本文整理汇总了C++中Town::Build方法的典型用法代码示例。如果您正苦于以下问题:C++ Town::Build方法的具体用法?C++ Town::Build怎么用?C++ Town::Build使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Town
的用法示例。
在下文中一共展示了Town::Build方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: if
void
TownGenerator::Generate ()
{
// STODO: have two options for building symmetry: symmetrical section placement and centered section placement.
uint32 worldSize = WorldGeneratorAPI ()->GetWorldSize ();
uint32 numTownsLeft = 3; //(worldSize / (SECTOR_BLENGTH * 2)) + 1; // STODO: change this in future for larger maps
uint32 numDungeonsLeft = 1;
townSupportingAreas_ = WorldGeneratorAPI ()->GetTownSupportingAreas ();
for( uint32 i = 0; i < townSupportingAreas_->GetCount(); ++i )
{
isSmoothedTownSupportingAreas_.InsertBack(false); // this ensures terrain is smoothed in a zone only once
}
// STODO: use this to shift the bounds of a town/dungeon away from sector borders
townSupportingAreasSparseArray_ = WorldGeneratorAPI ()->GetTownSupportingAreasSparseArray ();
uint32 unsuccessfulAddCount = 0;
while (numTownsLeft > 0 || numDungeonsLeft > 0)
{
if (townSupportingAreas_->GetCount () == 0)
break;
uint32 randIndex = rand () % townSupportingAreas_->GetCount ();
// check if town is to be placed
uint32 xMin = (townSupportingAreas_->GetElement (randIndex) % (worldSize / SECTOR_BLENGTH)) * SECTOR_BLENGTH;
uint32 yMin = (townSupportingAreas_->GetElement (randIndex) / (worldSize / SECTOR_BLENGTH)) * SECTOR_BLENGTH;
bool doLevelTerrain = !isSmoothedTownSupportingAreas_[randIndex];
if (rand () % 2 == 0 && numDungeonsLeft > 0)
{
Dungeon* dungeon = new Dungeon (xMin, yMin, doLevelTerrain);
isSmoothedTownSupportingAreas_[randIndex] = true;
if (dungeon->PlaceBuildings ())
{
dungeon->Build ();
dungeons_.InsertBack (dungeon);
townSupportingAreas_->Remove (randIndex);
isSmoothedTownSupportingAreas_.Remove( randIndex );
--numDungeonsLeft;
}
else
{
delete dungeon;
++unsuccessfulAddCount;
}
}
else if (numTownsLeft > 0)
{
Town* town = new Town (xMin, yMin, doLevelTerrain);
isSmoothedTownSupportingAreas_[randIndex] = true;
if (town->PlaceBuildings ())
{
town->Build ();
towns_.InsertBack (town);
townSupportingAreas_->Remove (randIndex);
isSmoothedTownSupportingAreas_.Remove( randIndex );
--numTownsLeft;
}
else
{
delete town;
++unsuccessfulAddCount;
}
}
if (unsuccessfulAddCount > 25)
break;
}
// STODO: this is preliminary code:
// connect roads between town
GetWorld()->BeginModify();
RoadGenerator rGen;
Vector<BaseArea*> areas;
for( uint32 i = 0; i < towns_.GetCount(); ++i )
{
areas.InsertBack( towns_[i] );
}
for( uint32 i = 0; i < dungeons_.GetCount(); ++i )
{
areas.InsertBack( dungeons_[i] );
}
if( towns_.GetCount() >= 2 )
{
rGen.ConnectZones(ROAD_PRIMARY, towns_[0], towns_[1], 1.0f, &areas); // STODO: add avoidance points for all zones as well
if( towns_.GetCount() >= 3 )
{
rGen.ConnectZones(ROAD_PRIMARY, towns_[0], towns_[2], 1.0f, &areas);
rGen.ConnectZones(ROAD_PRIMARY, towns_[1], towns_[2], 1.0f, &areas);
}
}
GetWorld()->EndModify();
// DEBUG_TOWNGENERATOR:
/*
GetWorld()->BeginModify();
AStar3D search;
search.AllocMem( 150, 150, 120 );
//.........这里部分代码省略.........