// PiecePool.cpp
// Implements the cPiecePool class representing a pool of cPieces - "parts" of a structure, used in piece-generators
// A cPiece is a single static part of a structure that can rotate around the Y axis, has connectors to other pieces and knows how to draw itself into the world.
// The pool manages the pieces and provides lists of its pieces matching criteria, and provides relative weights for the random distribution of pieces.
#include "Globals.h"
#include "PiecePool.h"
#include "VerticalStrategy.h"
#include "VerticalLimit.h"
////////////////////////////////////////////////////////////////////////////////
// cPiece:
bool cPiece::SetVerticalStrategyFromString(const AString & a_StrategyDesc, bool a_LogWarnings)
{
auto strategy = CreateVerticalStrategyFromString(a_StrategyDesc, a_LogWarnings);
if (strategy == nullptr)
{
return false;
}
m_VerticalStrategy = strategy;
return true;
}
bool cPiece::SetVerticalLimitFromString(const AString & a_LimitDesc, bool a_LogWarnings)
{
auto limit = CreateVerticalLimitFromString(a_LimitDesc, a_LogWarnings);
if (limit == nullptr)
{
return false;
}
m_VerticalLimit = limit;
return true;
}
Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const
{
Vector3i Size = GetSize();
switch (a_NumCCWRotations)
{
case 0:
{
// No rotation needed
return a_Pos;
}
case 1:
{
// 1 CCW rotation:
return Vector3i(a_Pos.z, a_Pos.y, Size.x - a_Pos.x - 1);
}
case 2:
{
// 2 rotations ( = axis flip):
return Vector3i(Size.x - a_Pos.x - 1, a_Pos.y, Size.z - a_Pos.z - 1);
}
case 3:
{
// 1 CW rotation:
return Vector3i(Size.z - a_Pos.z - 1, a_Pos.y, a_Pos.x);
}
}
ASSERT(!"Unhandled rotation");
return a_Pos;
}
cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
{
cPiece::cConnector res(a_Connector);
// Rotate the res connector:
switch (a_NumCCWRotations)
{
case 0:
{
// No rotation needed
break;
}
case 1:
{
// 1 CCW rotation:
res.m_Direction = cConnector::RotateDirectionCCW(res.m_Direction);
break;
}
case 2:
{
// 2 rotations ( = axis flip):
res.m_Direction = cConnector::RotateDirection(res.m_Direction);
break;
}
case 3:
{
// 1 CW rotation:
res.m_Direction = cConnector::RotateDirectionCW(res.m_Direction);
break;
}
}
res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations);
// Move the res connector:
res.m_Pos.x += a_MoveX;
res.m_Pos.y += a_MoveY;
res.m_Pos.z += a_MoveZ;
return res;
}
cCuboid cPiece::RotateHitBoxToConnector(
const cPiece::cConnector & a_MyConnector,
const Vector3i & a_ToConnectorPos,
int a_NumCCWRotations
) const
{
ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
Vector3i ConnPos = RotatePos(a_MyConnector.m_Pos, a_NumCCWRotations);
ConnPos = a_ToConnectorPos - ConnPos;
return RotateMoveHitBox(a_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z);
}
cCuboid cPiece::RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
