diff options
-rw-r--r-- | src/Generating/Caves.h | 2 | ||||
-rw-r--r-- | src/Generating/GridStructGen.cpp | 138 | ||||
-rw-r--r-- | src/Generating/GridStructGen.h | 124 | ||||
-rw-r--r-- | src/Generating/NetherFortGen.cpp | 223 | ||||
-rw-r--r-- | src/Generating/NetherFortGen.h | 61 | ||||
-rw-r--r-- | src/Generating/PrefabPiecePool.cpp | 121 | ||||
-rw-r--r-- | src/Generating/PrefabPiecePool.h | 79 |
7 files changed, 492 insertions, 256 deletions
diff --git a/src/Generating/Caves.h b/src/Generating/Caves.h index 7c45c056b..2a9fa01b8 100644 --- a/src/Generating/Caves.h +++ b/src/Generating/Caves.h @@ -93,7 +93,7 @@ protected: /// Returns all caves that *may* intersect the given chunk. All the caves are valid until the next call to this function. void GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cCaveSystems & a_Caves); - // cStructGen override: + // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; } ; diff --git a/src/Generating/GridStructGen.cpp b/src/Generating/GridStructGen.cpp new file mode 100644 index 000000000..2f064d3a0 --- /dev/null +++ b/src/Generating/GridStructGen.cpp @@ -0,0 +1,138 @@ + +// GridStructGen.cpp + +// Implements the cGridStructGen class representing a common base class for structure generators that place structures in a semi-random grid + +#include "Globals.h" +#include "GridStructGen.h" + + + + +cGridStructGen::cGridStructGen( + int a_Seed, + int a_GridSizeX, int a_GridSizeZ, + int a_MaxStructureSizeX, int a_MaxStructureSizeZ, + size_t a_MaxCacheSize +) : + m_Seed(a_Seed), + m_GridSizeX(a_GridSizeX), + m_GridSizeZ(a_GridSizeZ), + m_MaxStructureSizeX(a_MaxStructureSizeX), + m_MaxStructureSizeZ(a_MaxStructureSizeZ), + m_MaxCacheSize(a_MaxCacheSize) +{ +} + + + + + +void cGridStructGen::GetStructuresForChunk(int a_ChunkX, int a_ChunkZ, cStructurePtrs & a_Structures) +{ + // Calculate the min and max grid coords of the structures to be returned: + int MinBlockX = a_ChunkX * cChunkDef::Width - m_MaxStructureSizeX; + int MinBlockZ = a_ChunkZ * cChunkDef::Width - m_MaxStructureSizeZ; + int MaxBlockX = a_ChunkX * cChunkDef::Width + m_MaxStructureSizeX + cChunkDef::Width - 1; + int MaxBlockZ = a_ChunkZ * cChunkDef::Width + m_MaxStructureSizeZ + cChunkDef::Width - 1; + int MinGridX = MinBlockX / m_GridSizeX; + int MinGridZ = MinBlockZ / m_GridSizeZ; + int MaxGridX = (MaxBlockX + m_GridSizeX - 1) / m_GridSizeX; + int MaxGridZ = (MaxBlockZ + m_GridSizeZ - 1) / m_GridSizeZ; + if (MinBlockX < 0) + { + --MinGridX; + } + if (MinBlockZ < 0) + { + --MinGridZ; + } + if (MaxBlockX < 0) + { + --MaxGridX; + } + if (MaxBlockZ < 0) + { + --MaxGridZ; + } + + // Walk the cache, move each structure that we want into a_Structures: + for (cStructurePtrs::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) + { + if ( + ((*itr)->m_OriginX >= MinBlockX) && ((*itr)->m_OriginX < MaxBlockX) && + ((*itr)->m_OriginZ >= MinBlockZ) && ((*itr)->m_OriginZ < MaxBlockZ) + ) + { + // want + a_Structures.push_back(*itr); + itr = m_Cache.erase(itr); + } + else + { + // don't want + ++itr; + } + } // for itr - m_Cache[] + + // Create those structures that haven't been in the cache: + for (int x = MinGridX; x < MaxGridX; x++) + { + int OriginX = x * m_GridSizeX; + for (int z = MinGridZ; z < MaxGridZ; z++) + { + int OriginZ = z * m_GridSizeZ; + bool Found = false; + for (cStructurePtrs::const_iterator itr = a_Structures.begin(), end = a_Structures.end(); itr != end; ++itr) + { + if (((*itr)->m_OriginX == OriginX) && ((*itr)->m_OriginZ == OriginZ)) + { + Found = true; + break; + } + } // for itr - a_Structures[] + if (!Found) + { + a_Structures.push_back(CreateStructure(OriginX, OriginZ)); + } + } // for z + } // for x + + // Copy a_Forts into m_Cache to the beginning: + cStructurePtrs StructuresCopy (a_Structures); + m_Cache.splice(m_Cache.begin(), StructuresCopy, StructuresCopy.begin(), StructuresCopy.end()); + + // Trim the cache if it's too long: + size_t CacheSize = 0; + for (cStructurePtrs::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) + { + CacheSize += (*itr)->GetCacheCost(); + if (CacheSize > m_MaxCacheSize) + { + // Erase all items from this one till the cache end + m_Cache.erase(itr, m_Cache.end()); + break; + } + } +} + + + + + +void cGridStructGen::GenFinish(cChunkDesc & a_ChunkDesc) +{ + int ChunkX = a_ChunkDesc.GetChunkX(); + int ChunkZ = a_ChunkDesc.GetChunkZ(); + cStructurePtrs Structures; + GetStructuresForChunk(ChunkX, ChunkZ, Structures); + for (cStructurePtrs::const_iterator itr = Structures.begin(); itr != Structures.end(); ++itr) + { + (*itr)->DrawIntoChunk(a_ChunkDesc); + } // for itr - Structures[] +} + + + + + diff --git a/src/Generating/GridStructGen.h b/src/Generating/GridStructGen.h new file mode 100644 index 000000000..234cc75c5 --- /dev/null +++ b/src/Generating/GridStructGen.h @@ -0,0 +1,124 @@ + +// GridStructGen.h + +// Declares the cGridStructGen class representing a common base class for structure generators that place structures in a semi-random grid + + + + + +#pragma once + +#include "ComposableGenerator.h" + + + + + +/** Generates structures in a semi-random grid. +Defines a grid in the XZ space with predefined cell size in each direction. Each cell then receives exactly +one structure (provided by the descendant class). The structure is placed within the cell, but doesn't need +to be bounded by the cell, it can be well outside the cell; the generator uses the MaxStructureSize parameter +to determine how far away from the cell the structure can be at most. +This class provides a cache for the structures generated for successive chunks and manages that cache. It +also provides the cFinishGen override that uses the cache to actually generate the structure into chunk data. + +After generating each chunk the cache is checked for size, each item in the cache has a cost associated with +it and the cache is trimmed (from its least-recently-used end) so that the sum of the cost in the cache is +less than m_MaxCacheSize + +To use this class, declare a descendant class that implements the overridable methods, then create an +instance of that class. The descendant must provide the CreateStructure() function that is called to generate +a structure at the specific grid cell. + +The descendant must use a specific cStructure descendant to provide the actual structure that gets generated. +The structure must provide the DrawIntoChunk() function that generates the structure into the chunk data, and +can override the GetCacheCost() function that returns the cost of that structure in the cache. +*/ +class cGridStructGen : + public cFinishGen +{ +public: + cGridStructGen( + int a_Seed, + int a_GridSizeX, int a_GridSizeZ, + int a_MaxStructureSizeX, int a_MaxStructureSizeZ, + size_t a_MaxCacheSize + ); + +protected: + /** Represents a single structure that occupies the grid point. Knows how to draw itself into a chunk. */ + class cStructure + { + public: + /** The origin (the coords of the gridpoint for which the structure is generated) */ + int m_OriginX, m_OriginZ; + + + /** Creates a structure that has its originset at the specified coords. */ + cStructure (int a_OriginX, int a_OriginZ) : + m_OriginX(a_OriginX), + m_OriginZ(a_OriginZ) + { + } + + // Force a virtual destructor in descendants: + virtual ~cStructure() {} + + /** Draws self into the specified chunk */ + virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) = 0; + + /** Returns the cost of keeping this structure in the cache */ + virtual size_t GetCacheCost(void) const { return 1; } + } ; + typedef SharedPtr<cStructure> cStructurePtr; + typedef std::list<cStructurePtr> cStructurePtrs; + + + /** Seed for generating the semi-random grid. */ + int m_Seed; + + /** The size of each grid's cell in the X axis */ + int m_GridSizeX; + + /** The size of each grid's cell in the Z axis */ + int m_GridSizeZ; + + /** Maximum theoretical size of the structure in the X axis. + This limits the structures considered