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path: root/src/Generating/SinglePieceStructuresGen.cpp
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-rw-r--r--src/Generating/SinglePieceStructuresGen.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/Generating/SinglePieceStructuresGen.cpp b/src/Generating/SinglePieceStructuresGen.cpp
index 84b246715..fb6dcd67d 100644
--- a/src/Generating/SinglePieceStructuresGen.cpp
+++ b/src/Generating/SinglePieceStructuresGen.cpp
@@ -14,10 +14,10 @@ class cSinglePieceStructuresGen::cGen :
{
using Super = cGridStructGen;
public:
- cGen(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, int a_SeaLevel, const AString & a_Name):
+ cGen(int a_Seed, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_SeaLevel, const AString & a_Name):
Super(a_Seed),
- m_BiomeGen(std::move(a_BiomeGen)),
- m_HeightGen(std::move(a_HeightGen)),
+ m_BiomeGen(a_BiomeGen),
+ m_HeightGen(a_HeightGen),
m_SeaLevel(a_SeaLevel),
m_Name(a_Name)
{
@@ -61,7 +61,7 @@ public:
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap Biomes;
- m_BiomeGen->GenBiomes({ChunkX, ChunkZ}, Biomes);
+ m_BiomeGen.GenBiomes({ChunkX, ChunkZ}, Biomes);
// Checks if the biome at the origin position is allowed
auto Relative = cChunkDef::AbsoluteToRelative(Vector3i(a_OriginX, 1, a_OriginZ), {ChunkX, ChunkZ});
@@ -132,10 +132,10 @@ public:
protected:
/** The underlying biome generator that defines whether the structure is created or not */
- cBiomeGenPtr m_BiomeGen;
+ cBiomeGen & m_BiomeGen;
/** The underlying height generator, used to position the prefabs crossing chunk borders if they are set to FitGround. */
- cTerrainHeightGenPtr m_HeightGen;
+ cTerrainHeightGen & m_HeightGen;
/** The world's sea level, if available. Used for some cVerticalStrategy descendants. */
int m_SeaLevel;
@@ -160,7 +160,7 @@ cSinglePieceStructuresGen::cSinglePieceStructuresGen(int a_Seed) :
-bool cSinglePieceStructuresGen::Initialize(const AString & a_Prefabs, int a_SeaLevel, const cBiomeGenPtr & a_BiomeGen, const cTerrainHeightGenPtr & a_HeightGen)
+bool cSinglePieceStructuresGen::Initialize(const AString & a_Prefabs, int a_SeaLevel, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen)
{
// Load each piecepool:
auto Structures = StringSplitAndTrim(a_Prefabs, "|");