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author | Mattes D <github@xoft.cz> | 2017-02-26 22:49:23 +0100 |
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committer | Mattes D <github@xoft.cz> | 2017-05-04 09:49:30 +0200 |
commit | 187abe3f5e2219e0a80c0cdca4db362e223b60ae (patch) | |
tree | b68eac26b892fa469ec5753d34d4fa8a35a53bd3 /src/Generating/PieceGenerator.h | |
parent | APIDoc: Removed non-existent functions and added missing return types (diff) | |
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Diffstat (limited to 'src/Generating/PieceGenerator.h')
-rw-r--r-- | src/Generating/PieceGenerator.h | 446 |
1 files changed, 0 insertions, 446 deletions
diff --git a/src/Generating/PieceGenerator.h b/src/Generating/PieceGenerator.h deleted file mode 100644 index 1900d9d02..000000000 --- a/src/Generating/PieceGenerator.h +++ /dev/null @@ -1,446 +0,0 @@ - -// PieceGenerator.h - -// Declares the cBFSPieceGenerator class and cDFSPieceGenerator class -// representing base classes for generating structures composed of individual "pieces" - -/* -Each uses a slightly different approach to generating: - - DFS extends pieces one by one until it hits the configured depth (or can't connect another piece anymore), - then starts looking at adjacent connectors (like depth-first search). - - BFS keeps a pool of currently-open connectors, chooses one at random and tries to place a piece on it, - thus possibly extending the pool of open connectors (like breadth-first search). -*/ - - - - - -#pragma once - -#include "ComposableGenerator.h" -#include "../Defines.h" -#include "../Cuboid.h" -#include "../Noise/Noise.h" - - - - - -/** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */ -class cPiece -{ -public: - // Force a virtual destructor in all descendants - virtual ~cPiece() {} - - struct cConnector - { - enum eDirection - { - // The following values correspond to equivalent eBlockFace values: - dirXM = BLOCK_FACE_XM, // Pointing towards the X- side of the prefab - dirXP = BLOCK_FACE_XP, // Pointing towards the X+ side of the prefab - dirYM = BLOCK_FACE_YM, // Pointing towards the Y- side of the prefab, doesn't change with rotation around the Y axis - dirYP = BLOCK_FACE_YP, // Pointing towards the Y+ side of the prefab, doesn't change with rotation around the Y axis - dirZM = BLOCK_FACE_ZM, // Pointing towards the Z- side of the prefab - dirZP = BLOCK_FACE_ZP, // Pointing towards the Z+ side of the prefab - - // Special kind of the vertical connectors (changes with rotation around the Y axis) - dirYM_XM_ZM = BLOCK_FACE_MAX + 1, // Pointing towards the Y- side of the prefab, conceptually at the X- Z- corner of the block - dirYM_XM_ZP, // Pointing towards the Y- side of the prefab, conceptually at the X- Z+ corner of the block - dirYM_XP_ZM, // Pointing towards the Y- side of the prefab, conceptually at the X+ Z- corner of the block - dirYM_XP_ZP, // Pointing towards the Y- side of the prefab, conceptually at the X+ Z+ corner of the block - dirYP_XM_ZM, // Pointing towards the Y+ side of the prefab, conceptually at the X- Z- corner of the block - dirYP_XM_ZP, // Pointing towards the Y+ side of the prefab, conceptually at the X- Z+ corner of the block - dirYP_XP_ZM, // Pointing towards the Y+ side of the prefab, conceptually at the X+ Z- corner of the block - dirYP_XP_ZP, // Pointing towards the Y+ side of the prefab, conceptually at the X+ Z+ corner of the block - }; - - /** Position relative to the piece */ - Vector3i m_Pos; - - /** Type of the connector. Any arbitrary number; the generator connects only connectors of opposite - (negative) types. */ - int m_Type; - - /** Direction in which the connector is facing. - Will be matched by the opposite direction for the connecting connector. */ - eDirection m_Direction; - - cConnector(int a_X, int a_Y, int a_Z, int a_Type, eDirection a_Direction); - cConnector(const Vector3i & a_Pos, int a_Type, eDirection a_Direction); - - /** Returns the position of the block that has the specified direction from the specified position. - Similar to ::AddFaceDirection() */ - static Vector3i AddDirection(const Vector3i & a_Pos, eDirection a_Direction); - - /** Returns the string representation of the direction. - For debugging purposes. */ - static const char * DirectionToString(eDirection a_Direction); - - /** Returns true if the specified number corresponds to a valid eDirection. */ - static bool IsValidDirection(int a_Direction); - - /** Returns the direction corresponding to the given direction rotated 180 degrees around the Y axis. */ - static eDirection RotateDirection(eDirection a_Direction); - - /** Returns the direction corresponding to the given direction rotated 90 degrees CCW around the Y axis. */ - static eDirection RotateDirectionCCW(eDirection a_Direction); - - /** Returns the direction