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// Prefab.cpp
/*
Implements the cPrefab class, representing a cPiece descendant for the cPieceGenerator that
uses a prefabricate in a cBlockArea for drawing itself.
*/
#include "Globals.h"
#include "Prefab.h"
#include "../WorldStorage/SchematicFileSerializer.h"
#include "ChunkDesc.h"
#ifdef SELF_TEST
// Create one static prefab to test the parser:
static const cPrefab::sDef g_TestPrefabDef =
{
// Size:
7, 6, 7, // SizeX = 7, SizeY = 6, SizeZ = 7
// Hitbox (relative to bounding box):
0, 0, 0, // MinX, MinY, MinZ
6, 5, 6, // MaxX, MaxY, MaxZ
// Block definitions:
".: 0: 0\n" /* 0 */
"a:112: 0\n" /* netherbrick */
"b:113: 0\n" /* netherbrickfence */,
// Block data:
// Level 1
"aaaaaaa"
"aaaaaaa"
"aaaaaaa"
"aaaaaaa"
"aaaaaaa"
"aaaaaaa"
"aaaaaaa"
// Level 2
"aa...aa"
"a.....a"
"......."
"......."
"......."
"a.....a"
"aa...aa"
// Level 3
"aa...aa"
"a.....a"
"......."
"......."
"......."
"a.....a"
"aa...aa"
// Level 4
"aa...aa"
"a.....a"
"......."
"......."
"......."
"a.....a"
"aa...aa"
// Level 5
"aabbbaa"
"a.....a"
"b.....b"
"b.....b"
"b.....b"
"a.....a"
"aabbbaa"
// Level 6
"aaaaaaa"
"a.....a"
"a.....a"
"a.....a"
"a.....a"
"a.....a"
"aaaaaaa",
// Connections:
"0: 0, 3, 2: 4\n"
"0: 2, 3, 0: 2\n",
// AllowedRotations:
7, /* 1, 2, 3 CCW rotations */
// Merge strategy:
cBlockArea::msImprint,
// ShouldExtendFloor:
false,
// DefaultWeight:
10,
// DepthWeight:
"",
// AddWeightIfSame:
1000,
};
static cPrefab g_TestPrefab(g_TestPrefabDef);
#endif
cPrefab::cPrefab(const cPrefab::sDef & a_Def) :
m_Size(a_Def.m_SizeX, a_Def.m_SizeY, a_Def.m_SizeZ),
m_HitBox(
a_Def.m_HitboxMinX, a_Def.m_HitboxMinY, a_Def.m_HitboxMinZ,
a_Def.m_HitboxMaxX, a_Def.m_HitboxMaxY, a_Def.m_HitboxMaxZ
),
m_AllowedRotations(a_Def.m_AllowedRotations),
m_MergeStrategy(a_Def.m_MergeStrategy),
m_ShouldExtendFloor(a_Def.m_ShouldExtendFloor),
m_DefaultWeight(a_Def.m_DefaultWeight),
m_AddWeightIfSame(a_Def.m_AddWeightIfSame),
m_MoveToGround(a_Def.m_MoveToGround)
{
m_BlockArea[0].Create(m_Size);
CharMap cm;
ParseCharMap(cm, a_Def.m_CharMap);
ParseBlockImage(cm, a_Def.m_Image);
ParseConnectors(a_Def.m_Connectors);
ParseDepthWeight(a_Def.m_DepthWeight);
AddRotatedBlockAreas();
}
cPrefab::cPrefab(const cBlockArea & a_Image, int a_AllowedRotations) :
m_Size(a_Image.GetSize()),
m_AllowedRotations(a_AllowedRotations),
m_MergeStrategy(cBlockArea::msOverwrite),
m_ShouldExtendFloor(false),
m_DefaultWeight(1),
m_AddWeightIfSame(0),
m_MoveToGround(false)
{
m_HitBox.p1.Set(0, 0, 0);
m_HitBox.p2.Set(m_Size.x - 1, m_Size.y - 1, m_Size.z - 1);
m_BlockArea[0].CopyFrom(a_Image);
AddRotatedBlockAreas();
}
void cPrefab::AddRotatedBlockAreas(void)
{
// 1 CCW rotation:
if ((m_AllowedRotations & 0x01) != 0)
{
m_BlockArea[1].CopyFrom(m_BlockArea[0]);
m_BlockArea[1].RotateCCW();
}
// 2 rotations are the same as mirroring twice; mirroring is faster because it has no reallocations
if ((m_AllowedRotations & 0x02) != 0)
{
m_BlockArea[2].CopyFrom(m_BlockArea[0]);
m_BlockArea[2].MirrorXY();
m_BlockArea[2].MirrorYZ();
}
// 3 CCW rotations = 1 CW rotation:
if ((m_AllowedRotations & 0x04) != 0)
{
m_BlockArea[3].CopyFrom(m_BlockArea[0]);
m_BlockArea[3].RotateCW();
}
}
void cPrefab::Draw(cChunkDesc & a_Dest, const cPlacedPiece * a_Placement) const
{
Draw(a_Dest, a_Placement->GetCoords(), a_Placement->GetNumCCWRotations());
}
void cPrefab::Draw(cChunkDesc & a_Dest, const Vector3i & a_Placement, int a_NumRotations) const
