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author | madmaxoft <github@xoft.cz> | 2014-05-15 00:14:06 +0200 |
---|---|---|
committer | madmaxoft <github@xoft.cz> | 2014-05-15 00:14:06 +0200 |
commit | f5fdbdaf29738f51fdb8a4a0e5aa78631c6540cf (patch) | |
tree | 233554d2d2267eba3484113698c0ebef37f9610a /src/Generating | |
parent | cPrefab can be constructed in code. (diff) | |
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Diffstat (limited to 'src/Generating')
-rw-r--r-- | src/Generating/ComposableGenerator.cpp | 9 | ||||
-rw-r--r-- | src/Generating/Prefabs/PlainsVillagePrefabs.cpp | 416 | ||||
-rw-r--r-- | src/Generating/Prefabs/SandVillagePrefabs.cpp | 185 | ||||
-rw-r--r-- | src/Generating/VillageGen.cpp | 196 | ||||
-rw-r--r-- | src/Generating/VillageGen.h | 12 |
5 files changed, 406 insertions, 412 deletions
diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp index 2e886336f..1bb836684 100644 --- a/src/Generating/ComposableGenerator.cpp +++ b/src/Generating/ComposableGenerator.cpp @@ -25,6 +25,7 @@ #include "Noise3DGenerator.h" #include "POCPieceGenerator.h" #include "Ravines.h" +#include "VillageGen.h" @@ -32,6 +33,7 @@ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cTerrainCompositionGen: + cTerrainCompositionGen * cTerrainCompositionGen::CreateCompositionGen(cIniFile & a_IniFile, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_Seed) { AString CompoGenName = a_IniFile.GetValueSet("Generator", "CompositionGen", ""); @@ -404,6 +406,13 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) { m_FinishGens.push_back(new cStructGenTrees(Seed, m_BiomeGen, m_HeightGen, m_CompositionGen)); } + else if (NoCaseCompare(*itr, "Villages") == 0) + { + int GridSize = a_IniFile.GetValueSetI("Generator", "VillageGridSize", 256); + int MaxDepth = a_IniFile.GetValueSetI("Generator", "VillageMaxDepth", 7); + int MaxSize = a_IniFile.GetValueSetI("Generator", "VillageMaxSize", 128); + m_FinishGens.push_back(new cVillageGen(Seed, GridSize, MaxDepth, MaxSize, *m_BiomeGen, *m_HeightGen)); + } else if (NoCaseCompare(*itr, "WaterLakes") == 0) { int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25); diff --git a/src/Generating/Prefabs/PlainsVillagePrefabs.cpp b/src/Generating/Prefabs/PlainsVillagePrefabs.cpp index f59e22fb3..508f0d3b6 100644 --- a/src/Generating/Prefabs/PlainsVillagePrefabs.cpp +++ b/src/Generating/Prefabs/PlainsVillagePrefabs.cpp @@ -174,7 +174,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 10 */ ".......mmmmm", // Connectors: - "", + "-1: 7, 0, 0: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -216,7 +216,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 4: 0\n" /* cobblestone */ "e: 17: 0\n" /* tree */ "f: 5: 0\n" /* wood */ - "g: 64: 5\n" /* wooddoorblock */ + "g: 64: 7\n" /* wooddoorblock */ "h: 64:12\n" /* wooddoorblock */ "i:102: 0\n" /* glasspane */ "j: 53: 2\n" /* woodstairs */ @@ -288,7 +288,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 6 */ ".......", // Connectors: - "", + "-1: 3, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -330,7 +330,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 4: 0\n" /* cobblestone */ "e: 17: 0\n" /* tree */ "f: 5: 0\n" /* wood */ - "g: 64: 5\n" /* wooddoorblock */ + "g: 64: 7\n" /* wooddoorblock */ "h:102: 0\n" /* glasspane */ "i: 64:12\n" /* wooddoorblock */ "j: 53: 2\n" /* woodstairs */ @@ -434,7 +434,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 8 */ "...........", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -561,7 +561,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 8 */ "..lgp..", // Connectors: - "", + "-1: 3, 0, 0: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -725,7 +725,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 8 */ "...............", // Connectors: - "", + "-1: 7, 0, 0: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1016,7 +1016,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 12 */ ".......", // Connectors: - "", + "-1: 3, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1087,7 +1087,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 8 */ "dmmmmmdmdmmmmmd", // Connectors: - "", + "-1: 7, 0, 8: 3\n" /* Type -1, direction Z+ */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1134,7 +1134,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "i: 53: 1\n" /* woodstairs */ "j: 85: 0\n" /* fence */ "k: 53: 0\n" /* woodstairs */ - "l: 64: 4\n" /* wooddoorblock */ + "l: 64: 6\n" /* wooddoorblock */ "m: 19: 0\n" /* sponge */ "n: 64: 0\n" /* wooddoorblock */ "o:102: 0\n" /* glasspane */ @@ -1238,7 +1238,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 10 */ "mmkbimmmmm", // Connectors: - "", + "-1: 1, 0, 5: 4\n" /* Type -1, direction X- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1281,22 +1281,23 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "e: 5: 0\n" /* wood */ "f: 67: 3\n" /* stairs */ "g: 17: 0\n" /* tree */ - "h: 64: 5\n" /* wooddoorblock */ - "i:102: 0\n" /* glasspane */ - "j: 64:12\n" /* wooddoorblock */ - "k: 53: 2\n" /* woodstairs */ - "l: 53: 1\n" /* woodstairs */ + "h: 64: 7\n" /* wooddoorblock */ + "i: 64: 5\n" /* wooddoorblock */ + "j:102: 0\n" /* glasspane */ + "k: 64:12\n" /* wooddoorblock */ + "l: 53: 2\n" /* woodstairs */ "m: 19: 0\n" /* sponge */ - "n: 53: 7\n" /* woodstairs */ - "o: 