summaryrefslogtreecommitdiffstats
path: root/src/Generating/PieceGenerator.cpp
blob: d6204ce85722d934d2c5c37218c140394296dff8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600

// PieceGenerator.cpp

// Implements the cBFSPieceGenerator class and cDFSPieceGenerator class
// representing base classes for generating structures composed of individual "pieces"

#include "Globals.h"
#include "PieceGenerator.h"
#include "../SelfTests.h"
#include "VerticalStrategy.h"
#include "VerticalLimit.h"





////////////////////////////////////////////////////////////////////////////////
// cPiece:

bool cPiece::SetVerticalStrategyFromString(const AString & a_StrategyDesc, bool a_LogWarnings)
{
	auto strategy = CreateVerticalStrategyFromString(a_StrategyDesc, a_LogWarnings);
	if (strategy == nullptr)
	{
		return false;
	}
	m_VerticalStrategy = strategy;
	return true;
}





bool cPiece::SetVerticalLimitFromString(const AString & a_LimitDesc, bool a_LogWarnings)
{
	auto limit = CreateVerticalLimitFromString(a_LimitDesc, a_LogWarnings);
	if (limit == nullptr)
	{
		return false;
	}
	m_VerticalLimit = limit;
	return true;
}





Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const
{
	Vector3i Size = GetSize();
	switch (a_NumCCWRotations)
	{
		case 0:
		{
			// No rotation needed
			return a_Pos;
		}
		case 1:
		{
			// 1 CCW rotation:
			return Vector3i(a_Pos.z, a_Pos.y, Size.x - a_Pos.x - 1);
		}
		case 2:
		{
			// 2 rotations ( = axis flip):
			return Vector3i(Size.x - a_Pos.x - 1, a_Pos.y, Size.z - a_Pos.z - 1);
		}
		case 3:
		{
			// 1 CW rotation:
			return Vector3i(Size.z - a_Pos.z - 1, a_Pos.y, a_Pos.x);
		}
	}
	ASSERT(!"Unhandled rotation");
	return a_Pos;
}





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)
	{
		case 0:
		{
			// No rotation needed
			break;
		}
		case 1:
		{
			// 1 CCW rotation:
			res.m_Direction = RotateBlockFaceCCW(res.m_Direction);
			break;
		}
		case 2:
		{
			// 2 rotations ( = axis flip):
			res.m_Direction = MirrorBlockFaceY(res.m_Direction);
			break;
		}
		case 3:
		{
			// 1 CW rotation:
			res.m_Direction = RotateBlockFaceCW(res.m_Direction);
			break;
		}
	}
	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;
}





cCuboid cPiece::RotateHitBoxToConnector(
	const cPiece::cConnector & a_MyConnector,
	const Vector3i & a_ToConnectorPos,
	int a_NumCCWRotations
) const
{
	ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
	Vector3i ConnPos = RotatePos(a_MyConnector.m_Pos, a_NumCCWRotations);
	ConnPos = a_ToConnectorPos - ConnPos;
	return RotateMoveHitBox(a_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z);
}





cCuboid cPiece::RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
{
	ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
	cCuboid res = GetHitBox();
	res.p1 = RotatePos(res.p1, a_NumCCWRotations);
	res.p2 = RotatePos(res.p2, a_NumCCWRotations);
	res.p1.Move(a_MoveX, a_MoveY, a_MoveZ);
	res.p2.Move(a_MoveX, a_MoveY, a_MoveZ);
	return res;
}





////////////////////////////////////////////////////////////////////////////////
// cPiece::cConnector:

cPiece::cConnector::cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace a_Direction) :
	m_Pos(a_X, a_Y, a_Z),
	m_Type(a_Type),
	m_Direction(a_Direction)
{
}





cPiece::cConnector::cConnector(const Vector3i & a_Pos, int a_Type, eBlockFace a_Direction) :
	m_Pos(a_Pos),
	m_Type(a_Type),
	m_Direction(a_Direction)
{
}





