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-rw-r--r--src/Generating/PieceGeneratorBFSTree.cpp112
1 files changed, 70 insertions, 42 deletions
diff --git a/src/Generating/PieceGeneratorBFSTree.cpp b/src/Generating/PieceGeneratorBFSTree.cpp
index 2e26463f2..cf6e82ca3 100644
--- a/src/Generating/PieceGeneratorBFSTree.cpp
+++ b/src/Generating/PieceGeneratorBFSTree.cpp
@@ -101,16 +101,80 @@ bool cPieceGeneratorBFSTree::TryPlacePieceAtConnector(
const cPlacedPiece & a_ParentPiece,
const cPiece::cConnector & a_Connector,
cPlacedPieces & a_OutPieces,
- cPieceGeneratorBFSTree::cFreeConnectors & a_OutConnectors
+ cPieceGeneratorBFSTree::cFreeConnectors & a_OutConnectors,
+ bool a_OnlyClosurePieces
)
{
// Get a list of available connections:
cConnections Connections;
int WantedConnectorType = -a_Connector.m_Type;
- cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(WantedConnectorType);
+ cPieces AvailablePieces;
+ if (a_OnlyClosurePieces)
+ {
+ AvailablePieces = m_PiecePool.GetClosurePiecesWithConnector(WantedConnectorType);
+ }
+ else
+ {
+ AvailablePieces = m_PiecePool.GetPiecesWithConnector(WantedConnectorType);
+ }
Connections.reserve(AvailablePieces.size());
Vector3i ConnPos = cPiece::cConnector::AddDirection(a_Connector.m_Pos, a_Connector.m_Direction); // The position at which the new connector should be placed - 1 block away from the current connector
int WeightTotal = 0;
+ FindPieceForConnector(AvailablePieces, a_ParentPiece, a_Connector, WantedConnectorType, ConnPos, a_OutPieces, Connections, WeightTotal);
+ if (Connections.empty())
+ {
+ // If there are no available connections try to place a closure connector.
+ AvailablePieces = m_PiecePool.GetClosurePiecesWithConnector(WantedConnectorType);
+ FindPieceForConnector(AvailablePieces, a_ParentPiece, a_Connector, WantedConnectorType, ConnPos, a_OutPieces, Connections, WeightTotal);
+ if (Connections.empty())
+ {
+ // No available connections, bail out
+ 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;
+ 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:
+ Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
+ ConnPos -= NewPos;
+ auto PlacedPiece = std::make_unique<cPlacedPiece>(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations);
+
+ // 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)
+ {
+ if (itr->m_Pos.Equals(Conn.m_Connector.m_Pos))
+ {
+ // This is the connector through which we have been connected to the parent, don't add
+ continue;
+ }
+ a_OutConnectors.emplace_back(PlacedPiece.get(), Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z));
+ }
+ a_OutPieces.push_back(std::move(PlacedPiece));
+
+ return true;
+}
+
+
+
+
+
+void cPieceGeneratorBFSTree::FindPieceForConnector(cPieces& AvailablePieces, const cPlacedPiece& a_ParentPiece, const cPiece::cConnector& a_Connector, int WantedConnectorType, Vector3i& ConnPos, cPlacedPieces& a_OutPieces, cPieceGeneratorBFSTree::cConnections& Connections, int& WeightTotal)
+{
for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
{
// Get the relative chance of this piece being generated in this path:
@@ -153,46 +217,6 @@ bool cPieceGeneratorBFSTree::TryPlacePieceAtConnector(
WeightTotal += Weight;
} // for itrC - Connectors[]
} // for itrP - AvailablePieces[]
- if (Connections.empty())
- {
- // No available connections, bail out
- 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;
- 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:
- Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
- ConnPos -= NewPos;
- auto PlacedPiece = std::make_unique<cPlacedPiece>(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations);
-
- // 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)
- {
- if (itr->m_Pos.Equals(Conn.m_Connector.m_Pos))
- {
- // This is the connector through which we have been connected to the parent, don't add
- continue;
- }
- a_OutConnectors.emplace_back(PlacedPiece.get(), Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z));
- }
- a_OutPieces.push_back(std::move(PlacedPiece));
-
- return true;
}
@@ -274,6 +298,10 @@ void cPieceGeneratorBFSTree::PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDe
//*/
}
}
+ else
+ {
+ TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces, ConnectorPool, true);
+ }
NumProcessed++;
if (NumProcessed > 1000)
{