// PieceGeneratorBFSTree.h // Declares the cPieceGeneratorBFSTree class for generating structures composed of individual "pieces" in a simple tree #pragma once #include "PiecePool.h" #include "../Noise/Noise.h" class cPieceGeneratorBFSTree { public: /** Creates a new object tied to the specified PiecePool, using the specified seed. */ cPieceGeneratorBFSTree(cPiecePool & a_PiecePool, int a_Seed); /** Generates a placement for pieces at the specified coords. The Y coord is generated automatically based on the starting piece that is chosen. */ void PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces); protected: /** The type used for storing a connection from one piece to another, while building the piece tree. */ struct cConnection { cPiece * m_Piece; // The piece being connected cPiece::cConnector m_Connector; // The piece's connector being used (relative non-rotated coords) int m_NumCCWRotations; // Number of rotations necessary to match the two connectors int m_Weight; // Relative chance that this connection will be chosen cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight); }; typedef std::vector cConnections; /** The type used for storing a pool of connectors that will be attempted to expand by another piece. */ struct cFreeConnector { cPlacedPiece * m_Piece; cPiece::cConnector m_Connector; cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector); }; typedef std::vector cFreeConnectors; /** The pool from which pieces are taken. */ cPiecePool & m_PiecePool; /** The noise used for random number generation. */ cNoise m_Noise; /** The seed used by this generator. */ int m_Seed; /** Selects a starting piece and places it, including its height and rotation. Also puts the piece's connectors in a_OutConnectors. */ cPlacedPiecePtr PlaceStartingPiece(int a_BlockX, int a_BlockZ, cFreeConnectors & a_OutConnectors); /** Tries to place a new piece at the specified (placed) connector. Returns true if successful. */ bool TryPlacePieceAtConnector( const cPlacedPiece & a_ParentPiece, // The existing piece to a new piece should be placed const cPiece::cConnector & a_Connector, // The existing connector (world-coords) to which a new piece should be placed cPlacedPieces & a_OutPieces, // Already placed pieces, to be checked for intersections cFreeConnectors & a_OutConnectors // List of free connectors to which the new connectors will be placed ); /** Checks if the specified piece would fit with the already-placed pieces, using the specified connector and number of CCW rotations. a_ExistingConnector is in world-coords and is already rotated properly a_ToPos is the world-coords position on which the new connector should be placed (1 block away from a_ExistingConnector, in its Direction) a_NewConnector is in the original (non-rotated) coords. Returns true if the piece fits, false if not. */ bool CheckConnection( const cPiece::cConnector & a_ExistingConnector, // The existing connector const Vector3i & a_ToPos, // The position on which the new connector should be placed const cPiece & a_Piece, // The new piece const cPiece::cConnector & a_NewConnector, // The connector of the new piece int a_NumCCWRotations, // Number of rotations for the new piece to align the connector const cPlacedPieces & a_OutPieces // All the already-placed pieces to check ); /** DEBUG: Outputs all the connectors in the pool into stdout. a_NumProcessed signals the number of connectors from the pool that should be considered processed (not listed). */ void DebugConnectorPool(const cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed); };