corresponding to the given direction rotated 90 degrees CW around the Y axis. */ - static eDirection RotateDirectionCW(eDirection a_Direction); - - /** Converts the string representation of a direction into the eDirection enum value. - Returns true if successful, false on failure. - Accepts both numbers and string representations such as "x+" or "Y+X-Z+". */ - static bool StringToDirection(const AString & a_Value, eDirection & a_Out); - }; - - typedef std::vector<cConnector> cConnectors; - - - /** Base class (interface) for strategies for placing the starting pieces vertically. - Descendants can override the GetVerticalPlacement() method to provide custom placement decisions. */ - class cVerticalStrategy - { - public: - // Force a virtual destructor in descendants - virtual ~cVerticalStrategy() {} - - /** Returns the Y coord of the piece */ - virtual int GetVerticalPlacement(int a_BlockX, int a_BlockZ) = 0; - - /** Initializes the strategy's parameters from the string representation. - a_Params is the string containing only the parameters (substring after the first pipe character in the strategy description string). - If a_LogWarnings is true, logs any problems to the console. - Returns true if successful, false if the string parsing failed. - Used when loading the strategy from a file. */ - virtual bool InitializeFromString(const AString & a_Params, bool a_LogWarnings) = 0; - - /** Called when the piece pool is assigned to a generator, - so that the strategies may bind to the underlying subgenerators. */ - virtual void AssignGens(int a_Seed, cBiomeGenPtr & a_BiomeGen, cTerrainHeightGenPtr & a_TerrainHeightGen, int a_SeaLevel) {} - }; - - typedef SharedPtr<cVerticalStrategy> cVerticalStrategyPtr; - - - /** Base class (interface) for the vertical limit of piece placement. - Each placed piece can have a limit, represented by this class, that gets queried for validity of the placement. */ - class cVerticalLimit - { - public: - virtual ~cVerticalLimit() {} - - /** Called to inquire whether the specified piece can be placed at the specified height. - a_BlockX, a_BlockZ is the column of the connector that is being queried. - a_Height is the requested height of the piece's lowest block. */ - virtual bool CanBeAtHeight(int a_BlockX, int a_BlockZ, int a_Height) = 0; - - /** Initializes the limit's parameters from the string representation. - a_Params is the string containing only the parameters (substring after the first pipe character in the limit description string). - Returns true if successful, false if the string parsing failed. - If a_LogWarnings is true, any error while parsing the string is output to the server console. - Used when loading the limit from a file. */ - virtual bool InitializeFromString(const AString & a_Params, bool a_LogWarnings) = 0; - - /** Called when the piece pool is assigned to a generator, - so that the limits may bind to the underlying subgenerators. */ - virtual void AssignGens(int a_Seed, cBiomeGenPtr & a_BiomeGen, cTerrainHeightGenPtr & a_TerrainHeightGen, int a_SeaLevel) {} - }; - - typedef SharedPtr<cVerticalLimit> cVerticalLimitPtr; - - - /** The strategy used for vertical placement of this piece when it is used as a starting piece. */ - cVerticalStrategyPtr m_VerticalStrategy; - - /** The checker that verifies each placement's vertical position. */ - cVerticalLimitPtr m_VerticalLimit; - - - /** Returns all of the available connectors that the piece has. - Each connector has a (relative) position in the piece, and a type associated with it. */ - virtual cConnectors GetConnectors(void) const = 0; - - /** Returns the dimensions of this piece. - The dimensions cover the entire piece, there is no block that the piece generates outside of this size. */ - virtual Vector3i GetSize(void) const = 0; - - /** Returns the "hitbox" of this piece. - A hitbox is what is compared and must not intersect other pieces' hitboxes when generating. */ - virtual cCuboid GetHitBox(void) const = 0; - - /** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */ - virtual bool CanRotateCCW(int a_NumRotations) const = 0; - - /** Returns the height, based on m_VerticalStrategy, for this piece when used as the starting piece. - If there's no strategy assigned to this piece, returns -1. */ - int GetStartingPieceHeight(int a_BlockX, int a_BlockZ) - { - if (m_VerticalStrategy != nullptr) - { - return m_VerticalStrategy->GetVerticalPlacement(a_BlockX, a_BlockZ); - } - return -1; - } - - void SetVerticalStrategy(cVerticalStrategyPtr a_VerticalStrategy) - { - m_VerticalStrategy = a_VerticalStrategy; - } - - cVerticalStrategyPtr GetVerticalStrategy(void) const - { - return m_VerticalStrategy; - } - - cVerticalLimitPtr GetVerticalLimit(void) const - { - return m_VerticalLimit; - } - - /** Sets the vertical strategy based on the description in the string. - If