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authormadmaxoft <github@xoft.cz>2014-04-13 17:27:36 +0200
committermadmaxoft <github@xoft.cz>2014-04-15 12:57:52 +0200
commitb5ea5fbf905c0917594188635b11d577d4e27f5c (patch)
tree6238dc65f148b94b2ae389d05fa15745dedbce63 /src/Generating
parentNetherFortPrefabs: Fixed a connector in MidStaircase. (diff)
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Diffstat (limited to 'src/Generating')
-rw-r--r--src/Generating/PieceGenerator.cpp56
-rw-r--r--src/Generating/PieceGenerator.h20
2 files changed, 48 insertions, 28 deletions
diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp
index 8999a5ff7..8e9a48be6 100644
--- a/src/Generating/PieceGenerator.cpp
+++ b/src/Generating/PieceGenerator.cpp
@@ -392,14 +392,17 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
Connections.reserve(AvailablePieces.size());
Vector3i ConnPos = a_Connector.m_Pos; // The position at which the new connector should be placed - 1 block away from the connector
AddFaceDirection(ConnPos.x, ConnPos.y, ConnPos.z, a_Connector.m_Direction);
-
- /*
- // DEBUG:
- printf("Placing piece at connector pos {%d, %d, %d}, direction %s\n", ConnPos.x, ConnPos.y, ConnPos.z, BlockFaceToString(a_Connector.m_Direction).c_str());
- //*/
-
+ int WeightTotal = 0;
for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
{
+ // Get the relative chance of this piece being generated in this path:
+ int Weight = m_PiecePool.GetPieceWeight(a_ParentPiece, a_Connector, **itrP);
+ if (Weight <= 0)
+ {
+ continue;
+ }
+
+ // Try fitting each of the piece's connector:
cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
for (cPiece::cConnectors::iterator itrC = Connectors.begin(), endC = Connectors.end(); itrC != endC; ++itrC)
{
@@ -419,7 +422,9 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
// Doesn't fit in this rotation
continue;
}
- Connections.push_back(cConnection(**itrP, *itrC, NumCCWRotations));
+ // Fits, add it to list of possibile connections:
+ Connections.push_back(cConnection(**itrP, *itrC, NumCCWRotations, Weight));
+ WeightTotal += Weight;
} // for itrC - Connectors[]
} // for itrP - AvailablePieces[]
if (Connections.empty())
@@ -427,21 +432,23 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
// No available connections, bail out
return false;
}
+ ASSERT(WeightTotal > 0);
- // Choose a random connection from the list:
- int rnd = m_Noise.IntNoise3DInt(a_Connector.m_Pos.x, a_Connector.m_Pos.y, a_Connector.m_Pos.z) / 7;
- cConnection & Conn = Connections[rnd % Connections.size()];
+ // Choose a random connection from the list, based on the weights:
+ int rnd = (m_Noise.IntNoise3DInt(a_Connector.m_Pos.x, a_Connector.m_Pos.y, a_Connector.m_Pos.z) / 7) % WeightTotal;
+ size_t ChosenIndex = 0;
+ for (cConnections::const_iterator itr = Connections.begin(), end = Connections.end(); itr != end; ++itr, ++ChosenIndex)
+ {
+ rnd -= itr->m_Weight;
+ if (rnd <= 0)
+ {
+ // This is the piece to choose
+ break;
+ }
+ }
+ cConnection & Conn = Connections[ChosenIndex];
// Place the piece:
- /*
- // DEBUG
- printf("Chosen connector at {%d, %d, %d}, direction %s, needs %d rotations\n",
- Conn.m_Connector.m_Pos.x, Conn.m_Connector.m_Pos.y, Conn.m_Connector.m_Pos.z,
- BlockFaceToString(Conn.m_Connector.m_Direction).c_str(),
- Conn.m_NumCCWRotations
- );
- //*/
-
Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
ConnPos -= NewPos;
cPlacedPiece * PlacedPiece = new cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations);
@@ -449,12 +456,6 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
// Add the new piece's connectors to the list of free connectors:
cPiece::cConnectors Connectors = Conn.m_Piece->GetConnectors();
-
- /*
- // DEBUG:
- printf("Adding %u connectors to the pool\n", Connectors.size() - 1);
- //*/
-
for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr)
{
if (itr->m_Pos.Equals(Conn.m_Connector.m_Pos))
@@ -524,10 +525,11 @@ void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator::cConnection:
-cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations) :
+cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight) :
m_Piece(&a_Piece),
m_Connector(a_Connector),
- m_NumCCWRotations(a_NumCCWRotations)
+ m_NumCCWRotations(a_NumCCWRotations),
+ m_Weight(a_Weight)
{
}
diff --git a/src/Generating/PieceGenerator.h b/src/Generating/PieceGenerator.h
index bef9d3463..f4433b947 100644
--- a/src/Generating/PieceGenerator.h
+++ b/src/Generating/PieceGenerator.h
@@ -85,6 +85,13 @@ typedef std::vector<cPiece *> cPieces;
+// fwd:
+class cPlacedPiece;
+
+
+
+
+
/** This class is an interface that provides pieces for the generator. It can keep track of what pieces were
placed and adjust the returned piece vectors. */
class cPiecePool
@@ -101,6 +108,16 @@ public:
Multiple starting points are supported, one of the returned piece will be chosen. */
virtual cPieces GetStartingPieces(void) = 0;
+ /** Returns the relative weight with which the a_NewPiece is to be selected for placing under a_PlacedPiece through a_ExistingConnector.
+ This allows the pool to tweak the piece's chances, based on the previous pieces in the tree and the connector used.
+ The higher the number returned, the higher the chance the piece will be chosen. 0 means the piece will never be chosen.
+ */
+ virtual int GetPieceWeight(
+ const cPlacedPiece & a_PlacedPiece,
+ const cPiece::cConnector & a_ExistingConnector,
+ const cPiece & a_NewPiece
+ ) { return 1; }
+
/** 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;
@@ -157,8 +174,9 @@ protected:
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);
+ cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight);
};
typedef std::vector<cConnection> cConnections;