{
// Draw the basic image:
Vector3i Placement(a_Placement);
int ChunkStartX = a_Dest.GetChunkX() * cChunkDef::Width;
int ChunkStartZ = a_Dest.GetChunkZ() * cChunkDef::Width;
Placement.Move(-ChunkStartX, 0, -ChunkStartZ);
const cBlockArea & Image = m_BlockArea[a_NumRotations];
a_Dest.WriteBlockArea(Image, Placement.x, Placement.y, Placement.z, m_MergeStrategy);
// If requested, draw the floor (from the bottom of the prefab down to the nearest non-air)
if (m_ShouldExtendFloor)
{
int MaxX = Image.GetSizeX();
int MaxZ = Image.GetSizeZ();
for (int z = 0; z < MaxZ; z++)
{
int RelZ = Placement.z + z;
if ((RelZ < 0) || (RelZ >= cChunkDef::Width))
{
// Z coord outside the chunk
continue;
}
for (int x = 0; x < MaxX; x++)
{
int RelX = Placement.x + x;
if ((RelX < 0) || (RelX >= cChunkDef::Width))
{
// X coord outside the chunk
continue;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
Image.GetRelBlockTypeMeta(x, 0, z, BlockType, BlockMeta);
if ((BlockType == E_BLOCK_AIR) || (BlockType == E_BLOCK_SPONGE))
{
// Do not expand air nor sponge blocks
continue;
}
for (int y = Placement.y - 1; y >= 0; y--)
{
BLOCKTYPE ExistingBlock = a_Dest.GetBlockType(RelX, y, RelZ);
if (ExistingBlock != E_BLOCK_AIR)
{
// End the expansion for this column, reached the end
break;
}
a_Dest.SetBlockTypeMeta(RelX, y, RelZ, BlockType, BlockMeta);
} // for y
} // for x
} // for z
}
}
bool cPrefab::HasConnectorType(int a_ConnectorType) const
{
for (cConnectors::const_iterator itr = m_Connectors.begin(), end = m_Connectors.end(); itr != end; ++itr)
{
if (itr->m_Type == a_ConnectorType)
{
return true;
}
} // for itr - m_Connectors[]
return false;
}
int cPrefab::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector) const
{
// Use the default or per-depth weight:
cDepthWeight::const_iterator itr = m_DepthWeight.find(a_PlacedPiece.GetDepth() + 1);
int res = (itr == m_DepthWeight.end()) ? m_DefaultWeight : itr->second;
// If the piece is the same as the parent, apply the m_AddWeightIfSame modifier:
const cPiece * ParentPiece = &a_PlacedPiece.GetPiece();
const cPiece * ThisPiece = this;
if (ThisPiece == ParentPiece)
{
res += m_AddWeightIfSame;
}
return res;
}
void cPrefab::SetDefaultWeight(int a_DefaultWeight)
{
m_DefaultWeight = a_DefaultWeight;
}
void cPrefab::AddConnector(int a_RelX, int a_RelY, int a_RelZ, eBlockFace a_Direction, int a_Type)
{
m_Connectors.push_back(cConnector(a_RelX, a_RelY, a_RelZ, a_Type, a_Direction));
}
void cPrefab::ParseCharMap(CharMap & a_CharMapOut, const char * a_CharMapDef)
{
ASSERT(a_CharMapDef != NULL);
// Initialize the charmap to all-invalid values:
for (size_t i = 0; i < ARRAYCOUNT(a_CharMapOut); i++)
{
a_CharMapOut[i].m_BlockType = 0;
a_CharMapOut[i].m_BlockMeta = 16; // Mark unassigned entries with a meta that is impossible otherwise
}
// Process the lines in the definition:
AStringVector Lines = StringSplitAndTrim(a_CharMapDef, "\n");
for (AStringVector::const_iterator itr = Lines.begin(), end = Lines.end(); itr != end; ++itr)
{
AStringVector CharDef = StringSplitAndTrim(*itr, ":");
size_t NumElements = CharDef.size();
if ((NumElements < 2) || CharDef[0].empty() || CharDef[1].empty())
{
LOGWARNING("Bad prefab CharMap definition line: \"%s\", skipping.", itr->c_str());
continue;
}
unsigned char Src = (unsigned char)CharDef[0][0];
ASSERT(a_CharMapOut[Src].m_BlockMeta == 16); // This letter has not been assigned yet?
