPrefabPiecePool cVillageGen::m_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVi
-cVillageGen::cVillageGen(int a_Seed, int a_GridSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) :
- super(a_Seed, a_GridSize, a_GridSize, 128, 128, 100),
+cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxRoadDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) :
+ super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100),
m_BiomeGen(a_BiomeGen),
m_HeightGen(a_HeightGen)
{
@@ -108,7 +245,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_
{
return cStructurePtr();
}
- return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, *VillagePrefabs));
+ return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxRoadDepth, m_MaxSize, *VillagePrefabs, m_HeightGen));
}
diff --git a/src/Generating/VillageGen.h b/src/Generating/VillageGen.h
index d3cc8ef9c..acbd76881 100644
--- a/src/Generating/VillageGen.h
+++ b/src/Generating/VillageGen.h
@@ -21,7 +21,7 @@ class cVillageGen :
{
typedef cGridStructGen super;
public:
- cVillageGen(int a_Seed, int a_GridSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen);
+ cVillageGen(int a_Seed, int a_GridSize, int a_MaxRoadDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen);
protected:
class cVillage; // fwd: VillageGen.cpp
@@ -31,6 +31,12 @@ protected:
/** The prefabs for the plains village. We're not exactly using the cPiecePool functionality, only the containment. */
static cPrefabPiecePool m_PlainsVillage;
+
+ /** Maximum number of roads generated one from another (tree depth). */
+ int m_MaxRoadDepth;
+
+ /** Maximum size, in X/Z blocks, of the village (radius from the origin) */
+ int m_MaxSize;
/** The underlying biome generator that defines whether the village is created or not */
cBiomeGen & m_BiomeGen;