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authormadmaxoft <github@xoft.cz>2014-03-07 18:37:18 +0100
committermadmaxoft <github@xoft.cz>2014-03-09 15:24:11 +0100
commite6305d29a53c9a0c5e607629d30fec70e01cccab (patch)
treef304a5d03cf01f40b4d40dd56a3984e24f0a06e1 /src/Generating/PieceGenerator.h
parentMerge pull request #777 from jfhumann/issue317 (diff)
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+
+// PieceGenerator.h
+
+// Declares the cBFSPieceGenerator class and cDFSPieceGenerator class
+// representing base classes for generating structures composed of individual "pieces"
+
+/*
+Each uses a slightly different approach to generating:
+ - DFS extends pieces one by one until it hits the configured depth (or can't connect another piece anymore),
+ then starts looking at adjacent connectors (like depth-first search).
+ - BFS keeps a pool of currently-open connectors, chooses one at random and tries to place a piece on it,
+ thus possibly extending the pool of open connectors (like breadth-first search).
+*/
+
+
+
+
+
+#pragma once
+
+#include "../Defines.h"
+#include "../Cuboid.h"
+#include "../Noise.h"
+
+
+
+
+
+/** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */
+class cPiece
+{
+public:
+ struct cConnector
+ {
+ int m_X;
+ int m_Y;
+ int m_Z;
+ int m_Type;
+ eBlockFace m_Direction;
+
+ cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace m_Direction);
+ };
+
+ typedef std::vector<cConnector> cConnectors;
+
+ /** Returns all of the available connectors that the piece has.
+ Each connector has a (relative) position in the piece, and a type associated with it. */
+ virtual cConnectors GetConnectors(void) const = 0;
+
+ /** Returns the dimensions of this piece.
+ The dimensions cover the entire piece, there is no block that the piece generates outside of this size. */
+ virtual Vector3i GetSize(void) const = 0;
+
+ /** Returns the "hitbox" of this piece.
+ A hitbox is what is compared and must not intersect other pieces' hitboxes when generating. */
+ virtual cCuboid GetHitBox(void) const = 0;
+
+ /** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */
+ virtual bool CanRotateCCW(int a_NumRotations) const = 0;
+
+ /** 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_ToConnector*/
+ cCuboid RotateHitBoxToConnector(const cConnector & a_MyConnector, const cConnector & a_ToConnector, int a_NumCCWRotations) const;
+};
+
+typedef std::vector<cPiece *> cPieces;
+
+
+
+
+
+class cPiecePool
+{
+public:
+ /** Returns a list of pieces that contain the specified connector type.
+ The cPiece pointers returned are managed by the pool and the caller doesn't free them. */
+ virtual cPieces GetPiecesWithConnector(int a_ConnectorType) = 0;
+
+ /** Returns the pieces that should be used as the starting point.
+ Multiple starting points are supported, one of the returned piece will be chosen. */
+ virtual cPieces GetStartingPieces(void) = 0;
+
+ /** 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. */
+ virtual void PiecePlaced(const cPiece & a_Piece) = 0;
+
+ /** Called when the pool has finished the current structure and should reset any piece-counters it has
+ for a new structure. */
+ virtual void Reset(void) = 0;
+};
+
+
+
+
+
+/** 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 cPiece & GetPiece (void) const { return *m_Piece; }
+ const Vector3i & GetCoords (void) const { return m_Coords; }
+ const int GetNumCCWRotations(void) const { return m_NumCCWRotations; }
+ const cCuboid & GetHitBox (void) const { return m_HitBox; }
+ const int GetDepth (void) const { return m_Depth; }
+
+protected:
+ const cPlacedPiece * m_Parent;
+ const cPiece * m_Piece;
+ Vector3i m_Coords;
+ int m_NumCCWRotations;
+ cCuboid m_HitBox;
+ int m_Depth;
+};
+
+typedef std::vector<cPlacedPiece> cPlacedPieces;
+
+
+
+
+
+class cPieceGenerator
+{
+public:
+ cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
+
+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
+ int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
+
+ cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations);
+ };
+ 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;
+
+
+ cPiecePool & m_PiecePool;
+ cNoise m_Noise;
+ int m_Seed;
+
+
+ /** Selects a starting piece and places it, including the rotations.
+ Also puts the piece's connectors in a_OutConnectors. */
+ cPlacedPiece PlaceStartingPiece(int a_BlockX, int a_BlockY, 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,
+ const cPiece::cConnector & a_Connector,
+ cPlacedPieces & a_OutPieces
+ );
+
+ /** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
+ and number of CCW rotations.
+ Returns true if the piece fits, false if not. */
+ bool CheckConnection(
+ const cPiece::cConnector & a_ExistingConnector, // The existing connector
+ 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
+ );
+} ;
+
+
+
+
+
+class cBFSPieceGenerator :
+ public cPieceGenerator
+{
+ typedef cPieceGenerator super;
+
+public:
+ cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
+
+ /** Generates a placement for pieces at the specified coords. */
+ void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces);
+};
+
+
+
+
+
+class cDFSPieceGenerator :
+ public cPieceGenerator
+{
+public:
+ cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
+
+ /** Generates a placement for pieces at the specified coords. */
+ void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces);
+};
+
+
+
+