////////////////////////////////////////////////////////////////////////////////
// cPlacedPiece:

cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations) :
	m_Parent(a_Parent),
	m_Piece(&a_Piece),
	m_Coords(a_Coords),
	m_NumCCWRotations(a_NumCCWRotations),
	m_HasBeenMovedToGround(false)
{
	m_Depth = (m_Parent == nullptr) ? 0 : (m_Parent->GetDepth() + 1);
	m_HitBox = a_Piece.RotateMoveHitBox(a_NumCCWRotations, a_Coords.x, a_Coords.y, a_Coords.z);
	m_HitBox.Sort();
}





cPiece::cConnector cPlacedPiece::GetRotatedConnector(size_t a_Index) const
{
	cPiece::cConnectors Connectors = m_Piece->GetConnectors();
	ASSERT(Connectors.size() >= a_Index);
	return m_Piece->RotateMoveConnector(Connectors[a_Index], m_NumCCWRotations, m_Coords.x, m_Coords.y, m_Coords.z);
}





cPiece::cConnector cPlacedPiece::GetRotatedConnector(const cPiece::cConnector & a_Connector) const
{
	return m_Piece->RotateMoveConnector(a_Connector, m_NumCCWRotations, m_Coords.x, m_Coords.y, m_Coords.z);
}





void cPlacedPiece::MoveToGroundBy(int a_OffsetY)
{
	m_Coords.y += a_OffsetY;
	m_HasBeenMovedToGround = true;
}





////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator:

cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
	m_PiecePool(a_PiecePool),
	m_Noise(a_Seed),
	m_Seed(a_Seed)
{
}





void cPieceGenerator::FreePieces(cPlacedPieces & a_PlacedPieces)
{
	for (cPlacedPieces::iterator itr = a_PlacedPieces.begin(), end = a_PlacedPieces.end(); itr != end; ++itr)
	{
		delete *itr;
	}  // for itr - a_PlacedPieces[]
	a_PlacedPieces.clear();
}





cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockZ, cFreeConnectors & a_OutConnectors)
{
	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;
	for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
	{
		Total += m_PiecePool.GetStartingPieceWeight(**itr);
	}
	cPiece * StartingPiece;
	if (Total > 0)
	{
		int Chosen = rnd % Total;
		StartingPiece = StartingPieces.front();
		for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
		{
			Chosen -= m_PiecePool.GetStartingPieceWeight(**itr);
			if (Chosen <= 0)
			{
				StartingPiece = *itr;
				break;
			}
		}
	}
	else
	{
		// All pieces returned zero weight, but we need one to start. Choose with equal chance:
		StartingPiece = StartingPieces[static_cast<size_t>(rnd) % StartingPieces.size()];
	}
	rnd = rnd >> 16;

	// Choose a random supported rotation:
	int Rotations[4] = {0};
	int NumRotations = 1;
	for (size_t i = 1; i < ARRAYCOUNT(Rotations); i++)
	{
		if (StartingPiece->CanRotateCCW(static_cast<int>(i)))
		{
			Rotations[NumRotations] = static_cast<int>(i);
			NumRotations += 1;
		}
	}
	int Rotation = Rotations[rnd % NumRotations];
	int BlockY = StartingPiece->GetStartingPieceHeight(a_BlockX, a_BlockZ);
	ASSERT(BlockY >= 0);  // The vertical strategy should have been provided and should give valid coords

	cPlacedPiece * res = new cPlacedPiece(nullptr, *StartingPiece, Vector3i(a_BlockX, BlockY, a_BlockZ), Rotation);

	// Place the piece's connectors into a_OutConnectors:
	const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
	for (cPiece::cConnectors::const_iterator itr = Conn.begin(), end = Conn.end(); itr != end; ++itr)
	{
		a_OutConnectors.push_back(
			cFreeConnector(res, StartingPiece->RotateMoveConnector(*itr, Rotation, a_BlockX, BlockY, a_BlockZ))
		);
	}

	return res;
}





bool cPieceGenerator::TryPlacePieceAtConnector(
	const cPlacedPiece & a_ParentPiece,
	const cPiece::cConnector & a_Connector,
	cPlacedPieces & a_OutPieces,
	cPieceGenerator::cFreeConnectors & a_OutConnectors
)
{
	// Translation of direction - direction -> number of CCW rotations needed:
	// You need DirectionRotationTable[rot1][rot2] CCW turns to connect rot1 to rot2 (they are opposite)
	static const int DirectionRotationTable[6][6] =
	{
		/*         YM, YP, ZM, ZP, XM, XP */
		/* YM */ { 0,  0,  0,  0,  0,  0},
		/* YP */ { 0,  0,  0,  0,  0,  0},
		/* ZM */ { 0,  0,  2,  0,  1,  3},
		/* ZP */ { 0,  0,  0,  2,  3,  1},
		/* 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;
	int WantedConnectorType = -a_Connector.m_Type;
	cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(WantedConnectorType);
	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);
	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();
		auto verticalLimit = (*itrP)->GetVerticalLimit();
		for (cPiece::cConnectors::iterator itrC = Connectors.begin(), endC = Connectors.end(); itrC != endC; ++itrC)
		{
			if (itrC->m_Type != WantedConnectorType)
			{
				continue;
			}
			// This is a same-type connector, find out how to rotate to it:
			int NumCCWRotations = RotTable[itrC->m_Direction];
			if (!(*itrP)->CanRotateCCW(NumCCWRotations))
			{
				// Doesn't support this rotation
				continue;
			}