{
ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
cCuboid res = GetHitBox();
res.p1 = RotatePos(res.p1, a_NumCCWRotations);
res.p2 = RotatePos(res.p2, a_NumCCWRotations);
res.p1.Move(a_MoveX, a_MoveY, a_MoveZ);
res.p2.Move(a_MoveX, a_MoveY, a_MoveZ);
return res;
}
////////////////////////////////////////////////////////////////////////////////
// cPiece::cConnector:
cPiece::cConnector::cConnector(int a_X, int a_Y, int a_Z, int a_Type, eDirection a_Direction) :
m_Pos(a_X, a_Y, a_Z),
m_Type(a_Type),
m_Direction(a_Direction)
{
}
cPiece::cConnector::cConnector(const Vector3i & a_Pos, int a_Type, eDirection a_Direction) :
m_Pos(a_Pos),
m_Type(a_Type),
m_Direction(a_Direction)
{
}
Vector3i cPiece::cConnector::AddDirection(const Vector3i & a_Pos, eDirection a_Direction)
{
switch (a_Direction)
{
case dirXM: return Vector3i(a_Pos.x - 1, a_Pos.y, a_Pos.z);
case dirXP: return Vector3i(a_Pos.x + 1, a_Pos.y, a_Pos.z);
case dirYM: return Vector3i(a_Pos.x, a_Pos.y - 1, a_Pos.z);
case dirYP: return Vector3i(a_Pos.x, a_Pos.y + 1, a_Pos.z);
case dirZM: return Vector3i(a_Pos.x, a_Pos.y, a_Pos.z - 1);
case dirZP: return Vector3i(a_Pos.x, a_Pos.y, a_Pos.z + 1);
case dirYM_XM_ZM: return Vector3i(a_Pos.x, a_Pos.y - 1, a_Pos.z);
case dirYM_XM_ZP: return Vector3i(a_Pos.x, a_Pos.y - 1, a_Pos.z);
case dirYM_XP_ZM: return Vector3i(a_Pos.x, a_Pos.y - 1, a_Pos.z);
case dirYM_XP_ZP: return Vector3i(a_Pos.x, a_Pos.y - 1, a_Pos.z);
case dirYP_XM_ZM: return Vector3i(a_Pos.x, a_Pos.y + 1, a_Pos.z);
case dirYP_XM_ZP: return Vector3i(a_Pos.x, a_Pos.y + 1, a_Pos.z);
case dirYP_XP_ZM: return Vector3i(a_Pos.x, a_Pos.y + 1, a_Pos.z);
case dirYP_XP_ZP: return Vector3i(a_Pos.x, a_Pos.y + 1, a_Pos.z);
}
UNREACHABLE("Unsupported connector direction");
}
const char * cPiece::cConnector::DirectionToString(eDirection a_Direction)
{
switch (a_Direction)
{
case dirXM: return "x-";
case dirXP: return "x+";
case dirYM: return "y-";
case dirYP: return "y+";
case dirZM: return "z-";
case dirZP: return "z+";
case dirYM_XM_ZM: return "y-x-z-";
case dirYM_XM_ZP: return "y-x-z+";
case dirYM_XP_ZM: return "y-x+z-";
case dirYM_XP_ZP: return "y-x+z+";
case dirYP_XM_ZM: return "y+x-z-";
case dirYP_XM_ZP: return "y+x-z+";
case dirYP_XP_ZM: return "y+x+z-";
case dirYP_XP_ZP: return "y+x+z+";
}
UNREACHABLE("Unsupported connector direction");
}
bool cPiece::cConnector::IsValidDirection(int a_Direction)
{
switch (a_Direction)
{
case dirXM:
case dirXP:
case dirYM:
case dirYP:
case dirZM:
case dirZP:
case dirYM_XM_ZM:
case dirYM_XM_ZP:
case dirYM_XP_ZM:
case dirYM_XP_ZP:
case dirYP_XM_ZM:
case dirYP_XM_ZP:
case dirYP_XP_ZM:
case dirYP_XP_ZP:
{
return true;
}
}
return false;
}
cPiece::cConnector::eDirection cPiece::cConnector::RotateDirection(eDirection a_Direction)
{
// 180-degree rotation:
switch (a_Direction)
