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author | daniel0916 <theschokolps@gmail.com> | 2014-04-18 15:04:32 +0200 |
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committer | daniel0916 <theschokolps@gmail.com> | 2014-04-18 15:04:32 +0200 |
commit | b239de66db5350319ac626700030bfd688851916 (patch) | |
tree | 2dd1b87460eb14678cda808c94002d5cebbc2e4a /src/Generating/Prefab.h | |
parent | Fixed Errors (diff) | |
parent | Added performance test of the nether fort generator. (diff) | |
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Diffstat (limited to 'src/Generating/Prefab.h')
-rw-r--r-- | src/Generating/Prefab.h | 68 |
1 files changed, 67 insertions, 1 deletions
diff --git a/src/Generating/Prefab.h b/src/Generating/Prefab.h index 04c4f09da..dbf882e21 100644 --- a/src/Generating/Prefab.h +++ b/src/Generating/Prefab.h @@ -37,11 +37,47 @@ public: int m_SizeX; int m_SizeY; int m_SizeZ; + + /** The mapping between characters in m_Image and the blocktype / blockmeta. + Format: "Char: BlockType: BlockMeta \n Char: BlockType : BlockMeta \n ..." */ const char * m_CharMap; + + /** The actual image to be used for the prefab. Organized YZX (Y changes the least often). + Each character represents a single block, the type is mapped through m_CharMap. */ const char * m_Image; + + /** List of connectors. + Format: "Type: X, Y, Z : Direction \n Type : X, Y, Z : Direction \n ...". + Type is an arbitrary number, Direction is the BlockFace constant value (0 .. 5). */ const char * m_Connectors; + + /** Bitmask specifying the allowed rotations. + N rotations CCW are allowed if bit N is set. */ int m_AllowedRotations; + + /** The merge strategy to use while drawing the prefab. */ cBlockArea::eMergeStrategy m_MergeStrategy; + + /** If set to true, the prefab will extend its lowermost blocks until a solid block is found, + thus creating a foundation for the prefab. This is used for houses to be "on the ground", as well as + nether fortresses not to float. */ + bool m_ShouldExtendFloor; + + /** Chance of this piece being used, if no other modifier is active. */ + int m_DefaultWeight; + + /** Chances of this piece being used, per depth of the generated piece tree. + The starting piece has a depth of 0, the pieces connected to it are depth 1, etc. + The specified depth stands for the depth of the new piece (not the existing already-placed piece), + so valid depths start at 1. + Format: "Depth : Weight | Depth : Weight | Depth : Weight ..." + Depths that are not specified will use the m_DefaultWeight value. */ + const char * m_DepthWeight; + + /** The weight to add to this piece's base per-depth chance if the previous piece is the same. + Can be positive or negative. + This is used e. g. to make nether bridges prefer spanning multiple segments or to penalize turrets next to each other. */ + int m_AddWeightIfSame; }; cPrefab(const sDef & a_Def); @@ -51,6 +87,10 @@ public: /** Returns true if the prefab has any connector of the specified type. */ bool HasConnectorType(int a_ConnectorType) const; + + /** Returns the weight (chance) of this prefab generating as the next piece after the specified placed piece. + PiecePool implementations can use this for their GetPieceWeight() implementations. */ + int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector) const; protected: /** Packs complete definition of a single block, for per-letter assignment. */ @@ -60,9 +100,12 @@ protected: NIBBLETYPE m_BlockMeta; }; - /** Maps letters in the sDef::m_Image onto a number, BlockType * 16 | BlockMeta */ + /** Maps letters in the sDef::m_Image onto a sBlockTypeDef block type definition. */ typedef sBlockTypeDef CharMap[256]; + /** Maps generator tree depth to weight. */ + typedef std::map<int, int> cDepthWeight; + /** The cBlockArea that contains the block definitions for the prefab. The index identifies the number of CCW rotations applied (0 = no rotation, 1 = 1 CCW rotation, ...). */ @@ -82,6 +125,26 @@ protected: /** The merge strategy to use when drawing the prefab into a block area */ cBlockArea::eMergeStrategy m_MergeStrategy; + + /** If set to true, the prefab will extend its lowermost blocks until a solid block is found, + thus creating a foundation for the prefab. This is used for houses to be "on the ground", as well as + nether fortresses not to float. */ + bool m_ShouldExtendFloor; + + /** Chance of this piece being used, if no other modifier is active. */ + int m_DefaultWeight; + + /** Chances of this piece being used, per depth of the generated piece tree. + The starting piece has a depth of 0, the pieces connected to it are depth 1, etc. + The specified depth stands for the depth of the new piece (not the existing already-placed piece), + so valid depths start at 1. + Depths that are not specified will use the m_DefaultWeight value. */ + cDepthWeight m_DepthWeight; + + /** The weight to add to this piece's base per-depth chance if the previous piece is the same. + Can be positive or negative. + This is used e. g. to make nether bridges prefer spanning multiple segments or to penalize turrets next to each other. */ + int m_AddWeightIfSame; // cPiece overrides: @@ -98,6 +161,9 @@ protected: /** Parses the connectors definition text into m_Connectors member. */ void ParseConnectors(const char * a_ConnectorsDef); + + /** Parses the per-depth weight into m_DepthWeight member. */ + void ParseDepthWeight(const char * a_DepthWeightDef); }; |