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authormadmaxoft <github@xoft.cz>2014-05-07 22:34:06 +0200
committermadmaxoft <github@xoft.cz>2014-05-07 22:34:06 +0200
commit564261cfd9e385dfe6331c0585cae3b46989dd17 (patch)
tree33562e8da096a6f7d8ed28911a9179181d1a738b
parentInitial cPrefabPiecePool refactoring. (diff)
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-rw-r--r--src/Generating/Caves.h2
-rw-r--r--src/Generating/GridStructGen.cpp12
-rw-r--r--src/Generating/NetherFortGen.cpp223
-rw-r--r--src/Generating/NetherFortGen.h61
-rw-r--r--src/Generating/PrefabPiecePool.h8
5 files changed, 42 insertions, 264 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
index 975fd3fdc..2f064d3a0 100644
--- a/src/Generating/GridStructGen.cpp
+++ b/src/Generating/GridStructGen.cpp
@@ -37,21 +37,21 @@ void cGridStructGen::GetStructuresForChunk(int a_ChunkX, int a_ChunkZ, cStructur
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;
- int MaxGridZ = MaxBlockX / m_GridSizeZ;
- if (MinGridX < 0)
+ int MaxGridX = (MaxBlockX + m_GridSizeX - 1) / m_GridSizeX;
+ int MaxGridZ = (MaxBlockZ + m_GridSizeZ - 1) / m_GridSizeZ;
+ if (MinBlockX < 0)
{
--MinGridX;
}
- if (MinGridZ < 0)
+ if (MinBlockZ < 0)
{
--MinGridZ;
}
- if (MaxGridX < 0)
+ if (MaxBlockX < 0)
{
--MaxGridX;
}
- if (MaxGridZ < 0)
+ if (MaxBlockZ < 0)
{
--MaxGridZ;
}
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.h b/src/Generating/PrefabPiecePool.h
index 2a7993063..c6a5ad360 100644
--- a/src/Generating/PrefabPiecePool.h
+++ b/src/Generating/PrefabPiecePool.h
@@ -20,11 +20,15 @@ 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. */
+ 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
@@ -35,7 +39,7 @@ public:
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 to
+ /** 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);