53: 6\n" /* woodstairs */ - "p: 53: 3\n" /* woodstairs */ - "q: 53: 0\n" /* woodstairs */ - "r: 53: 5\n" /* woodstairs */ - "s: 53: 4\n" /* woodstairs */ - "t: 50: 3\n" /* torch */ - "u: 50: 2\n" /* torch */ - "v: 50: 4\n" /* torch */ - "w: 50: 1\n" /* torch */, + "n: 53: 1\n" /* woodstairs */ + "o: 53: 7\n" /* woodstairs */ + "p: 53: 6\n" /* woodstairs */ + "q: 53: 3\n" /* woodstairs */ + "r: 53: 0\n" /* woodstairs */ + "s: 53: 5\n" /* woodstairs */ + "t: 53: 4\n" /* woodstairs */ + "u: 50: 3\n" /* torch */ + "v: 50: 2\n" /* torch */ + "w: 50: 4\n" /* torch */ + "x: 50: 1\n" /* torch */, // Block data: // Level 0 @@ -1329,7 +1330,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 4 */ ".e............e." /* 5 */ ".e............e." /* 6 */ ".e............e." - /* 7 */ ".geeeeheg.....e." + /* 7 */ ".geeeeieg.....e." /* 8 */ "mmmmmm.me.....e." /* 9 */ "mmmmmmmme.....e." /* 10 */ "mmmmmmmme.....e." @@ -1343,81 +1344,81 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* z\x* 111111 */ /* * 0123456789012345 */ /* 0 */ "................" - /* 1 */ ".geiieiigjgiieg." - /* 2 */ ".i............e." - /* 3 */ ".i............i." - /* 4 */ ".i............i." - /* 5 */ ".i............e." - /* 6 */ ".i............i." - /* 7 */ ".geiiejeg.....i." + /* 1 */ ".gejjejjgkgjjeg." + /* 2 */ ".j............e." + /* 3 */ ".j............j." + /* 4 */ ".j............j." + /* 5 */ ".j............e." + /* 6 */ ".j............j." + /* 7 */ ".gejjekeg.....j." /* 8 */ "mmmmmm.me.....e." - /* 9 */ "mmmmmmmmi.....i." - /* 10 */ "mmmmmmmmi.....i." + /* 9 */ "mmmmmmmmj.....j." + /* 10 */ "mmmmmmmmj.....j." /* 11 */ "mmmmmmmme.....e." - /* 12 */ "mmmmmmmmi.....i." - /* 13 */ "mmmmmmmmi.....i." - /* 14 */ "mmmmmmmmgiiiiig." + /* 12 */ "mmmmmmmmj.....j." + /* 13 */ "mmmmmmmmj.....j." + /* 14 */ "mmmmmmmmgjjjjjg." /* 15 */ "mmmmmmmm........" // Level 3 /* z\x* 111111 */ /* * 0123456789012345 */ - /* 0 */ "kkkkkkkkkkkkkkkl" - /* 1 */ "ngeeeeeegegeeegl" - /* 2 */ ".e............el" - /* 3 */ ".e............el" - /* 4 */ ".e............el" - /* 5 */ ".e............el" - /* 6 */ ".e............el" - /* 7 */ "ogeeeeeeg.....el" - /* 8 */ "pppppppqe.....el" - /* 9 */ "mmmmmmmqe.....el" - /* 10 */ "mmmmmmmqe.....el" - /* 11 */ "mmmmmmmqe.....el" - /* 12 */ "mmmmmmmqe.....el" - /* 13 */ "mmmmmmmqe.....el" - /* 14 */ "mmmmmmmqgeeeeegl" - /* 15 */ "mmmmmmmqr.....sl" + /* 0 */ "llllllllllllllln" + /* 1 */ "ogeeeeeegegeeegn" + /* 2 */ ".e............en" + /* 3 */ ".e............en" + /* 4 */ ".e............en" + /* 5 */ ".e............en" + /* 6 */ ".e............en" + /* 7 */ "pgeeeeeeg.....en" + /* 8 */ "qqqqqqqre.....en" + /* 9 */ "mmmmmmmre.....en" + /* 10 */ "mmmmmmmre.....en" + /* 11 */ "mmmmmmmre.....en" + /* 12 */ "mmmmmmmre.....en" + /* 13 */ "mmmmmmmre.....en" + /* 14 */ "mmmmmmmrgeeeeegn" + /* 15 */ "mmmmmmmrs.....tn" // Level 4 /* z\x* 111111 */ /* * 0123456789012345 */ /* 0 */ "................" - /* 1 */ "kkkkkkkkkkkkkkk." - /* 2 */ "neeeeeeeeeeeeel." - /* 3 */ ".e.........t.el." - /* 4 */ ".e..........uel." - /* 5 */ ".e......v....el." - /* 6 */ "oeeeeeeeee...el." - /* 7 */ "ppppppppqew..el." - /* 8 */ "mmmmmmmmqe...el." - /* 9 */ "mmmmmmmmqe...el." - /* 10 */ "mmmmmmmmqe...el." - /* 11 */ "mmmmmmmmqe...el." - /* 12 */ "mmmmmmmmqe...el." - /* 13 */ "mmmmmmmmqe...el." - /* 14 */ "mmmmmmmmqeeeeel." - /* 15 */ "mmmmmmmmqr...sl." + /* 1 */ "lllllllllllllll." + /* 2 */ "oeeeeeeeeeeeeen." + /* 3 */ ".e.........u.en." + /* 4 */ ".e..........ven." + /* 5 */ ".e......w....en." + /* 6 */ "peeeeeeeee...en." + /* 7 */ "qqqqqqqqrex..en." + /* 8 */ "mmmmmmmmre...en." + /* 9 */ "mmmmmmmmre...en." + /* 10 */ "mmmmmmmmre...en." + /* 11 */ "mmmmmmmmre...en." + /* 12 */ "mmmmmmmmre...en." + /* 13 */ "mmmmmmmmre...en." + /* 14 */ "mmmmmmmmreeeeen." + /* 15 */ "mmmmmmmmrs...tn." // Level 5 /* z\x* 111111 */ /* * 0123456789012345 */ /* 0 */ "................" /* 1 */ "................" - /* 2 */ "kkkkkkkkkkkkkl.." - /* 3 */ "neeeeeeeeeeeel.." - /* 4 */ ".ew.........el.." - /* 5 */ "oeeeeeeeeee.el.." - /* 6 */ "pppppppppqe.el.." - /* 7 */ ".........qe.el.." - /* 8 */ "mmmmmmmm.qe.el.." - /* 9 */ "mmmmmmmm.qe.el.." - /* 10 */ "mmmmmmmm.qe.el.." - /* 11 */ "mmmmmmmm.qe.el.." - /* 12 */ "mmmmmmmm.qe.el.." - /* 13 */ "mmmmmmmm.qevel.." - /* 14 */ "mmmmmmmm.qeeel.." - /* 15 */ "mmmmmmmm.qr.sl.." + /* 2 */ "llllllllllllln.." + /* 3 */ "oeeeeeeeeeeeen.." + /* 4 */ ".ex.........en.." + /* 5 */ "peeeeeeeeee.en.." + /* 6 */ "qqqqqqqqqre.en.." + /* 7 */ ".........re.en.." + /* 8 */ "mmmmmmmm.re.en.." + /* 9 */ "mmmmmmmm.re.en.." + /* 10 */ "mmmmmmmm.re.en.." + /* 11 */ "mmmmmmmm.re.en.." + /* 12 */ "mmmmmmmm.re.en.." + /* 13 */ "mmmmmmmm.rewen.." + /* 14 */ "mmmmmmmm.reeen.." + /* 15 */ "mmmmmmmm.rs.tn.." // Level 6 /* z\x* 111111 */ @@ -1425,22 +1426,22 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 0 */ "................" /* 1 */ "................" /* 2 */ "................" - /* 3 */ "kkkkkkkkkkkkk..." - /* 4 */ "eeeeeeeeeeeel..." - /* 5 */ "ppppppppppqel..." - /* 6 */ "mmmmmmmmmmqel..." - /* 7 */ "mmmmmmmmmmqel..." - /* 8 */ "mmmmmmmmmmqel..." - /* 9 */ "mmmmmmmmmmqel..." - /* 10 */ "mmmmmmmmmmqel..." - /* 11 */ "mmmmmmmmmmqel..." - /* 12 */ "mmmmmmmmmmqel..." - /* 13 */ "mmmmmmmmmmqel..." - /* 14 */ "mmmmmmmmmmqel..." - /* 15 */ "mmmmmmmmmmqel...", + /* 3 */ "lllllllllllll..." + /* 4 */ "eeeeeeeeeeeen..." + /* 5 */ "qqqqqqqqqqren..." + /* 6 */ "mmmmmmmmmmren..." + /* 7 */ "mmmmmmmmmmren..." + /* 8 */ "mmmmmmmmmmren..." + /* 9 */ "mmmmmmmmmmren..." + /* 10 */ "mmmmmmmmmmren..." + /* 11 */ "mmmmmmmmmmren..." + /* 12 */ "mmmmmmmmmmren..." + /* 13 */ "mmmmmmmmmmren..." + /* 14 */ "mmmmmmmmmmren..." + /* 15 */ "mmmmmmmmmmren...", // Connectors: - "", + "-1: 9, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1506,7 +1507,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 6 */ "..........", // Connectors: - "", + "-1: 9, 0, 3: 5\n" /* Type -1, direction X+ */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1548,7 +1549,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 67: 2\n" /* stairs */ "e: 67: 1\n" /* stairs */ "f: 4: 0\n" /* cobblestone */ - "g: 64: 1\n" /* wooddoorblock */ + "g: 64: 7\n" /* wooddoorblock */ "h: 53: 3\n" /* woodstairs */ "i: 53: 1\n" /* woodstairs */ "j: 85: 0\n" /* fence */ @@ -1556,7 +1557,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "l: 53: 2\n" /* woodstairs */ "m: 19: 0\n" /* sponge */ "n:102: 0\n" /* glasspane */ - "o: 64: 8\n" /* wooddoorblock */ + "o: 64:12\n" /* wooddoorblock */ "p: 50: 3\n" /* torch */ "q: 72: 0\n" /* woodplate */ "r: 50: 4\n" /* torch */ @@ -1646,7 +1647,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 6 */ "............", // Connectors: - "", + "-1: 8, 1, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1689,19 +1690,18 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "e: 67: 3\n" /* stairs */ "f: 17: 0\n" /* tree */ "g: 5: 0\n" /* wood */ - "h: 64: 5\n" /* wooddoorblock */ - "i: 64: 7\n" /* wooddoorblock */ - "j:102: 0\n" /* glasspane */ - "k: 64:12\n" /* wooddoorblock */ - "l: 53: 2\n" /* woodstairs */ + "h: 64: 7\n" /* wooddoorblock */ + "i:102: 0\n" /* glasspane */ + "j: 64:12\n" /* wooddoorblock */ + "k: 53: 2\n" /* woodstairs */ + "l: 53: 7\n" /* woodstairs */ "m: 19: 0\n" /* sponge */ - "n: 53: 7\n" /* woodstairs */ - "o: 17: 4\n" /* tree */ - "p: 17: 8\n" /* tree */ - "q: 50: 3\n" /* torch */ - "r: 50: 4\n" /* torch */ - "s: 53: 6\n" /* woodstairs */ - "t: 53: 3\n" /* woodstairs */, + "n: 17: 4\n" /* tree */ + "o: 17: 8\n" /* tree */ + "p: 50: 3\n" /* torch */ + "q: 50: 4\n" /* torch */ + "r: 53: 6\n" /* woodstairs */ + "s: 53: 3\n" /* woodstairs */, // Block data: // Level 0 @@ -1727,46 +1727,46 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 4 */ ".f.......f." /* 5 */ ".g.......g." /* 6 */ ".g.......g." - /* 7 */ ".fggfifggf." + /* 7 */ ".fggfhfggf." /* 8 */ "..........." // Level 2 /* z\x* 1 */ /* * 01234567890 */ /* 0 */ "..........." - /* 1 */ ".fjjfkfjjf." - /* 2 */ ".j.......j." - /* 3 */ ".j.......j." + /* 1 */ ".fiifjfiif." + /* 2 */ ".i.......i." + /* 3 */ ".i.......i." /* 4 */ ".f.......f." - /* 5 */ ".j.......j." - /* 6 */ ".j.......j." - /* 7 */ ".fjjfkfjjf." + /* 5 */ ".i.......i." + /* 6 */ ".i.......i." + /* 7 */ ".fiifjfiif." /* 8 */ "..........." // Level 3 /* z\x* 1 */ /* * 01234567890 */ - /* 0 */ "lllllllllll" - /* 1 */ "nfooooooofn" - /* 2 */ ".p..q.q..p." - /* 3 */ ".p.......p." - /* 4 */ ".p.......p." - /* 5 */ ".p.......p." - /* 6 */ ".p..r.r..p." - /* 7 */ "sfooooooofs" - /* 8 */ "ttttttttttt" + /* 0 */ "kkkkkkkkkkk" + /* 1 */ "lfnnnnnnnfl" + /* 2 */ ".o..p.p..o." + /* 3 */ ".o.......o." + /* 4 */ ".o.......o." + /* 5 */ ".o.......o." + /* 6 */ ".o..q.q..o." + /* 7 */ "rfnnnnnnnfr" + /* 8 */ "sssssssssss" // Level 4 /* z\x* 1 */ /* * 01234567890 */ /* 0 */ "..........." - /* 1 */ "lllllllllll" - /* 2 */ "ngggggggggn" + /* 1 */ "kkkkkkkkkkk" + /* 2 */ "lgggggggggl" /* 3 */ ".g.......g." /* 4 */ ".g.......g." /* 5 */ ".g.......g." - /* 6 */ "sgggggggggs" - /* 7 */ "ttttttttttt" + /* 6 */ "rgggggggggr" + /* 7 */ "sssssssssss" /* 8 */ "..........." // Level 5 @@ -1774,11 +1774,11 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* * 01234567890 */ /* 0 */ "..........." /* 1 */ "..........." - /* 2 */ "lllllllllll" - /* 3 */ "ngggggggggn" + /* 2 */ "kkkkkkkkkkk" + /* 3 */ "lgggggggggl" /* 4 */ ".g.......g." - /* 5 */ "sgggggggggs" - /* 6 */ "ttttttttttt" + /* 5 */ "rgggggggggr" + /* 6 */ "sssssssssss" /* 7 */ "..........." /* 8 */ "..........." @@ -1788,15 +1788,15 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 0 */ "..........." /* 1 */ "..........." /* 2 */ "..........." - /* 3 */ "lllllllllll" + /* 3 */ "kkkkkkkkkkk" /* 4 */ "ggggggggggg" - /* 5 */ "ttttttttttt" + /* 5 */ "sssssssssss" /* 6 */ "..........." /* 7 */ "..........." /* 8 */ "...........", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2025,7 +2025,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 15 */ "mmmmmmmmmmmmmmm", // Connectors: - "", + "-1: 7, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2069,7 +2069,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "f: 4: 0\n" /* cobblestone */ "g: 17: 0\n" /* tree */ "h: 5: 0\n" /* wood */ - "i: 64: 5\n" /* wooddoorblock */ + "i: 64: 7\n" /* wooddoorblock */ "j:102: 0\n" /* glasspane */ "k: 64:12\n" /* wooddoorblock */ "l: 53: 2\n" /* woodstairs */ @@ -2151,7 +2151,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 6 */ ".........", // Connectors: - "", + "-1: 4, 1, 0: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2193,7 +2193,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 