a_CharMapOut[Src].m_BlockType = (BLOCKTYPE)atoi(CharDef[1].c_str());
NIBBLETYPE BlockMeta = 0;
if ((NumElements >= 3) && !CharDef[2].empty())
{
BlockMeta = (NIBBLETYPE)atoi(CharDef[2].c_str());
ASSERT((BlockMeta <= 15));
}
a_CharMapOut[Src].m_BlockMeta = BlockMeta;
} // for itr - Lines[]
}
void cPrefab::ParseBlockImage(const CharMap & a_CharMap, const char * a_BlockImage)
{
// Map each letter in the a_BlockImage (from the in-source definition) to real blocktype / blockmeta:
for (int y = 0; y < m_Size.y; y++)
{
for (int z = 0; z < m_Size.z; z++)
{
const unsigned char * BlockImage = (const unsigned char *)a_BlockImage + y * m_Size.x * m_Size.z + z * m_Size.x;
for (int x = 0; x < m_Size.x; x++)
{
const sBlockTypeDef & MappedValue = a_CharMap[BlockImage[x]];
ASSERT(MappedValue.m_BlockMeta != 16); // Using a letter not defined in the CharMap?
m_BlockArea[0].SetRelBlockTypeMeta(x, y, z, MappedValue.m_BlockType, MappedValue.m_BlockMeta);
}
}
}
}
void cPrefab::ParseConnectors(const char * a_ConnectorsDef)
{
ASSERT(a_ConnectorsDef != NULL);
AStringVector Lines = StringSplitAndTrim(a_ConnectorsDef, "\n");
for (AStringVector::const_iterator itr = Lines.begin(), end = Lines.end(); itr != end; ++itr)
{
if (itr->empty())
{
continue;
}
// Split into components: "Type: X, Y, Z: Face":
AStringVector Defs = StringSplitAndTrim(*itr, ":");
if (Defs.size() != 3)
{
LOGWARNING("Bad prefab Connector definition line: \"%s\", skipping.", itr->c_str());
continue;
}
AStringVector Coords = StringSplitAndTrim(Defs[1], ",");
if (Coords.size() != 3)
{
LOGWARNING("Bad prefab Connector coords definition: \"%s\", skipping.", Defs[1].c_str());
continue;
}
// Check that the BlockFace is within range:
int BlockFace = atoi(Defs[2].c_str());
if ((BlockFace < 0) || (BlockFace >= 6))
{
LOGWARNING("Bad prefab Connector Blockface: \"%s\", skipping.", Defs[2].c_str());
continue;
}
// Add the connector:
m_Connectors.push_back(cPiece::cConnector(
atoi(Coords[0].c_str()), atoi(Coords[1].c_str()), atoi(Coords[2].c_str()), // Connector pos
atoi(Defs[0].c_str()), // Connector type
(eBlockFace)BlockFace
));
} // for itr - Lines[]
}
void cPrefab::ParseDepthWeight(const char * a_DepthWeightDef)
{
// The member needn't be defined at all, if so, skip:
if (a_DepthWeightDef == NULL)
{
return;
}
// Split into individual records: "Record | Record | Record"
AStringVector Defs = StringSplitAndTrim(a_DepthWeightDef, "|");
// Add each record's contents:
for (AStringVector::const_iterator itr = Defs.begin(), end = Defs.end(); itr != end; ++itr)
{
// Split into components: "Depth : Weight"
AStringVector Components = StringSplitAndTrim(*itr, ":");
if (Components.size() != 2)
{
LOGWARNING("Bad prefab DepthWeight record: \"%s\", skipping.", itr->c_str());
continue;
}
// Parse depth:
int Depth = atoi(Components[0].c_str());
if ((Depth == 0) && (Components[0] != "0"))
{
LOGWARNING("Bad prefab DepthWeight record, cannot parse depth \"%s\", skipping.", Components[0].c_str());
continue;
}
// Parse weight:
int Weight = atoi(Components[1].c_str());
if ((Weight == 0) && (Components[1] != "0"))
{
LOGWARNING("Bad prefab DepthWeight record, cannot parse weight \"%s\", skipping.", Components[1].c_str());
continue;
}
// Save to map:
ASSERT(m_DepthWeight.find(Depth) == m_DepthWeight.end()); // Not a duplicate
m_DepthWeight[Depth] = Weight;
} // for itr - Defs[]
}
cPiece::cConnectors cPrefab::GetConnectors(void) const
{
return m_Connectors;
}
Vector3i cPrefab::GetSize(void) const
{
return m_Size;
}
cCuboid cPrefab::GetHitBox(void) const
{
return m_HitBox;
}
bool cPrefab::CanRotateCCW(int a_NumRotations) const
{
// Either zero rotations
// Or the proper bit in m_AllowedRotations is set
return (a_NumRotations == 0) || ((m_AllowedRotations & (1 << ((a_NumRotations + 3) % 4))) != 0);
}
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