a_LogWarnings is true, logs the parsing problems into the server console. - Returns true if successful, false if strategy parsing failed (no strategy assigned). */ - bool SetVerticalStrategyFromString(const AString & a_StrategyDesc, bool a_LogWarnings); - - /** Sets the vertical limit based on the description string. - Returns true if successful, false if limit parsing failed (no limit assigned). - If a_LogWarnings is true, any problem is reported into the server console. */ - bool SetVerticalLimitFromString(const AString & a_LimitDesc, bool a_LogWarnings); - - /** Returns a copy of the a_Pos after rotating the piece the specified number of CCW rotations. */ - Vector3i RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const; - - /** Returns a copy of the connector that is rotated and then moved by the specified amounts. */ - cConnector RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const; - - /** Returns the hitbox after the specified number of rotations and moved so that a_MyConnector is placed at a_ToConnectorPos. */ - cCuboid RotateHitBoxToConnector(const cConnector & a_MyConnector, const Vector3i & a_ToConnectorPos, int a_NumCCWRotations) const; - - /** Returns the hitbox after the specified number of CCW rotations and moved by the specified amounts. */ - cCuboid RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const; -}; - -typedef std::vector<cPiece *> cPieces; - - - - - -// fwd: -class cPlacedPiece; - - - - - -/** This class is an interface that provides pieces for the generator. It can keep track of what pieces were -placed and adjust the returned piece vectors. */ -class cPiecePool -{ -public: - // Force a virtual destructor in all descendants: - virtual ~cPiecePool() {} - - /** Returns a list of pieces that contain the specified connector type. - The cPiece pointers returned are managed by the pool and the caller doesn't free them. */ - virtual cPieces GetPiecesWithConnector(int a_ConnectorType) = 0; - - /** Returns the pieces that should be used as the starting point. - Multiple starting points are supported, one of the returned piece will be chosen. */ - virtual cPieces GetStartingPieces(void) = 0; - - /** Returns the relative weight with which the a_NewPiece is to be selected for placing under a_PlacedPiece through a_ExistingConnector. - a_ExistingConnector is the original connector, before any movement or rotation is applied to it. - This allows the pool to tweak the piece's chances, based on the previous pieces in the tree and the connector used. - The higher the number returned, the higher the chance the piece will be chosen. 0 means the piece will never be chosen. */ - virtual int GetPieceWeight( - const cPlacedPiece & a_PlacedPiece, - const cPiece::cConnector & a_ExistingConnector, - const cPiece & a_NewPiece - ) - { - return 1; - } - - /** Returns the relative weight with which the a_NewPiece is to be selected for placing as the first piece. - This allows the pool to tweak the piece's chances. - The higher the number returned, the higher the chance the piece will be chosen. 0 means the piece will not be chosen. - If all pieces return 0, a random piece is chosen, with all equal chances. */ - virtual int GetStartingPieceWeight(const cPiece & a_NewPiece) - { - return 1; - } - - /** Called after a piece is placed, to notify the pool that it has been used. - The pool may adjust the pieces it will return the next time. */ - virtual void PiecePlaced(const cPiece & a_Piece) = 0; - - /** Called when the pool has finished the current structure and should reset any piece-counters it has - for a new structure. */ - virtual void Reset(void) = 0; -}; - - - - - -/** Represents a single piece that has been placed to specific coords in the world. */ -class cPlacedPiece -{ -public: - cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations); - - const cPlacedPiece * GetParent (void) const { return m_Parent; } - const cPiece & GetPiece (void) const { return *m_Piece; } - const Vector3i & GetCoords (void) const { return m_Coords; } - int GetNumCCWRotations (void) const { return m_NumCCWRotations; } - const cCuboid & GetHitBox (void) const { return m_HitBox; } - int GetDepth (void) const { return m_Depth; } - bool HasBeenMovedToGround(void) const { return m_HasBeenMovedToGround; } - - /** Returns the coords as a modifiable object. */ - Vector3i & GetCoords(void) { return m_Coords; } - - /** Returns the connector at the specified index, rotated in the actual placement. - Undefined behavior if a_Index is out of range. */ - cPiece::cConnector GetRotatedConnector(size_t a_Index) const; - - /** Returns a copy of the specified connector, modified to account for the translation and rotation for - this placement. */ - cPiece::cConnector GetRotatedConnector(const cPiece::cConnector & a_Connector) const; - - /** Moves the placed piece