{
case dirXM: return dirXP;
case dirXP: return dirXM;
case dirYM: return dirYM;
case dirYP: return dirYP;
case dirZM: return dirZM;
case dirZP: return dirZP;
case dirYM_XM_ZM: return dirYM_XP_ZP;
case dirYM_XM_ZP: return dirYM_XP_ZM;
case dirYM_XP_ZM: return dirYM_XM_ZP;
case dirYM_XP_ZP: return dirYM_XM_ZM;
case dirYP_XM_ZM: return dirYP_XP_ZP;
case dirYP_XM_ZP: return dirYP_XP_ZM;
case dirYP_XP_ZM: return dirYP_XM_ZP;
case dirYP_XP_ZP: return dirYP_XM_ZM;
}
UNREACHABLE("Unsupported connector direction");
}
cPiece::cConnector::eDirection cPiece::cConnector::RotateDirectionCCW(eDirection a_Direction)
{
// 90 degrees CCW rotation:
switch (a_Direction)
{
case dirXM: return dirZP;
case dirXP: return dirZM;
case dirYM: return dirYM;
case dirYP: return dirYP;
case dirZM: return dirXM;
case dirZP: return dirXP;
case dirYM_XM_ZM: return dirYM_XM_ZP;
case dirYM_XM_ZP: return dirYM_XP_ZP;
case dirYM_XP_ZM: return dirYM_XM_ZM;
case dirYM_XP_ZP: return dirYM_XP_ZM;
case dirYP_XM_ZM: return dirYP_XM_ZP;
case dirYP_XM_ZP: return dirYP_XP_ZP;
case dirYP_XP_ZM: return dirYP_XM_ZM;
case dirYP_XP_ZP: return dirYP_XP_ZM;
}
UNREACHABLE("Unsupported connector direction");
}
cPiece::cConnector::eDirection cPiece::cConnector::RotateDirectionCW(eDirection a_Direction)
{
// 90 degrees CW rotation:
switch (a_Direction)
{
case dirXM: return dirZM;
case dirXP: return dirZP;
case dirYM: return dirYM;
case dirYP: return dirYP;
case dirZM: return dirXP;
case dirZP: return dirXM;
case dirYM_XM_ZM: return dirYM_XP_ZM;
case dirYM_XM_ZP: return dirYM_XM_ZM;
case dirYM_XP_ZM: return dirYM_XP_ZP;
case dirYM_XP_ZP: return dirYM_XM_ZP;
case dirYP_XM_ZM: return dirYP_XP_ZM;
case dirYP_XM_ZP: return dirYP_XM_ZM;
case dirYP_XP_ZM: return dirYP_XP_ZP;
case dirYP_XP_ZP: return dirYP_XM_ZP;
}
UNREACHABLE("Unsupported connector direction");
}
int cPiece::cConnector::GetNumCCWRotationsToFit(eDirection a_FixedDir, eDirection a_RotatingDir)
{
// Translation of direction - direction -> number of CCW rotations needed:
// You need DirectionRotationTable[fixed][rot] CCW turns to connect rot to fixed (they are opposite)
// -1 if not possible
static const int DirectionRotationTable[14][14] =
{
/* YM, YP, ZM, ZP, XM, XP, YM-XM-ZM, YM-XM-ZP, YM-XP-ZM, YM-XP-ZP, YP-XM-ZM, YP-XM-ZP, YP-XP-ZM, YP-XP-ZP */
/* YM */ { 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
/* YP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
/* ZM */ {-1, -1, 2, 0, 1, 3, -1, -1, -1, -1, -1, -1, -1, -1},
/* ZP */ {-1, -1, 0, 2, 3, 1, -1, -1, -1, -1, -1, -1, -1, -1},
/* XM */ {-1, -1, 3, 1, 2, 0, -1, -1, -1, -1, -1, -1, -1, -1},
/* XP */ {-1, -1, 1, 3, 0, 2, -1, -1, -1, -1, -1, -1, -1, -1},
/* YM-XM-ZM */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 3, 1, 2},
/* YM-XM-ZP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 0, 2, 3},
