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-rw-r--r--src/Generating/PieceGenerator.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp
index 1d58157ba..d6204ce85 100644
--- a/src/Generating/PieceGenerator.cpp
+++ b/src/Generating/PieceGenerator.cpp
@@ -84,7 +84,7 @@ Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const
cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
{
cPiece::cConnector res(a_Connector);
-
+
// Rotate the res connector:
switch (a_NumCCWRotations)
{
@@ -113,12 +113,12 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i
}
}
res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations);
-
+
// Move the res connector:
res.m_Pos.x += a_MoveX;
res.m_Pos.y += a_MoveY;
res.m_Pos.z += a_MoveZ;
-
+
return res;
}
@@ -262,7 +262,7 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockZ, c
{
m_PiecePool.Reset();
int rnd = m_Noise.IntNoise2DInt(a_BlockX, a_BlockZ) / 7;
-
+
// Choose a random one of the starting pieces:
cPieces StartingPieces = m_PiecePool.GetStartingPieces();
int Total = 0;
@@ -291,7 +291,7 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockZ, c
StartingPiece = StartingPieces[static_cast<size_t>(rnd) % StartingPieces.size()];
}
rnd = rnd >> 16;
-
+
// Choose a random supported rotation:
int Rotations[4] = {0};
int NumRotations = 1;
@@ -344,7 +344,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
/* XM */ { 0, 0, 3, 1, 2, 0},
/* XP */ { 0, 0, 1, 3, 0, 2},
};
-
+
// Get a list of available connections:
const int * RotTable = DirectionRotationTable[a_Connector.m_Direction];
cConnections Connections;
@@ -362,7 +362,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
{
continue;
}
-
+
// Try fitting each of the piece's connector:
cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
auto verticalLimit = (*itrP)->GetVerticalLimit();
@@ -402,7 +402,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
return false;
}
ASSERT(WeightTotal > 0);
-
+
// 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;
@@ -416,13 +416,13 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
}
}
cConnection & Conn = Connections[ChosenIndex];
-
+
// Place the piece:
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);
a_OutPieces.push_back(PlacedPiece);
-
+
// Add the new piece's connectors to the list of free connectors:
cPiece::cConnectors Connectors = Conn.m_Piece->GetConnectors();
for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr)
@@ -434,7 +434,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(
}
a_OutConnectors.push_back(cFreeConnector(PlacedPiece, Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z)));
}
-
+
return true;
}
@@ -538,10 +538,10 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth,
{
a_OutPieces.clear();
cFreeConnectors ConnectorPool;
-
+
// Place the starting piece:
a_OutPieces.push_back(PlaceStartingPiece(a_BlockX, a_BlockZ, ConnectorPool));
-
+
/*
// DEBUG:
printf("Placed the starting piece at {%d, %d, %d}\n", a_BlockX, a_BlockY, a_BlockZ);
@@ -554,7 +554,7 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth,
);
DebugConnectorPool(ConnectorPool, 0);
//*/
-
+
// Place pieces at the available connectors:
/*
Instead of removing them one by one from the pool, we process them sequentially and take note of the last