for a single chunk, so the lesser the number, the better performance. + Structures large than this may get cropped. */ + int m_MaxStructureSizeX; + + /** Maximum theoretical size of the structure in the Z axis. + This limits the structures considered for a single chunk, so the lesser the number, the better performance. + Structures large than this may get cropped. */ + int m_MaxStructureSizeZ; + + /** Maximum allowed sum of costs for items in the cache. Items that are over this cost are removed from the + cache, oldest-first */ + size_t m_MaxCacheSize; + + /** Cache for the most recently generated structures, ordered by the recentness. */ + cStructurePtrs m_Cache; + + + /** Clears everything from the cache */ + void ClearCache(void); + + /** Returns all structures that may intersect the given chunk. + The structures are considered as intersecting iff their bounding box (defined by m_MaxStructureSize) + around their gridpoint intersects the chunk. */ + void GetStructuresForChunk(int a_ChunkX, int a_ChunkZ, cStructurePtrs & a_Structures); + + // cFinishGen overrides: + virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; + + // Functions for the descendants to override: + /** Create a new structure at the specified gridpoint */ + virtual cStructurePtr CreateStructure(int a_OriginX, int a_OriginZ) = 0; +} ; + + + + + diff --git a/src/Generating/NetherFortGen.cpp b/src/Generating/NetherFortGen.cpp index d90fdeb0a..ac7fd0b7b 100644 --- a/src/Generating/NetherFortGen.cpp +++ b/src/Generating/NetherFortGen.cpp @@ -20,20 +20,21 @@ static const int NEIGHBORHOOD_SIZE = 3; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cNetherFortGen::cNetherFort: -class cNetherFortGen::cNetherFort +class cNetherFortGen::cNetherFort : + public cGridStructGen::cStructure { + typedef cGridStructGen::cStructure super; + public: cNetherFortGen & m_ParentGen; - int m_BlockX, m_BlockZ; int m_GridSize; int m_Seed; cPlacedPieces m_Pieces; - cNetherFort(cNetherFortGen & a_ParentGen, int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxDepth, int a_Seed) : + cNetherFort(cNetherFortGen & a_ParentGen, int a_OriginX, int a_OriginZ, int a_GridSize, int a_MaxDepth, int a_Seed) : + super(a_OriginX, a_OriginZ), m_ParentGen(a_ParentGen), - m_BlockX(a_BlockX), - m_BlockZ(a_BlockZ), m_GridSize(a_GridSize), m_Seed(a_Seed) { @@ -43,8 +44,8 @@ public: // Generate pieces: for (int i = 0; m_Pieces.size() < (size_t)(a_MaxDepth * a_MaxDepth / 8 + a_MaxDepth); i++) { - cBFSPieceGenerator pg(m_ParentGen, a_Seed + i); - pg.PlacePieces(a_BlockX, BlockY, a_BlockZ, a_MaxDepth, m_Pieces); + cBFSPieceGenerator pg(cNetherFortGen::m_PiecePool, a_Seed + i); + pg.PlacePieces(a_OriginX, BlockY, a_OriginZ, a_MaxDepth, m_Pieces); } } @@ -56,7 +57,7 @@ public: /** Carves the system into the chunk data */ - void ProcessChunk(cChunkDesc & a_Chunk) + virtual void DrawIntoChunk(cChunkDesc & a_Chunk) { for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr) { @@ -107,214 +108,30 @@ public: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cNetherFortGen: +cPrefabPiecePool cNetherFortGen::m_PiecePool(g_NetherFortPrefabs, g_NetherFortPrefabsCount, g_NetherFortStartingPrefabs, g_NetherFortStartingPrefabsCount); + + + + + cNetherFortGen::cNetherFortGen(int a_Seed, int a_GridSize, int a_MaxDepth) : - m_Seed(a_Seed), - m_Noise(a_Seed), - m_GridSize(a_GridSize), + super(a_Seed, a_GridSize, a_GridSize, a_MaxDepth * 10, a_MaxDepth * 10, 200), m_MaxDepth(a_MaxDepth) { - // Initialize the prefabs: - for (size_t i = 0; i < g_NetherFortPrefabsCount; i++) - { - cPrefab * Prefab = new cPrefab(g_NetherFortPrefabs[i]); - m_AllPieces.push_back(Prefab); - if (Prefab->HasConnectorType(0)) - { - m_OuterPieces.push_back(Prefab); - } - if (Prefab->HasConnectorType(1)) - { - m_InnerPieces.push_back(Prefab); - } - } - - // Initialize the starting piece prefabs: - for (size_t i = 0; i < g_NetherFortStartingPrefabsCount; i++) - { - m_StartingPieces.push_back(new