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authorAlexander Harkness <me@bearbin.net>2024-11-02 22:27:47 +0100
committerAlexander Harkness <me@bearbin.net>2024-11-02 22:27:47 +0100
commitcb50ec10591c0e0e4b9915e642bc50d3d8d1fd0a (patch)
treef647b20e1823f1846af88e832cf82a4a02e96e69 /src/Generating/PiecePool.h
parentImprove clang-format config file, remove automatically enforced code style from contrib guide. (diff)
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Diffstat (limited to 'src/Generating/PiecePool.h')
-rw-r--r--src/Generating/PiecePool.h162
1 files changed, 91 insertions, 71 deletions
diff --git a/src/Generating/PiecePool.h b/src/Generating/PiecePool.h
index 5897f32c7..adfa9204b 100644
--- a/src/Generating/PiecePool.h
+++ b/src/Generating/PiecePool.h
@@ -19,7 +19,7 @@
/** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */
class cPiece
{
-public:
+ public:
// Force a virtual destructor in all descendants
virtual ~cPiece() {}
@@ -28,22 +28,25 @@ public:
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
+ 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
+ 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 */
@@ -80,10 +83,10 @@ public:
/** Returns the direction corresponding to the given direction rotated 90 degrees CW around the Y axis. */
static eDirection RotateDirectionCW(eDirection a_Direction);
- /** Returns the number of CCW rotations that a_RotatingDir requires in order to be the counter-direction of a_FixedDir.
- Ie. if you have a connector with a_FixedDir and you're rotating a piece that has a connector with a_RotatingDir,
- how many CCW rotations it needs to make the connectors compatible.
- Returns -1 if it is impossible to fit the two directions. */
+ /** Returns the number of CCW rotations that a_RotatingDir requires in order to be the counter-direction of
+ a_FixedDir. Ie. if you have a connector with a_FixedDir and you're rotating a piece that has a connector with
+ a_RotatingDir, how many CCW rotations it needs to make the connectors compatible. Returns -1 if it is impossible
+ to fit the two directions. */
static int GetNumCCWRotationsToFit(eDirection a_FixedDir, eDirection a_RotatingDir);
/** Converts the string representation of a direction into the eDirection enum value.
@@ -99,7 +102,7 @@ public:
Descendants can override the GetVerticalPlacement() method to provide custom placement decisions. */
class cVerticalStrategy
{
- public:
+ public:
// Force a virtual destructor in descendants
virtual ~cVerticalStrategy() {}
@@ -107,15 +110,21 @@ public:
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. */
+ 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, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_TerrainHeightGen, int a_SeaLevel) {}
+ virtual void AssignGens(
+ int a_Seed,
+ cBiomeGen & a_BiomeGen,
+ cTerrainHeightGen & a_TerrainHeightGen,
+ int a_SeaLevel
+ )
+ {
+ }
};
typedef std::shared_ptr<cVerticalStrategy> cVerticalStrategyPtr;
@@ -125,7 +134,7 @@ public:
Each placed piece can have a limit, represented by this class, that gets queried for validity of the placement. */
class cVerticalLimit
{
- public:
+ public:
virtual ~cVerticalLimit() {}
/** Called to inquire whether the specified piece can be placed at the specified height.
@@ -134,15 +143,21 @@ public:
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. */
+ 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, cBiomeGen & a_BiomeGen, cTerrainHeightGen & a_TerrainHeightGen, int a_SeaLevel) {}
+ virtual void AssignGens(
+ int a_Seed,
+ cBiomeGen & a_BiomeGen,
+ cTerrainHeightGen & a_TerrainHeightGen,
+ int a_SeaLevel
+ )
+ {
+ }
};
typedef std::shared_ptr<cVerticalLimit> cVerticalLimitPtr;
@@ -151,7 +166,7 @@ public:
/** Base class (interface) for piece modifiers. */
class cPieceModifier
{
- public:
+ public:
// Force a virtual destructor in descendants
virtual ~cPieceModifier() {}
@@ -215,20 +230,11 @@ public:
m_VerticalStrategy = std::move(a_VerticalStrategy);
}
- cVerticalStrategyPtr GetVerticalStrategy(void) const
- {
- return m_VerticalStrategy;
- }
+ cVerticalStrategyPtr GetVerticalStrategy(void) const { return m_VerticalStrategy; }
- cVerticalLimitPtr GetVerticalLimit(void) const
- {
- return m_VerticalLimit;
- }
+ cVerticalLimitPtr GetVerticalLimit(void) const { return m_VerticalLimit; }
- cPieceModifiers GetModifiers(void) const
- {
- return m_Modifiers;
- }
+ cPieceModifiers GetModifiers(void) const { return m_Modifiers; }
/** Sets the vertical strategy based on the description in the string.
If a_LogWarnings is true, logs the parsing problems into the server console.
@@ -250,10 +256,21 @@ public:
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;
+ 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;
@@ -276,7 +293,7 @@ Provides lists of pieces based on criteria (IsStarting, HasConnector).
Provides per-piece weights for random distribution of individual pieces. */
class cPiecePool
{
-public:
+ public:
// Force a virtual destructor in all descendants:
virtual ~cPiecePool() {}
@@ -288,10 +305,11 @@ public:
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. */
+ /** 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,
@@ -303,12 +321,9 @@ public:
/** 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;
- }
+ 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. */
@@ -326,16 +341,21 @@ public:
/** 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; }
+ 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; }
@@ -353,13 +373,13 @@ public:
Used eg. by village houses. */
void MoveToGroundBy(int a_OffsetY);
-protected:
+ 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
+ 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. */