// POCPieceGenerator.cpp
// Implements the cPOCPieceGenerator class representing a Proof-Of_Concept structure generator using the cPieceGenerator technique
// The generator generates a maze of rooms at {0, 100, 0}
#include "Globals.h"
#include "POCPieceGenerator.h"
#include "ChunkDesc.h"
/** POC pieces are simple boxes that have connectors in the middle of their walls.
Each wall has one connector, there are 3 connector types that get assigned semi-randomly.
The piece also knows how to imprint itself in a cChunkDesc, each piece has a different color glass
and each connector is uses a different color wool frame. */
class cPOCPiece :
public cPiece
{
public:
cPOCPiece(int a_SizeXZ, int a_Height) :
m_SizeXZ(a_SizeXZ),
m_Height(a_Height)
{
m_Connectors.push_back(cConnector(m_SizeXZ / 2, a_Height / 2, 0, 0, BLOCK_FACE_ZM));
m_Connectors.push_back(cConnector(m_SizeXZ / 2, a_Height / 2, m_SizeXZ - 1, 1, BLOCK_FACE_ZP));
m_Connectors.push_back(cConnector(0, a_Height / 2, m_SizeXZ / 2, 2, BLOCK_FACE_XM));
m_Connectors.push_back(cConnector(m_SizeXZ - 1, a_Height - 1, m_SizeXZ / 2, m_SizeXZ % 3, BLOCK_FACE_XP));
}
/** Imprints the piece in the specified chunk. Assumes they intersect. */
void ImprintInChunk(cChunkDesc & a_ChunkDesc, const Vector3i & a_Pos, int a_NumCCWRotations)
{
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
Vector3i Min = a_Pos;
Min.Move(-BlockX, 0, -BlockZ);
Vector3i Max = Min;
Max.Move(m_SizeXZ - 1, m_Height - 1, m_SizeXZ - 1);
ASSERT(Min.x < cChunkDef::Width);
ASSERT(Min.z < cChunkDef::Width);
ASSERT(Max.x >= 0);
ASSERT(Max.z >= 0);
if (Min.x >= 0)
{
// Draw the XM wall:
a_ChunkDesc.FillRelCuboid(Min.x, Min.x, Min.y, Max.y, Min.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
}
if (Min.z >= 0)
{
// Draw the ZM wall:
a_ChunkDesc.FillRelCuboid(Min.x, Max.x, Min.y, Max.y, Min.z, Min.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
}
if (Max.x < cChunkDef::Width)
{
// Draw the XP wall:
a_ChunkDesc.FillRelCuboid(Max.x, Max.x, Min.y, Max.y, Min.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
}
if (Max.z < cChunkDef::Width)
{
// Draw the ZP wall:
a_ChunkDesc.FillRelCuboid(Min.x, Max.x, Min.y, Max.y, Max.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
}
// Draw all the connectors:
for (cConnectors::const_iterator itr = m_Connectors.begin(), end = m_Connectors.end(); itr != end; ++itr)
{
cConnector Conn = cPiece::RotateMoveConnector(*itr, a_NumCCWRotations, a_Pos.x, a_Pos.y, a_Pos.z);
Conn.m_Pos.Move(-BlockX, 0, -BlockZ);
if (
(Conn.m_Pos.x >= 0) && (Conn.m_Pos.x < cChunkDef::Width) &&
(Conn.m_Pos.z >= 0) && (Conn.m_Pos.z < cChunkDef::Width)
)
{
a_ChunkDesc.SetBlockTypeMeta(Conn.m_Pos.x, Conn.m_Pos.y, Conn.m_Pos.z, E_BLOCK_WOOL, itr->m_Type % 16);
}
/*
// TODO: Frame the connectors
switch (itr->m_Direction)
{
case BLOCK_FACE_XM:
case BLOCK_FACE_XP:
{
// TODO
break;
}
case BLOCK_FACE_ZM:
case BLOCK_FACE_ZP:
{
// TODO
break;
}
}
*/
} // for itr - m_Connectors[]
}
protected:
int m_SizeXZ;
int m_Height;
cConnectors m_Connectors;
// cPiece overrides:
