#include "SinglePieceStructuresGen.h"
#include "PrefabStructure.h"
#include "../IniFile.h"
#include "../Item.h"
////////////////////////////////////////////////////////////////////////////////
// cSinglePieceStructuresGen::cGen
class cSinglePieceStructuresGen::cGen :
public cGridStructGen
{
using Super = cGridStructGen;
public:
cGen(int a_Seed, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_SeaLevel, const AString & a_Name):
Super(a_Seed),
m_BiomeGen(a_BiomeGen),
m_HeightGen(a_HeightGen),
m_SeaLevel(a_SeaLevel),
m_Name(a_Name)
{
}
/** Loads the piecepool from a file.
Returns true on success, logs warning and returns false on failure. */
bool LoadFromFile(const AString & a_FileName)
{
m_PiecePool.Clear();
// Load the piecepool from the file, log any warnings:
if (!m_PiecePool.LoadFromFile(a_FileName, true))
{
return false;
}
if (NoCaseCompare(m_PiecePool.GetIntendedUse(), "SinglePieceStructures") != 0)
{
LOGWARNING("SinglePieceStructures generator: File %s is intended for use in \"%s\", rather than single piece structures. Loading the file, but the generator may behave unexpectedly.",
a_FileName.c_str(), m_PiecePool.GetIntendedUse().c_str()
);
}
m_PiecePool.AssignGens(m_Seed, m_BiomeGen, m_HeightGen, m_SeaLevel);
// Apply generator params from the piecepool (in the metadata) into the generator:
auto & generatorParams = m_PiecePool.GetAllMetadata();
SetGeneratorParams(generatorParams);
return true;
}
// cGridStructGen override
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override
{
// Generate the biomes for the chunk surrounding the origin:
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ);
cChunkDef::BiomeMap 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});
if (!m_PiecePool.IsBiomeAllowed(Biomes[Relative.x + cChunkDef::Width * Relative.z]))
{
return cStructurePtr();
}
cPlacedPieces OutPiece;
OutPiece.push_back(GetPiece(a_OriginX, a_OriginZ));
return std::make_shared<cPrefabStructure>(a_GridX, a_GridZ, a_OriginX, a_OriginZ, std::move(OutPiece), m_HeightGen);
}
/** Determines which piece to place from the piece pool */
cPlacedPiecePtr GetPiece(int a_BlockX, int a_BlockZ)
{
int rnd = m_Noise.IntNoise2DInt(a_BlockX, a_BlockZ) / 7;
// Choose a random one of the starting pieces:
cPieces StartingPieces = m_PiecePool.GetStartingPieces();
int Total = 0;
for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
{
Total += m_PiecePool.GetStartingPieceWeight(**itr);
}
cPiece * StartingPiece;
if (Total > 0)
{
int Chosen = rnd % Total;
StartingPiece = StartingPieces.front();
for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
{
Chosen -= m_PiecePool.GetStartingPieceWeight(**itr);
if (Chosen <= 0)
{
StartingPiece = *itr;
break;
}
}
}
else
{
// All pieces returned zero weight, but we need one to start. Choose with equal chance:
StartingPiece = StartingPieces[static_cast<size_t>(rnd) % StartingPieces.size()];
}
rnd = rnd >> 16;
// Choose a random supported rotation:
int Rotations[4] = {0};
int NumRotations = 1;
for (size_t i = 1; i < ARRAYCOUNT(Rotations); i++)
{
if (StartingPiece->CanRotateCCW(static_cast<int>(i)))
{
Rotations[NumRotations] = static_cast<int>(i);
NumRotations += 1;
}
}
int Rotation = Rotations[rnd % NumRotations];
int BlockY = StartingPiece->GetStartingPieceHeight(a_BlockX, a_BlockZ);
ASSERT(BlockY >= 0); // The vertical strategy should have been provided and should give valid coords
cPlacedPiece * Piece = new cPlacedPiece(nullptr, *StartingPiece, Vector3i(a_BlockX, BlockY, a_BlockZ), Rotation);
return cPlacedPiecePtr(Piece);
}
protected:
/** The underlying biome generator that defines whether the structure is created or not */
cBiomeGen & m_BiomeGen;
/** The underlying height generator, used to position the prefabs crossing chunk borders if they are set to FitGround. */
cTerrainHeightGen & m_HeightGen;
/** The world's sea level, if available. Used for some cVerticalStrategy descendants. */
int m_SeaLevel;
/** The name that is used for reporting. */
AString m_Name;
/** All available prefabs. */
cPrefabPiecePool m_PiecePool;
};
////////////////////////////////////////////////////////////////////////////////
// cSinglePieceStructuresGen
cSinglePieceStructuresGen::cSinglePieceStructuresGen(int a_Seed) :
m_Seed(a_Seed)
{
}
bool cSinglePieceStructuresGen::Initialize(const AString & a_Prefabs, int a_SeaLevel, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_HeightGen)
{
// Load each piecepool:
auto Structures = StringSplitAndTrim(a_Prefabs, "|");
for (const auto & S: Structures)
{
auto FileName = fmt::format(FMT_STRING("Prefabs{0}SinglePieceStructures{0}{1}.cubeset"), cFile::PathSeparator(), S);
if (!cFile::IsFile(FileName))
{
FileName.append(".gz");
if (!cFile::IsFile(FileName))
{
LOGWARNING("Cannot load SinglePieceStructure cubeset file %s", FileName);
continue;
}
}
auto Gen = std::make_shared<cGen>(m_Seed, a_BiomeGen, a_HeightGen, a_SeaLevel, S);
if (Gen->LoadFromFile(FileName))
{
m_Gens.push_back(Gen);
}
}
// Report a warning if no generators available:
if (m_Gens.empty())
{
LOGWARNING("The PieceStructures generator was asked to generate \"%s\", but none of the prefabs are valid.", a_Prefabs);
return false;
}
return true;
}
void cSinglePieceStructuresGen::GenFinish(cChunkDesc & a_Chunk)
{
for (auto & Gen: m_Gens)
{
Gen->GenFinish(a_Chunk);
}
}