4: 0\n" /* cobblestone */ "e: 17: 0\n" /* tree */ "f: 5: 0\n" /* wood */ - "g: 64: 5\n" /* wooddoorblock */ + "g: 64: 7\n" /* wooddoorblock */ "h:102: 0\n" /* glasspane */ "i: 64:12\n" /* wooddoorblock */ "j: 53: 2\n" /* woodstairs */ @@ -2271,7 +2271,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 6 */ "...........", // Connectors: - "", + "-1: 5, 0, 0: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2313,7 +2313,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 4: 0\n" /* cobblestone */ "e: 17: 0\n" /* tree */ "f: 5: 0\n" /* wood */ - "g: 64: 5\n" /* wooddoorblock */ + "g: 64: 7\n" /* wooddoorblock */ "h:102: 0\n" /* glasspane */ "i: 64:12\n" /* wooddoorblock */ "j: 53: 2\n" /* woodstairs */ @@ -2422,7 +2422,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 10 */ "mmmm..tfl..", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2464,7 +2464,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 4: 0\n" /* cobblestone */ "e: 17: 0\n" /* tree */ "f: 5: 0\n" /* wood */ - "g: 64: 5\n" /* wooddoorblock */ + "g: 64: 7\n" /* wooddoorblock */ "h:102: 0\n" /* glasspane */ "i: 64:12\n" /* wooddoorblock */ "j: 53: 2\n" /* woodstairs */ @@ -2571,7 +2571,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 10 */ "..kfl.....kfl..", // Connectors: - "", + "-1: 7, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2613,7 +2613,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 4: 0\n" /* cobblestone */ "e: 17: 0\n" /* tree */ "f: 5: 0\n" /* wood */ - "g: 64: 5\n" /* wooddoorblock */ + "g: 64: 7\n" /* wooddoorblock */ "h: 53: 3\n" /* woodstairs */ "i: 85: 0\n" /* fence */ "j: 53: 2\n" /* woodstairs */ @@ -2698,7 +2698,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 6 */ "...........", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2740,15 +2740,15 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "d: 4: 0\n" /* cobblestone */ "e: 17: 0\n" /* tree */ "f: 5: 0\n" /* wood */ - "g: 64: 5\n" /* wooddoorblock */ - "h: 53: 3\n" /* woodstairs */ - "i: 85: 0\n" /* fence */ - "j: 53: 2\n" /* woodstairs */ - "k: 53: 1\n" /* woodstairs */ - "l: 53: 0\n" /* woodstairs */ + "g: 64: 7\n" /* wooddoorblock */ + "h: 64: 5\n" /* wooddoorblock */ + "i: 53: 3\n" /* woodstairs */ + "j: 85: 0\n" /* fence */ + "k: 53: 2\n" /* woodstairs */ + "l: 53: 1\n" /* woodstairs */ "m: 19: 0\n" /* sponge */ - "n:102: 0\n" /* glasspane */ - "o: 64:13\n" /* wooddoorblock */ + "n: 53: 0\n" /* woodstairs */ + "o:102: 0\n" /* glasspane */ "p: 64:12\n" /* wooddoorblock */ "q: 50: 3\n" /* torch */ "r: 72: 0\n" /* woodplate */ @@ -2776,12 +2776,12 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* z\x* 11 */ /* * 012345678901 */ /* 0 */ "............" - /* 1 */ ".efffggfffe." + /* 1 */ ".efffghfffe." /* 2 */ ".f........f." - /* 3 */ ".fh......hf." - /* 4 */ ".fi......if." - /* 5 */ ".fj......jf." - /* 6 */ ".f.kilkil.f." + /* 3 */ ".fi......if." + /* 4 */ ".fj......jf." + /* 5 */ ".fk......kf." + /* 6 */ ".f.ljnljn.f." /* 7 */ ".effffffffe." /* 8 */ "............" @@ -2789,19 +2789,19 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* z\x* 11 */ /* * 012345678901 */ /* 0 */ "............" - /* 1 */ ".ennfopfnne." - /* 2 */ ".n..q..q..n." - /* 3 */ ".n........n." + /* 1 */ ".eoofppfooe." + /* 2 */ ".o..q..q..o." + /* 3 */ ".o........o." /* 4 */ ".fr......rf." - /* 5 */ ".n........n." - /* 6 */ ".n..r..r..n." - /* 7 */ ".ennfnnfnne." + /* 5 */ ".o........o." + /* 6 */ ".o..r..r..o." + /* 7 */ ".eoofoofooe." /* 8 */ "............" // Level 3 /* z\x* 11 */ /* * 012345678901 */ - /* 0 */ "jjjjjjjjjjjj" + /* 0 */ "kkkkkkkkkkkk" /* 1 */ "sffffffffffs" /* 2 */ ".fttttttttf." /* 3 */ ".f........f." @@ -2809,19 +2809,19 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 5 */ ".f........f." /* 6 */ ".fttttttttf." /* 7 */ "wffffffffffw" - /* 8 */ "hhhhhhhhhhhh" + /* 8 */ "iiiiiiiiiiii" // Level 4 /* z\x* 11 */ /* * 012345678901 */ /* 0 */ "............" - /* 1 */ "jjjjjjjjjjjj" + /* 1 */ "kkkkkkkkkkkk" /* 2 */ "sffffffffffs" /* 3 */ ".fttttttttf." /* 4 */ ".f........f." /* 5 */ ".fttttttttf." /* 6 */ "wffffffffffw" - /* 7 */ "hhhhhhhhhhhh" + /* 7 */ "iiiiiiiiiiii" /* 8 */ "............" // Level 5 @@ -2829,11 +2829,11 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* * 012345678901 */ /* 0 */ "............" /* 1 */ "............" - /* 2 */ "jjjjjjjjjjjj" + /* 2 */ "kkkkkkkkkkkk" /* 3 */ "sffffffffffs" /* 4 */ ".f........f." /* 5 */ "wffffffffffw" - /* 6 */ "hhhhhhhhhhhh" + /* 6 */ "iiiiiiiiiiii" /* 7 */ "............" /* 8 */ "............" @@ -2843,15 +2843,15 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 0 */ "............" /* 1 */ "............" /* 2 */ "............" - /* 3 */ "jjjjjjjjjjjj" + /* 3 */ "kkkkkkkkkkkk" /* 4 */ "ffffffffffff" - /* 5 */ "hhhhhhhhhhhh" + /* 5 */ "iiiiiiiiiiii" /* 6 */ "............" /* 7 */ "............" /* 8 */ "............", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -2895,19 +2895,18 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "f: 2: 0\n" /* grass */ "g: 17: 0\n" /* tree */ "h: 5: 0\n" /* wood */ - "i: 64: 5\n" /* wooddoorblock */ + "i: 64: 7\n" /* wooddoorblock */ "j: 53: 3\n" /* woodstairs */ "k: 85: 0\n" /* fence */ "l: 53: 2\n" /* woodstairs */ "m: 19: 0\n" /* sponge */ - "n: 64: 7\n" /* wooddoorblock */ - "o:102: 