cPrefab(g_NetherFortStartingPrefabs[i])); - } - /* // DEBUG: Try one round of placement: cPlacedPieces Pieces; - cBFSPieceGenerator pg(*this, a_Seed); + cBFSPieceGenerator pg(m_PiecePool, a_Seed); pg.PlacePieces(0, 64, 0, a_MaxDepth, Pieces); - */ -} - - - - - -cNetherFortGen::~cNetherFortGen() -{ - ClearCache(); - for (cPieces::iterator itr = m_AllPieces.begin(), end = m_AllPieces.end(); itr != end; ++itr) - { - delete *itr; - } // for itr - m_AllPieces[] - m_AllPieces.clear(); + //*/ } -void cNetherFortGen::ClearCache(void) +cGridStructGen::cStructurePtr cNetherFortGen::CreateStructure(int a_OriginX, int a_OriginZ) { - // TODO + return cStructurePtr(new cNetherFort(*this, a_OriginX, a_OriginZ, m_GridSizeX, m_MaxDepth, m_Seed)); } - - - - -void cNetherFortGen::GetFortsForChunk(int a_ChunkX, int a_ChunkZ, cNetherForts & a_Forts) -{ - int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize; - int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize; - if (BaseX < 0) - { - --BaseX; - } - if (BaseZ < 0) - { - --BaseZ; - } - BaseX -= NEIGHBORHOOD_SIZE / 2; - BaseZ -= NEIGHBORHOOD_SIZE / 2; - - // Walk the cache, move each cave system that we want into a_Forts: - int StartX = BaseX * m_GridSize; - int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize; - int StartZ = BaseZ * m_GridSize; - int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize; - for (cNetherForts::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) - { - if ( - ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && - ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) - ) - { - // want - a_Forts.push_back(*itr); - itr = m_Cache.erase(itr); - } - else - { - // don't want - ++itr; - } - } // for itr - m_Cache[] - - // Create those forts that haven't been in the cache: - for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) - { - int RealX = (BaseX + x) * m_GridSize; - for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) - { - int RealZ = (BaseZ + z) * m_GridSize; - bool Found = false; - for (cNetherForts::const_iterator itr = a_Forts.begin(), end = a_Forts.end(); itr != end; ++itr) - { - if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) - { - Found = true; - break; - } - } // for itr - a_Mineshafts - if (!Found) - { - a_Forts.push_back(new cNetherFort(*this, RealX, RealZ, m_GridSize, m_MaxDepth, m_Seed)); - } - } // for z - } // for x - - // Copy a_Forts into m_Cache to the beginning: - cNetherForts FortsCopy (a_Forts); - m_Cache.splice(m_Cache.begin(), FortsCopy, FortsCopy.begin(), FortsCopy.end()); - - // Trim the cache if it's too long: - if (m_Cache.size() > 100) - { - cNetherForts::iterator itr = m_Cache.begin(); - std::advance(itr, 100); - for (cNetherForts::iterator end = m_Cache.end(); itr != end; ++itr) - { - delete *itr; - } - itr = m_Cache.begin(); - std::advance(itr, 100); - m_Cache.erase(itr, m_Cache.end()); - } -} - - - - - -void cNetherFortGen::GenFinish(cChunkDesc & a_ChunkDesc) -{ - int ChunkX = a_ChunkDesc.GetChunkX(); - int ChunkZ = a_ChunkDesc.GetChunkZ(); - cNetherForts Forts; - GetFortsForChunk(ChunkX, ChunkZ, Forts); - for (cNetherForts::const_iterator itr = Forts.begin(); itr != Forts.end(); ++itr) - { - (*itr)->ProcessChunk(a_ChunkDesc); - } // for itr - Forts[] -} - - - - - -cPieces cNetherFortGen::GetPiecesWithConnector(int a_ConnectorType) -{ - switch (a_ConnectorType) - { - case 0: return m_OuterPieces; - case 1: return m_InnerPieces; - default: return cPieces(); - } -} - - - - - -cPieces cNetherFortGen::GetStartingPieces(void) -{ - return m_StartingPieces; -} - - - - - -int cNetherFortGen::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) -{ - return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector); -} - - - - - -void cNetherFortGen::PiecePlaced(const cPiece & a_Piece) -{ - UNUSED(a_Piece); -} - - - - - -void cNetherFortGen::Reset(void) -{ - // Nothing needed -} - - - - diff --git a/src/Generating/NetherFortGen.h b/src/Generating/NetherFortGen.h index d51596b9e..f35801a3c 