			// Check if the piece's VerticalLimit allows this connection:
			if ((verticalLimit != nullptr) && (!verticalLimit->CanBeAtHeight(ConnPos.x, ConnPos.z, ConnPos.y - itrC->m_Pos.y)))
			{
				continue;
			}

			if (!CheckConnection(a_Connector, ConnPos, **itrP, *itrC, NumCCWRotations, a_OutPieces))
			{
				// Doesn't fit in this rotation
				continue;
			}
			// 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())
	{
		// 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;
	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)
	{
		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.push_back(cFreeConnector(PlacedPiece, Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z)));
	}

	return true;
}





bool cPieceGenerator::CheckConnection(
	const cPiece::cConnector & a_ExistingConnector,
	const Vector3i & a_ToPos,
	const cPiece & a_Piece,
	const cPiece::cConnector & a_NewConnector,
	int a_NumCCWRotations,
	const cPlacedPieces & a_OutPieces
)
{
	// For each placed piece, test the hitbox against the new piece:
	cCuboid RotatedHitBox = a_Piece.RotateHitBoxToConnector(a_NewConnector, a_ToPos, a_NumCCWRotations);
	RotatedHitBox.Sort();
	for (cPlacedPieces::const_iterator itr = a_OutPieces.begin(), end = a_OutPieces.end(); itr != end; ++itr)
	{
		if ((*itr)->GetHitBox().DoesIntersect(RotatedHitBox))
		{
			return false;
		}
	}
	return true;
}





//*
// DEBUG:
void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed)
{
	printf("  Connector pool: " SIZE_T_FMT " items\n", a_ConnectorPool.size() - a_NumProcessed);
	size_t idx = 0;

	typedef cPieceGenerator::cFreeConnectors::difference_type difType;

	for (auto itr = a_ConnectorPool.cbegin() + static_cast<difType>(a_NumProcessed), end = a_ConnectorPool.cend(); itr != end; ++itr, ++idx)
	{
		printf("    " SIZE_T_FMT ": {%d, %d, %d}, type %d, direction %s, depth %d\n",
			idx,
			itr->m_Connector.m_Pos.x, itr->m_Connector.m_Pos.y, itr->m_Connector.m_Pos.z,
			itr->m_Connector.m_Type,
			BlockFaceToString(itr->m_Connector.m_Direction).c_str(),
			itr->m_Piece->GetDepth()
		);
	}  // for itr - a_ConnectorPool[]
}
//*/





////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator::cConnection:

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_Weight(a_Weight)
{
}





////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator::cFreeConnector:

cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector) :
	m_Piece(a_Piece),
	m_Connector(a_Connector)
{
}





////////////////////////////////////////////////////////////////////////////////
// cBFSPieceGenerator:

cBFSPieceGenerator::cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
	super(a_PiecePool, a_Seed)
{
}





void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces)
{
	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);
	cCuboid Hitbox = a_OutPieces[0]->GetHitBox();
	Hitbox.Sort();
	printf("  Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
		Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
		Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
		Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
	);
	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
	processed one. To save on memory, once the number of processed connectors reaches a big number, a chunk
	of the connectors is removed.
	*/
	size_t NumProcessed = 0;
	while (ConnectorPool.size() > NumProcessed)
	{
		cFreeConnector & Conn = ConnectorPool[NumProcessed];
		if (Conn.m_Piece->GetDepth() < a_MaxDepth)
		{
			if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces, ConnectorPool))
			{
				/*
				// DEBUG:
				const cPlacedPiece * NewPiece = a_OutPieces.back();
				const Vector3i & Coords = NewPiece->GetCoords();
				printf("Placed a new piece at {%d, %d, %d}, rotation %d\n", Coords.x, Coords.y, Coords.z, NewPiece->GetNumCCWRotations());
				cCuboid Hitbox = NewPiece->GetHitBox();
				Hitbox.Sort();
				printf("  Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
					Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
					Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
					Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
				);
				DebugConnectorPool(ConnectorPool, NumProcessed + 1);
				//*/
			}
		}
		NumProcessed++;
		if (NumProcessed > 1000)
		{
			typedef cPieceGenerator::cFreeConnectors::difference_type difType;
			ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + static_cast<difType>(NumProcessed));
			NumProcessed = 0;
		}
	}
}