0\n" /* glasspane */ - "p: 64:12\n" /* wooddoorblock */ - "q: 72: 0\n" /* woodplate */ - "r: 53: 7\n" /* woodstairs */ - "s: 50: 1\n" /* torch */ - "t: 50: 2\n" /* torch */ - "u: 53: 6\n" /* woodstairs */, + "n:102: 0\n" /* glasspane */ + "o: 64:12\n" /* wooddoorblock */ + "p: 72: 0\n" /* woodplate */ + "q: 53: 7\n" /* woodstairs */ + "r: 50: 1\n" /* torch */ + "s: 50: 2\n" /* torch */ + "t: 53: 6\n" /* woodstairs */, // Block data: // Level 0 @@ -2937,7 +2936,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 4 */ ".h.e....lh." /* 5 */ ".h.......h." /* 6 */ ".h.......h." - /* 7 */ ".ghhhnhhhg." + /* 7 */ ".ghhhihhhg." /* 8 */ "..k.....k.." /* 9 */ "mmk.....kmm" /* 10 */ "mmk.....kmm" @@ -2948,13 +2947,13 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* z\x* 1 */ /* * 01234567890 */ /* 0 */ "..........." - /* 1 */ ".goohphoog." - /* 2 */ ".o.......o." - /* 3 */ ".o......qo." + /* 1 */ ".gnnhohnng." + /* 2 */ ".n.......n." + /* 3 */ ".n......pn." /* 4 */ ".h.......h." - /* 5 */ ".o.......o." - /* 6 */ ".o.......o." - /* 7 */ ".goohphoog." + /* 5 */ ".n.......n." + /* 6 */ ".n.......n." + /* 7 */ ".gnnhohnng." /* 8 */ "..........." /* 9 */ "mm.......mm" /* 10 */ "mm.......mm" @@ -2965,13 +2964,13 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* z\x* 1 */ /* * 01234567890 */ /* 0 */ "lllllllllll" - /* 1 */ "rhhhhhhhhhr" + /* 1 */ "qhhhhhhhhhq" /* 2 */ ".h.......h." /* 3 */ ".h.......h." - /* 4 */ ".hs.....th." + /* 4 */ ".hr.....sh." /* 5 */ ".h.......h." /* 6 */ ".h.......h." - /* 7 */ "uhhhhhhhhhu" + /* 7 */ "thhhhhhhhht" /* 8 */ "jjjjjjjjjjj" /* 9 */ "mm.......mm" /* 10 */ "mm.......mm" @@ -2983,11 +2982,11 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* * 01234567890 */ /* 0 */ "..........." /* 1 */ "lllllllllll" - /* 2 */ "rhhhhhhhhhr" + /* 2 */ "qhhhhhhhhhq" /* 3 */ ".h.......h." /* 4 */ ".h.......h." /* 5 */ ".h.......h." - /* 6 */ "uhhhhhhhhhu" + /* 6 */ "thhhhhhhhht" /* 7 */ "jjjjjjjjjjj" /* 8 */ "..........." /* 9 */ "mm.......mm" @@ -3001,9 +3000,9 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 0 */ "..........." /* 1 */ "..........." /* 2 */ "lllllllllll" - /* 3 */ "rhhhhhhhhhr" + /* 3 */ "qhhhhhhhhhq" /* 4 */ ".h.......h." - /* 5 */ "uhhhhhhhhhu" + /* 5 */ "thhhhhhhhht" /* 6 */ "jjjjjjjjjjj" /* 7 */ "..........." /* 8 */ "..........." @@ -3030,7 +3029,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 12 */ "mm.......mm", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -3279,7 +3278,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = "f: 5: 0\n" /* wood */ "g: 54: 4\n" /* chest */ "h:154: 4\n" /* hopper */ - "i: 64: 6\n" /* wooddoorblock */ + "i: 64: 4\n" /* wooddoorblock */ "j:102: 0\n" /* glasspane */ "k: 85: 0\n" /* fence */ "l: 64:12\n" /* wooddoorblock */ @@ -3551,7 +3550,7 @@ const cPrefab::sDef g_PlainsVillagePrefabs[] = /* 12 */ ".........", // Connectors: - "", + "-1: 5, 0, 6: 5\n" /* Type -1, direction X+ */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -3692,7 +3691,10 @@ const cPrefab::sDef g_PlainsVillageStartingPrefabs[] = /* 3 */ "bbbb", // Connectors: - "", + "1: 1, 9, 3: 3\n" /* Type 1, direction Z+ */ + "1: 2, 9, 0: 2\n" /* Type 1, direction Z- */ + "1: 0, 9, 1: 4\n" /* Type 1, direction X- */ + "1: 3, 9, 2: 5\n" /* Type 1, direction X+ */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ diff --git a/src/Generating/Prefabs/SandVillagePrefabs.cpp b/src/Generating/Prefabs/SandVillagePrefabs.cpp index 23af0f0a6..51411dea2 100644 --- a/src/Generating/Prefabs/SandVillagePrefabs.cpp +++ b/src/Generating/Prefabs/SandVillagePrefabs.cpp @@ -63,7 +63,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 8 */ "d.....d.....d", // Connectors: - "", + "-1: 6, 0, 8: 3\n" /* Type -1, direction Z+ */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -103,7 +103,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -183,7 +183,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 6 */ "...........", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -223,7 +223,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -326,7 +326,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 8 */ "...........", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -366,7 +366,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -444,7 +444,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 6 */ ".............", // Connectors: - "", + "-1: 6, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -484,7 +484,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -587,7 +587,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 8 */ ".............", // Connectors: - "", + "-1: 6, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -627,7 +627,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -730,7 +730,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 8 */ "...............", // Connectors: - "", + "-1: 6, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -770,7 +770,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -873,7 +873,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 8 */ "................", // Connectors: - "", + "-1: 9, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -913,7 +913,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -984,7 +984,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 6 */ ".......", // Connectors: - "", + "-1: 4, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1024,7 +1024,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 5\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ @@ -1096,7 +1096,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 6 */ ".........", // Connectors: - "", + "-1: 4, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1136,9 +1136,9 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "b:128: 2\n" /* sandstonestairs */ "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ - "e: 64: 1\n" /* wooddoorblock */ + "e: 64: 7\n" /* wooddoorblock */ "f:102: 0\n" /* glasspane */ - "g: 64: 8\n" /* wooddoorblock */ + "g: 64:12\n" /* wooddoorblock */ "h:128: 7\n" /* sandstonestairs */ "i: 50: 3\n" /* torch */ "j: 50: 4\n" /* torch */ @@ -1232,7 +1232,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 8 */ ".........", // Connectors: - "", + "-1: 4, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1273,17 +1273,18 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ "e:128: 3\n" /* sandstonestairs */ - "f: 64: 5\n" /* wooddoorblock */ - "g:102: 0\n" /* glasspane */ - "h: 64:12\n" /* wooddoorblock */ - "i:128: 7\n" /* sandstonestairs */ - "j: 50: 3\n" /* torch */ - "k: 50: 4\n" /* torch */ - "l:128: 6\n" /* sandstonestairs */ + "f: 64: 7\n" /* wooddoorblock */ + "g: 64: 5\n" /* wooddoorblock */ + "h:102: 0\n" /* glasspane */ + "i: 64:12\n" /* wooddoorblock */ + "j:128: 7\n" /* sandstonestairs */ + "k: 50: 3\n" /* torch */ + "l: 50: 4\n" /* torch */ "m: 19: 0\n" /* sponge */ - "n:128: 5\n" /* sandstonestairs */ - "o:128: 4\n" /* sandstonestairs */ - "p: 50: 1\n" /* torch */, + "n:128: 6\n" /* sandstonestairs */ + "o:128: 5\n" /* sandstonestairs */ + "p:128: 4\n" /* sandstonestairs */ + "q: 50: 1\n" /* torch */, // Block data: // Level 0 @@ -1310,7 +1311,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 2 */ ".d..........d." /* 3 */ ".d..........d." /* 4 */ ".d..........d." - /* 5 */ ".ddddfddd...d." + /* 5 */ ".ddddgddd...d." /* 6 */ "........d...d." /* 7 */ "mmmmmmm.d...d." /* 8 */ "mmmmmmm.d...d." @@ -1322,49 +1323,49 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* z\x* 1111 */ /* * 01234567890123 */ /* 0 */ ".............." - /* 1 */ ".dggdggdhdggd." - /* 2 */ ".g..........g." - /* 3 */ ".g..........g." - /* 4 */ ".g..........d." - /* 5 */ ".dggdhdgg...g." - /* 6 */ "........g...g." + /* 1 */ ".dhhdhhdidhhd." + /* 2 */ ".h..........h." + /* 3 */ ".h..........h." + /* 4 */ ".h..........d." + /* 5 */ ".dhhdidhh...h." + /* 6 */ "........h...h." /* 7 */ "mmmmmmm.d...d." - /* 8 */ "mmmmmmm.g...g." - /* 9 */ "mmmmmmm.g...g." - /* 10 */ "mmmmmmm.dgggd." + /* 8 */ "mmmmmmm.h...h." + /* 9 */ "mmmmmmm.h...h." + /* 10 */ "mmmmmmm.dhhhd." /* 11 */ "mmmmmmm......." // Level 3 /* z\x* 1111 */ /* * 01234567890123 */ /* 0 */ "bbbbbbbbbbbbbb" - /* 1 */ "iddddddddddddc" - /* 2 */ ".d.....j.j..dc" + /* 1 */ "jddddddddddddc" + /* 2 */ ".d.....k.k..dc" /* 3 */ ".d..........dc" - /* 4 */ ".d..k.k.....dc" - /* 5 */ "ldddddddd...dc" + /* 4 */ ".d..l.l.....dc" + /* 5 */ "ndddddddd...dc" /* 6 */ "eeeeeeead...dc" /* 7 */ "mmmmmmmad...dc" /* 8 */ "mmmmmmmad...dc" /* 9 */ "mmmmmmmad...dc" /* 10 */ "mmmmmmmadddddc" - /* 11 */ "mmmmmmman...oc" + /* 11 */ "mmmmmmmao...pc" // Level 4 /* z\x* 1111 */ /* * 01234567890123 */ /* 0 */ ".............." /* 1 */ "bbbbbbbbbbbbb." - /* 2 */ "idddddddddddc." - /* 3 */ ".dp........dc." - /* 4 */ "lddddddddd.dc." + /* 2 */ "jdddddddddddc." + /* 3 */ ".dq........dc." + /* 4 */ "nddddddddd.dc." /* 5 */ "eeeeeeeead.dc." /* 6 */ "........ad.dc." /* 7 */ "mmmmmmm.ad.dc." /* 8 */ "mmmmmmm.ad.dc." - /* 9 */ "mmmmmmm.adkdc." + /* 9 */ "mmmmmmm.adldc." /* 10 */ "mmmmmmm.adddc." - /* 11 */ "mmmmmmm.an.oc." + /* 11 */ "mmmmmmm.ao.pc." // Level 5 /* z\x* 1111 */ @@ -1383,7 +1384,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 11 */ "mmmmmmm..adc..", // Connectors: - "", + "-1: 8, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1424,19 +1425,18 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "c:128: 1\n" /* sandstonestairs */ "d: 24: 0\n" /* sandstone */ "e:128: 3\n" /* sandstonestairs */ - "f: 64: 5\n" /* wooddoorblock */ - "g: 64: 7\n" /* wooddoorblock */ - "h:102: 0\n" /* glasspane */ - "i: 64:12\n" /* wooddoorblock */ - "j:128: 7\n" /* sandstonestairs */ - "k: 50: 3\n" /* torch */ - "l: 50: 2\n" /* torch */ + "f: 64: 7\n" /* wooddoorblock */ + "g:102: 0\n" /* glasspane */ + "h: 64:12\n" /* wooddoorblock */ + "i:128: 7\n" /* sandstonestairs */ + "j: 50: 3\n" /* torch */ + "k: 50: 2\n" /* torch */ + "l: 50: 4\n" /* torch */ "m: 19: 0\n" /* sponge */ - "n: 50: 4\n" /* torch */ - "o:128: 6\n" /* sandstonestairs */ - "p: 50: 1\n" /* torch */ - "q:128: 5\n" /* sandstonestairs */ - "r:128: 4\n" /* sandstonestairs */, + "n:128: 6\n" /* sandstonestairs */ + "o: 50: 1\n" /* torch */ + "p:128: 5\n" /* sandstonestairs */ + "q:128: 4\n" /* sandstonestairs */, // Block data: // Level 0 @@ -1465,7 +1465,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 4 */ ".d..........d." /* 5 */ ".d..........d." /* 6 */ ".d..........d." - /* 7 */ ".ddddgd.....d." + /* 7 */ ".ddddfd.....d." /* 8 */ "......d.....d." /* 9 */ "mmmmm.d.....d." /* 10 */ "mmmmm.ddddddd." @@ -1475,49 +1475,49 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* z\x* 