virtual cConnectors GetConnectors(void) const override
{
return m_Connectors;
}
virtual Vector3i GetSize(void) const override
{
return Vector3i(m_SizeXZ, m_Height, m_SizeXZ);
}
virtual cCuboid GetHitBox(void) const override
{
return cCuboid(0, 0, 0, m_SizeXZ - 1, m_Height - 1, m_SizeXZ - 1);
}
virtual bool CanRotateCCW(int a_NumRotations) const override
{
return true;
}
};
static void DebugPieces(const cPlacedPieces & a_Pieces)
{
size_t idx = 0;
for (cPlacedPieces::const_iterator itr = a_Pieces.begin(), end = a_Pieces.end(); itr != end; ++itr, ++idx)
{
const cCuboid & HitBox = (*itr)->GetHitBox();
printf(" %u: %d rotations, {%d - %d, %d - %d}\n",
idx, (*itr)->GetNumCCWRotations(),
HitBox.p1.x, HitBox.p2.x, HitBox.p1.z, HitBox.p2.z
);
} // for itr - a_Pieces[]
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPOCPieceGenerator:
cPOCPieceGenerator::cPOCPieceGenerator(int a_Seed) :
m_Seed(a_Seed)
{
// Prepare a vector of available pieces:
m_AvailPieces.push_back(new cPOCPiece(5, 3));
m_AvailPieces.push_back(new cPOCPiece(7, 5));
m_AvailPieces.push_back(new cPOCPiece(9, 5));
m_AvailPieces.push_back(new cPOCPiece(5, 7));
// Generate the structure:
cBFSPieceGenerator Gen(*this, a_Seed);
Gen.PlacePieces(0, 50, 0, 6, m_Pieces);
// DebugPieces(m_Pieces);
// Get the smallest cuboid encompassing the entire generated structure:
cCuboid Bounds(0, 50, 0, 0, 50, 0);
for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
Vector3i MinCoords = (*itr)->GetCoords();
Bounds.Engulf(MinCoords);
Bounds.Engulf(MinCoords + (*itr)->GetPiece().GetSize());
} // for itr - m_Pieces[]
m_Bounds = Bounds;
}
cPOCPieceGenerator::~cPOCPieceGenerator()
{
cPieceGenerator::FreePieces(m_Pieces);
}
void cPOCPieceGenerator::GenFinish(cChunkDesc & a_ChunkDesc)
{
int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
if (
(BlockX + 16 < m_Bounds.p1.x) || (BlockX > m_Bounds.p2.x) || // X coords out of bounds of the generated structure
(BlockZ + 16 < m_Bounds.p1.z) || (BlockZ > m_Bounds.p2.z) // Z coords out of bounds of the generated structure
)
{
return;
}
// Imprint each piece in the chunk:
for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
const Vector3i & Pos = (*itr)->GetCoords();
Vector3i Size = (*itr)->GetPiece().GetSize();
if (((*itr)->GetNumCCWRotations() % 2) == 1)
{
std::swap(Size.x, Size.z);
}
if (
(Pos.x >= BlockX + 16) || (Pos.x + Size.x - 1 < BlockX) ||
(Pos.z >= BlockZ + 16) || (Pos.z + Size.z - 1 < BlockZ)
)
{
// This piece doesn't intersect the chunk
continue;
}
((cPOCPiece &)(*itr)->GetPiece()).ImprintInChunk(a_ChunkDesc, Pos, (*itr)->GetNumCCWRotations());
} // for itr - m_Pieces[]
a_ChunkDesc.UpdateHeightmap();
}
cPieces cPOCPieceGenerator::GetPiecesWithConnector(int a_ConnectorType)
{
// Each piece has each connector
return m_AvailPieces;
}
cPieces cPOCPieceGenerator::GetStartingPieces(void)
{
// Any piece can be a starting piece
return m_AvailPieces;
}
void cPOCPieceGenerator::PiecePlaced(const cPiece & a_Piece)
{
UNUSED(a_Piece);
}
void cPOCPieceGenerator::Reset(void)
{
// Nothing needed
}