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authorMattes D <github@xoft.cz>2015-11-11 10:32:42 +0100
committerMattes D <github@xoft.cz>2015-12-01 10:35:07 +0100
commitb8fbba5eb92cda32b13d65f3704adf778da82f38 (patch)
tree0c6e8f47ae152e5ffade6f0a7457505101764753 /src/Generating/POCPieceGenerator.cpp
parentMerge pull request #2696 from Gargaj/breeding (diff)
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Diffstat (limited to 'src/Generating/POCPieceGenerator.cpp')
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diff --git a/src/Generating/POCPieceGenerator.cpp b/src/Generating/POCPieceGenerator.cpp
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--- a/src/Generating/POCPieceGenerator.cpp
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-
-// 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, 50, 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) const
- {
- 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);
- for (cPieces::iterator itr = m_AvailPieces.begin(), end = m_AvailPieces.end(); itr != end; ++itr)
- {
- delete *itr;
- }
- m_AvailPieces.clear();
-}
-
-
-
-
-
-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;
- }
-
- (static_cast<const 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
-}
-
-
-
-