1111 */ /* * 01234567890123 */ /* 0 */ ".............." - /* 1 */ ".dhhdidhhdhhd." - /* 2 */ ".h..........h." - /* 3 */ ".h..........h." + /* 1 */ ".dggdhdggdggd." + /* 2 */ ".g..........g." + /* 3 */ ".g..........g." /* 4 */ ".d..........d." - /* 5 */ ".h..........h." - /* 6 */ ".h..........h." - /* 7 */ ".dhhdid.....d." - /* 8 */ "......h.....h." - /* 9 */ "mmmmm.h.....h." - /* 10 */ "mmmmm.dhhdhhd." + /* 5 */ ".g..........g." + /* 6 */ ".g..........g." + /* 7 */ ".dggdhd.....d." + /* 8 */ "......g.....g." + /* 9 */ "mmmmm.g.....g." + /* 10 */ "mmmmm.dggdggd." /* 11 */ "mmmmm........." // Level 3 /* z\x* 1111 */ /* * 01234567890123 */ /* 0 */ "bbbbbbbbbbbbbb" - /* 1 */ "jddddddddddddc" - /* 2 */ ".d..k.k.....dc" + /* 1 */ "iddddddddddddc" + /* 2 */ ".d..j.j.....dc" /* 3 */ ".d..........dc" - /* 4 */ ".d.........ldc" + /* 4 */ ".d.........kdc" /* 5 */ ".d..........dc" - /* 6 */ ".d..n.n.....dc" - /* 7 */ "oddddddp...ldc" + /* 6 */ ".d..l.l.....dc" + /* 7 */ "nddddddo...kdc" /* 8 */ "eeeeead.....dc" /* 9 */ "mmmmmad.....dc" /* 10 */ "mmmmmadddddddc" - /* 11 */ "mmmmmaq.....rc" + /* 11 */ "mmmmmap.....qc" // Level 4 /* z\x* 1111 */ /* * 01234567890123 */ /* 0 */ ".............." /* 1 */ "bbbbbbbbbbbbc." - /* 2 */ "jdddddddddddc." + /* 2 */ "idddddddddddc." /* 3 */ ".d.........dc." /* 4 */ ".d.........dc." /* 5 */ ".d.........dc." - /* 6 */ "oddddddd...dc." + /* 6 */ "nddddddd...dc." /* 7 */ "eeeeeead...dc." /* 8 */ "......ad...dc." /* 9 */ "mmmmm.ad...dc." /* 10 */ "mmmmm.adddddc." - /* 11 */ "mmmmm.aq...rc." + /* 11 */ "mmmmm.ap...qc." // Level 5 /* z\x* 1111 */ @@ -1525,15 +1525,15 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 0 */ ".............." /* 1 */ ".............." /* 2 */ "bbbbbbbbbbbb.." - /* 3 */ "jddddddddddc.." + /* 3 */ "iddddddddddc.." /* 4 */ ".d........dc.." - /* 5 */ "odddddddd.dc.." + /* 5 */ "ndddddddd.dc.." /* 6 */ "eeeeeeeed.dc.." /* 7 */ ".......ad.dc.." /* 8 */ ".......ad.dc.." /* 9 */ "mmmmm..ad.dc.." /* 10 */ "mmmmm..adddc.." - /* 11 */ "mmmmm..aq.rc.." + /* 11 */ "mmmmm..ap.qc.." // Level 6 /* z\x* 1111 */ @@ -1552,7 +1552,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 11 */ "mmmmm...adc...", // Connectors: - "", + "-1: 5, 0, 1: 2\n" /* Type -1, direction Z- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1619,7 +1619,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 6 */ "d........d", // Connectors: - "", + "-1: 0, 0, 3: 4\n" /* Type -1, direction X- */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1661,8 +1661,8 @@ const cPrefab::sDef g_SandVillagePrefabs[] = "d: 50: 5\n" /* torch */ "e: 26:10\n" /* bedblock */ "f: 26: 2\n" /* bedblock */ - "g: 64: 3\n" /* wooddoorblock */ - "h: 64: 8\n" /* wooddoorblock */ + "g: 64: 5\n" /* wooddoorblock */ + "h: 64:12\n" /* wooddoorblock */ "m: 19: 0\n" /* sponge */, // Block data: @@ -1712,7 +1712,7 @@ const cPrefab::sDef g_SandVillagePrefabs[] = /* 5 */ ".....", // Connectors: - "", + "-1: 2, 0, 4: 3\n" /* Type -1, direction Z+ */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ @@ -1853,7 +1853,10 @@ const cPrefab::sDef g_SandVillageStartingPrefabs[] = /* 3 */ "bbbb", // Connectors: - "", + "1: 2, 8, 0: 2\n" /* Type 1, direction Z- */ + "1: 0, 8, 1: 4\n" /* Type 1, direction X- */ + "1: 1, 8, 3: 3\n" /* Type 1, direction Z+ */ + "1: 3, 8, 2: 5\n" /* Type 1, direction X+ */, // AllowedRotations: 7, /* 1, 2, 3 CCW rotation allowed */ diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index 3d89d7aa2..3358bc531 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -7,6 +7,7 @@ #include "VillageGen.h" #include "Prefabs/PlainsVillagePrefabs.h" #include "Prefabs/SandVillagePrefabs.h" +#include "PieceGenerator.h" @@ -19,18 +20,79 @@ the grid's cells. Each cell checks the biomes in an entire chunk around it, only 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. +A village is generated using the regular BFS piece generator. The well piece is used as the starting piece, +the roads and houses are then used as the following pieces. Only the houses are read from the prefabs, +though, the roads are generated by code and their content is ignored. A special subclass of the cPiecePool +class is used, so that the roads connect to each other and to the well only in predefined manners. -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 +The well has connectors of type "1". The houses have connectors of type "-1". The roads have connectors of +both types, type "-1" at the far ends and type "1" on the long edges. + +When the village is about to be drawn into a chunk, it queries the heights for each piece intersecting the +chunk. The pieces 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 cVillagePiecePool : + public cPrefabPiecePool +{ + typedef cPrefabPiecePool super; +public: + cVillagePiecePool( + const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs, + const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs + ) : + super(a_PieceDefs, a_NumPieceDefs, a_StartingPieceDefs, a_NumStartingPieceDefs) + { + // Add the road piece: + cBlockArea BA; + BA.Create(5, 1, 3, cBlockArea::baTypes | cBlockArea::baMetas); + BA.Fill(cBlockArea::baTypes | cBlockArea::baMetas, E_BLOCK_GRAVEL, 0); + cPrefab * RoadPiece = new cPrefab(BA, 7); + RoadPiece->AddConnector(0, 0, 1, BLOCK_FACE_XM, -1); + RoadPiece->AddConnector(4, 