Y-wise by the specified offset. - Sets m_HasBeenMovedToGround to true, too. - Used eg. by village houses. */ - void MoveToGroundBy(int a_OffsetY); - -protected: - const cPlacedPiece * m_Parent; - const cPiece * m_Piece; - Vector3i m_Coords; - int m_NumCCWRotations; - cCuboid m_HitBox; // Hitbox of the placed piece, in world coords - int m_Depth; // Depth in the generated piece tree - - /** Set to true once the piece has been moved Y-wise. - Used eg. by village houses. */ - bool m_HasBeenMovedToGround; -}; - -typedef std::vector<cPlacedPiece *> cPlacedPieces; - - - - - -class cPieceGenerator -{ -public: - cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed); - - /** Cleans up all the memory used by the placed pieces. - Call this utility function instead of freeing the items on your own. */ - static void FreePieces(cPlacedPieces & a_PlacedPieces); - -protected: - /** The type used for storing a connection from one piece to another, while building the piece tree. */ - struct cConnection - { - cPiece * m_Piece; // The piece being connected - cPiece::cConnector m_Connector; // The piece's connector being used (relative non-rotated coords) - int m_NumCCWRotations; // Number of rotations necessary to match the two connectors - int m_Weight; // Relative chance that this connection will be chosen - - cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight); - }; - typedef std::vector<cConnection> cConnections; - - /** The type used for storing a pool of connectors that will be attempted to expand by another piece. */ - struct cFreeConnector - { - cPlacedPiece * m_Piece; - cPiece::cConnector m_Connector; - - cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector); - }; - typedef std::vector<cFreeConnector> cFreeConnectors; - - - cPiecePool & m_PiecePool; - cNoise m_Noise; - int m_Seed; - - - /** Selects a starting piece and places it, including its height and rotation. - Also puts the piece's connectors in a_OutConnectors. */ - cPlacedPiece * PlaceStartingPiece(int a_BlockX, int a_BlockZ, cFreeConnectors & a_OutConnectors); - - /** Tries to place a new piece at the specified (placed) connector. Returns true if successful. */ - bool TryPlacePieceAtConnector( - const cPlacedPiece & a_ParentPiece, // The existing piece to a new piece should be placed - const cPiece::cConnector & a_Connector, // The existing connector (world-coords) to which a new piece should be placed - cPlacedPieces & a_OutPieces, // Already placed pieces, to be checked for intersections - cFreeConnectors & a_OutConnectors // List of free connectors to which the new connectors will be placed - ); - - /** Checks if the specified piece would fit with the already-placed pieces, using the specified connector - and number of CCW rotations. - a_ExistingConnector is in world-coords and is already rotated properly - a_ToPos is the world-coords position on which the new connector should be placed (1 block away from a_ExistingConnector, in its Direction) - a_NewConnector is in the original (non-rotated) coords. - Returns true if the piece fits, false if not. */ - bool CheckConnection( - const cPiece::cConnector & a_ExistingConnector, // The existing connector - const Vector3i & a_ToPos, // The position on which the new connector should be placed - const cPiece & a_Piece, // The new piece - const cPiece::cConnector & a_NewConnector, // The connector of the new piece - int a_NumCCWRotations, // Number of rotations for the new piece to align the connector - const cPlacedPieces & a_OutPieces // All the already-placed pieces to check - ); - - /** DEBUG: Outputs all the connectors in the pool into stdout. - a_NumProcessed signals the number of connectors from the pool that should be considered processed (not listed). */ - void DebugConnectorPool(const cPieceGenerator::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed); -} ; - - - - - -class cBFSPieceGenerator : - public cPieceGenerator -{ - typedef cPieceGenerator super; - -public: - cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed); - - /** Generates a placement for pieces at the specified coords. - The Y coord is generated automatically based on the starting piece that is chosen. - Caller must free each individual cPlacedPiece in a_OutPieces using cPieceGenerator::FreePieces(). */ - void PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces); -}; - - - - - -class cDFSPieceGenerator : - public cPieceGenerator -{ -public: - cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed); - - /** Generates a placement for pieces at the specified coords. - The Y coord is generated automatically based on the starting piece that is chosen. - Caller must free each individual cPlacedPiece in a_OutPieces using cPieceGenerator::FreePieces(). */ - void PlacePieces(int a_BlockX, int a_BlockZ, cPlacedPieces & a_OutPieces); -}; - - - - |