100644 --- a/src/Generating/NetherFortGen.h +++ b/src/Generating/NetherFortGen.h @@ -10,77 +10,34 @@ #pragma once #include "ComposableGenerator.h" -#include "PieceGenerator.h" +#include "PrefabPiecePool.h" +#include "GridStructGen.h" class cNetherFortGen : - public cFinishGen, - public cPiecePool + public cGridStructGen { + typedef cGridStructGen super; + public: cNetherFortGen(int a_Seed, int a_GridSize, int a_MaxDepth); - virtual ~cNetherFortGen(); - protected: friend class cNetherFortPerfTest; // fwd: NetherFortGen.cpp class cNetherFort; // fwd: NetherFortGen.cpp - typedef std::list<cNetherFort *> cNetherForts; - - - /** The seed used for generating*/ - int m_Seed; - - /** The noise used for generating */ - cNoise m_Noise; - - /** Average spacing between the fortresses*/ - int m_GridSize; /** Maximum depth of the piece-generator tree */ int m_MaxDepth; - - /** Cache of the most recently used systems. MoveToFront used. */ - cNetherForts m_Cache; - /** All the pieces that are allowed for building. - This is the list that's used for memory allocation and deallocation for the pieces. */ - cPieces m_AllPieces; + /** The pool of pieces to use for generating. Static, so that it's shared by multiple generators. */ + static cPrefabPiecePool m_PiecePool; - /** The pieces that are used as starting pieces. - This list is not shared and the pieces need deallocation. */ - cPieces m_StartingPieces; - - /** The pieces that have an "outer" connector. - The pieces are copies out of m_AllPieces and shouldn't be ever delete-d. */ - cPieces m_OuterPieces; - - /** The pieces that have an "inner" connector. - The pieces are copies out of m_AllPieces and shouldn't be ever delete-d. */ - cPieces m_InnerPieces; - - /** Clears everything from the cache. - Also invalidates the forst returned by GetFortsForChunk(). */ - void ClearCache(void); - - /** Returns all forts that *may* intersect the given chunk. - The returned forts live within m_Cache.They are valid until the next call - to this function (which may delete some of the pointers). */ - void GetFortsForChunk(int a_ChunkX, int a_ChunkZ, cNetherForts & a_Forts); - - // cFinishGen overrides: - virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; - - // cPiecePool overrides: - virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override; - virtual cPieces GetStartingPieces(void) override; - virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override; - virtual void PiecePlaced(const cPiece & a_Piece) override; - virtual void Reset(void) override; + // cGridStructGen overrides: + virtual cStructurePtr CreateStructure(int a_OriginX, int a_OriginZ) override; } ; diff --git a/src/Generating/PrefabPiecePool.cpp b/src/Generating/PrefabPiecePool.cpp new file mode 100644 index 000000000..ed9340815 --- /dev/null +++ b/src/Generating/PrefabPiecePool.cpp @@ -0,0 +1,121 @@ + +// PrefabPiecePool.cpp + +// Implements the cPrefabPiecePool class that represents a cPiecePool descendant that uses cPrefab instances as the pieces + +#include "Globals.h" +#include "PrefabPiecePool.h" + + + + + +cPrefabPiecePool::cPrefabPiecePool( + const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs, + const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs +) +{ + AddPieceDefs(a_PieceDefs, a_NumPieceDefs); + if (a_StartingPieceDefs != NULL) + { + AddStartingPieceDefs(a_StartingPieceDefs, a_NumStartingPieceDefs); + } +} + + + + + +void cPrefabPiecePool::AddPieceDefs(const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs) +{ + ASSERT(a_PieceDefs != NULL); + for (size_t i = 0; i < a_NumPieceDefs; i++) + { + cPrefab * Prefab = new cPrefab(a_PieceDefs[i]); + m_AllPieces.push_back(Prefab); + AddToPerConnectorMap(Prefab); + } +} + + + + + +void cPrefabPiecePool::AddStartingPieceDefs(const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs) +{ + ASSERT(a_StartingPieceDefs != NULL); + for (size_t i = 0; i < a_NumStartingPieceDefs; i++) + { + cPrefab * Prefab = new