0, 1, BLOCK_FACE_XP, -1); + RoadPiece->AddConnector(4, 0, 1, BLOCK_FACE_XP, 1); + RoadPiece->AddConnector(1, 0, 0, BLOCK_FACE_ZM, 1); + RoadPiece->AddConnector(3, 0, 0, BLOCK_FACE_ZM, 1); + RoadPiece->AddConnector(1, 0, 2, BLOCK_FACE_ZP, 1); + RoadPiece->AddConnector(3, 0, 2, BLOCK_FACE_ZP, 1); + RoadPiece->SetAddWeightIfSame(10000); + m_AllPieces.push_back(RoadPiece); + m_PiecesByConnector[-1].push_back(RoadPiece); + m_PiecesByConnector[1].push_back(RoadPiece); + } + + + // cPrefabPiecePool overrides: + virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override + { + // Only roads are allowed to connect to the well: + if ((a_PlacedPiece.GetDepth() == 0) && (a_NewPiece.GetSize().y != 1)) + { + return 0; + } + + // Roads cannot branch T-wise: + if ( + (a_PlacedPiece.GetPiece().GetSize().y == 1) && // Connecting to a road + ( + (a_ExistingConnector.m_Direction == BLOCK_FACE_ZP) || + (a_ExistingConnector.m_Direction == BLOCK_FACE_ZM) + ) && // Through the long-edge connector + (a_NewPiece.GetSize().y == 1) // And the new piece is a road + ) + { + return 0; + } + + return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector); + } +} ; + + + + + class cVillageGen::cVillage : public cGridStructGen::cStructure { @@ -53,44 +115,11 @@ public: m_Prefabs(a_Prefabs), m_HeightGen(a_HeightGen) { - PlaceWell(); - BuildRoads(a_MaxRoadDepth); - PlaceHouses(); + cBFSPieceGenerator pg(m_Prefabs, a_Seed); + pg.PlacePieces(a_OriginX, 10, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces); } 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; @@ -109,61 +138,8 @@ protected: /** 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 - } + /** The village pieces, placed by the generator. */ + cPlacedPieces m_Pieces; // cGrdStructGen::cStructure overrides: @@ -173,6 +149,11 @@ protected: // 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 + for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr) + { + const cPrefab & Prefab = (const cPrefab &)((*itr)->GetPiece()); + Prefab.Draw(a_Chunk, *itr); + } // for itr - m_PlacedPieces[] } } ; @@ -183,15 +164,20 @@ protected: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cVillageGen: -cPrefabPiecePool cVillageGen::m_SandVillage (g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount); -cPrefabPiecePool cVillageGen::m_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount); +/** The prefabs for the sand village. */ +static cVillagePiecePool g_SandVillage (g_SandVillagePrefabs, g_SandVillagePrefabsCount, g_SandVillageStartingPrefabs, g_SandVillageStartingPrefabsCount); + +/** The prefabs for the plains village. */ +static cVillagePiecePool g_PlainsVillage(g_PlainsVillagePrefabs, g_PlainsVillagePrefabsCount, g_PlainsVillageStartingPrefabs, g_PlainsVillageStartingPrefabsCount); -cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxRoadDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) : +cVillageGen::cVillageGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen) : super(a_Seed, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 100), + m_MaxDepth(a_MaxDepth), + m_MaxSize(a_MaxSize), m_BiomeGen(a_BiomeGen), m_HeightGen(a_HeightGen) { @@ -211,7 +197,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ // Check if all the biomes are village-friendly: // If just one is not, no village is created, because it's likely that an unfriendly biome is too close - cPrefabPiecePool * VillagePrefabs = NULL; + cVillagePiecePool * VillagePrefabs = NULL; for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++) { switch (Biomes[i]) @@ -220,7 +206,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ case biDesertM: { // These biomes allow sand villages - VillagePrefabs = &m_SandVillage; + VillagePrefabs = &g_SandVillage; break; } case biPlains: @@ -229,7 +215,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ case biSunflowerPlains: { // These biomes allow plains-style villages - VillagePrefabs = &m_PlainsVillage; + VillagePrefabs = &g_PlainsVillage; break; } default: @@ -245,7 +231,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_OriginX, int a_ { return cStructurePtr(); } - return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxRoadDepth, m_MaxSize, *VillagePrefabs, m_HeightGen)); + return cStructurePtr(new cVillage(m_Seed, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, *VillagePrefabs, m_HeightGen)); } diff --git a/src/Generating/VillageGen.h b/src/Generating/VillageGen.h index acbd76881..c6f8f024a 100644 --- a/src/Generating/VillageGen.h +++ b/src/Generating/VillageGen.h @@ -21,19 +21,13 @@ class cVillageGen : { typedef cGridStructGen super; public: - cVillageGen(int a_Seed, int a_GridSize, int a_MaxRoadDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen); + cVillageGen(int a_Seed, int a_GridSize, int a_MaxDepth, int a_MaxSize, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen); protected: class cVillage; // fwd: VillageGen.cpp - /** The prefabs for the sand village. We're not exactly using the cPiecePool functionality, only the containment. */ - static cPrefabPiecePool m_SandVillage; - - /** 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 depth of the generator tree*/ + int m_MaxDepth; /** Maximum size, in X/Z blocks, of the village (radius from the origin) */ int m_MaxSize; |