40 int a_MinDensity,
int a_MaxDensity,
std::vector< AString > AStringVector
The interface that a biome generator must implement A biome generator takes chunk coords on input and...
The interface that is used to query terrain height from the shape generator.
Generates structures in a semi-random grid.
std::shared_ptr< cStructure > cStructurePtr
cGridStructGen(int a_Seed, int a_GridSizeX, int a_GridSizeZ, int a_MaxOffsetX, int a_MaxOffsetZ, int a_MaxStructureSizeX, int a_MaxStructureSizeZ, size_t a_MaxCacheSize)
int m_MaxDensity
Maximum density - percentage of allowed house connections.
cVillagePiecePools m_Pools
All available prefab sets.
cVillageGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth, int a_MaxSize, int a_MinDensity, int a_MaxDensity, cBiomeGen &a_BiomeGen, cTerrainHeightGen &a_HeightGen, int a_SeaLevel, const AStringVector &a_PrefabsToLoad)
Creates a new instance of the generator with the specified parameters.
int m_MaxDepth
Maximum depth of the generator tree.
cTerrainHeightGen & m_HeightGen
The underlying height generator, used to position the prefabs crossing chunk borders.
cBiomeGen & m_BiomeGen
The underlying biome generator that defines whether the village is created or not.
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override
Create a new structure at the specified gridpoint.
cNoise m_RandNoise
The noise used for generating random numbers.
int m_MaxSize
Maximum size, in X / Z blocks, of the village (radius from the origin)
std::vector< std::shared_ptr< cVillagePiecePool > > cVillagePiecePools
int m_MinDensity
Minimum density - percentage of allowed house connections.