/* YM-XP-ZM */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 3, 2, 0, 1},
/* YM-XP-ZP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 1, 3, 0},
/* YP-XM-ZM */ {-1, -1, -1, -1, -1, -1, 0, 3, 1, 2, -1, -1, -1, -1},
/* YP-XM-ZP */ {-1, -1, -1, -1, -1, -1, 1, 0, 2, 3, -1, -1, -1, -1},
/* YP-XP-ZM */ {-1, -1, -1, -1, -1, -1, 3, 2, 0, 1, -1, -1, -1, -1},
/* YP-XP-ZP */ {-1, -1, -1, -1, -1, -1, 2, 1, 3, 0, -1, -1, -1, -1},
};
return DirectionRotationTable[a_FixedDir][a_RotatingDir];
}
bool cPiece::cConnector::StringToDirection(const AString & a_Value, eDirection & a_Out)
{
// First try converting as a number:
int dirInt;
if (StringToInteger(a_Value, dirInt))
{
if (!IsValidDirection(dirInt))
{
return false;
}
a_Out = static_cast<eDirection>(dirInt);
return true;
}
// Compare to string representation:
static const struct
{
const char * m_String;
eDirection m_Value;
} StringDirections[] =
{
{"x-", dirXM},
{"x+", dirXP},
{"y-", dirYM},
{"y+", dirYP},
{"z-", dirZM},
{"z+", dirZP},
{"y-x-z-", dirYM_XM_ZM},
{"y-x-z+", dirYM_XM_ZP},
{"y-x+z-", dirYM_XP_ZM},
{"y-x+z+", dirYM_XP_ZP},
{"y+x-z-", dirYP_XM_ZM},
{"y+x-z+", dirYP_XM_ZP},
{"y+x+z-", dirYP_XP_ZM},
{"y+x+z+", dirYP_XP_ZP},
// Alternate names, with slashes:
{"y-/x-/z-", dirYM_XM_ZM},
{"y-/x-/z+", dirYM_XM_ZP},
{"y-/x+/z-", dirYM_XP_ZM},
{"y-/x+/z+", dirYM_XP_ZP},
{"y+/x-/z-", dirYP_XM_ZM},
{"y+/x-/z+", dirYP_XM_ZP},
{"y+/x+/z-", dirYP_XP_ZM},
{"y+/x+/z+", dirYP_XP_ZP},
};
auto lcValue = StrToLower(a_Value);
for (size_t i = 0; i < ARRAYCOUNT(StringDirections); i++)
{
if (strcmp(lcValue.c_str(), StringDirections[i].m_String) == 0)
{
a_Out = StringDirections[i].m_Value;
return true;
}
}
// Not understood, failure:
return false;
}
////////////////////////////////////////////////////////////////////////////////
// cPlacedPiece:
cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations) :
m_Parent(a_Parent),
m_Piece(&a_Piece),
m_Coords(a_Coords),
m_NumCCWRotations(a_NumCCWRotations),
m_HasBeenMovedToGround(false)
{
m_Depth = (m_Parent == nullptr) ? 0 : (m_Parent->GetDepth() + 1);
m_HitBox = a_Piece.RotateMoveHitBox(a_NumCCWRotations, a_Coords.x, a_Coords.y, a_Coords.z);
m_HitBox.Sort();
}
cPiece::cConnector cPlacedPiece::GetRotatedConnector(size_t a_Index) const
{
cPiece::cConnectors Connectors = m_Piece->GetConnectors();
ASSERT(Connectors.size() >= a_Index);
return m_Piece->RotateMoveConnector(Connectors[a_Index], m_NumCCWRotations, m_Coords.x, m_Coords.y, m_Coords.z);
}
cPiece::cConnector cPlacedPiece::GetRotatedConnector(const cPiece::cConnector & a_Connector) const
{
return m_Piece->RotateMoveConnector(a_Connector, m_NumCCWRotations, m_Coords.x, m_Coords.y, m_Coords.z);
}
void cPlacedPiece::MoveToGroundBy(int a_OffsetY)
{
m_Coords.y += a_OffsetY;
m_HasBeenMovedToGround = true;
}