// 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<cConnection> 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<cFreeConnector> 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);
} ;