cPrefab(a_StartingPieceDefs[i]); + m_StartingPieces.push_back(Prefab); + } +} + + + + + +void cPrefabPiecePool::AddToPerConnectorMap(cPrefab * a_Prefab) +{ + cPiece::cConnectors Connectors = ((const cPiece *)a_Prefab)->GetConnectors(); + for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr) + { + m_PiecesByConnector[itr->m_Type].push_back(a_Prefab); + } +} + + + + +cPieces cPrefabPiecePool::GetPiecesWithConnector(int a_ConnectorType) +{ + return m_PiecesByConnector[a_ConnectorType]; +} + + + + + +cPieces cPrefabPiecePool::GetStartingPieces(void) +{ + if (m_StartingPieces.empty()) + { + return m_AllPieces; + } + else + { + return m_StartingPieces; + } +} + + + + + +int cPrefabPiecePool::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) +{ + return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector); +} + + + + + +void cPrefabPiecePool::PiecePlaced(const cPiece & a_Piece) +{ + // Do nothing + UNUSED(a_Piece); +} + + + + + +void cPrefabPiecePool::Reset(void) +{ + // Do nothing +} + + + + diff --git a/src/Generating/PrefabPiecePool.h b/src/Generating/PrefabPiecePool.h new file mode 100644 index 000000000..c6a5ad360 --- /dev/null +++ b/src/Generating/PrefabPiecePool.h @@ -0,0 +1,79 @@ + +// PrefabPiecePool.h + +// Declares the cPrefabPiecePool class that represents a cPiecePool descendant that uses cPrefab instances as the pieces + + + + + +#pragma once + +#include "PieceGenerator.h" +#include "Prefab.h" + + + + + +class cPrefabPiecePool : + public cPiecePool +{ +public: + /** Creates an empty instance. Prefabs can be added by calling AddPieceDefs() and AddStartingPieceDefs(). */ + cPrefabPiecePool(void); + + /** Creates a piece pool with prefabs from the specified definitions. + If both a_PieceDefs and a_StartingPieceDefs are given, only the a_StartingPieceDefs are used as starting + pieces for the pool, and they do not participate in the generation any further. + If only a_PieceDefs is given, any such piece can be chosen as a starting piece, and all the pieces are used + for generating. + More pieces can be added to the instance afterwards by calling AddPieceDefs() and AddStartingPieceDefs(). */ + cPrefabPiecePool( + const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs, + const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs + ); + + /** Adds pieces from the specified definitions into m_AllPieces. Also adds the pieces into + the m_PiecesByConnector map. + May be called multiple times with different PieceDefs, will add all such pieces. */ + void AddPieceDefs(const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs); + + /** Adds pieces from the specified definitions into m_StartingPieces. Doesn't add them to + the m_PiecesByConnector map. + May be called multiple times with different PieceDefs, will add all such pieces. */ + void AddStartingPieceDefs(const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs); + + +protected: + + /** The type used to map a connector type to the list of pieces with that connector */ + typedef std::map<int, cPieces> cPiecesMap; + + /** All the pieces that are allowed for building. + This is the list that's used for memory allocation and deallocation for the pieces. */ + cPieces m_AllPieces; + + /** The pieces that are used as starting pieces. + This list is not shared and the pieces need deallocation. */ + cPieces m_StartingPieces; + + /** The map that has all pieces by their connector types + The pieces are copies out of m_AllPieces and shouldn't be ever delete-d. */ + cPiecesMap m_PiecesByConnector; + + + /** Adds the prefab to the m_PiecesByConnector map for all its connectors. */ + void AddToPerConnectorMap(cPrefab * a_Prefab); + + // cPiecePool overrides: + virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override; + virtual cPieces GetStartingPieces(void) override; + virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override; + virtual void PiecePlaced(const cPiece & a_Piece) override; + virtual void Reset(void) override; +} ; + + + + |