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Diffstat (limited to 'src/Generating/POCPieceGenerator.cpp')
-rw-r--r-- | src/Generating/POCPieceGenerator.cpp | 275 |
1 files changed, 0 insertions, 275 deletions
diff --git a/src/Generating/POCPieceGenerator.cpp b/src/Generating/POCPieceGenerator.cpp deleted file mode 100644 index 834e3887f..000000000 --- a/src/Generating/POCPieceGenerator.cpp +++ /dev/null @@ -1,275 +0,0 @@ - -// POCPieceGenerator.cpp - -// Implements the cPOCPieceGenerator class representing a Proof-Of_Concept structure generator using the cPieceGenerator technique -// The generator generates a maze of rooms at {0, 50, 0} - -#include "Globals.h" -#include "POCPieceGenerator.h" -#include "ChunkDesc.h" - - - - - -/** POC pieces are simple boxes that have connectors in the middle of their walls. -Each wall has one connector, there are 3 connector types that get assigned semi-randomly. -The piece also knows how to imprint itself in a cChunkDesc, each piece has a different color glass -and each connector is uses a different color wool frame. */ -class cPOCPiece : - public cPiece -{ -public: - cPOCPiece(int a_SizeXZ, int a_Height) : - m_SizeXZ(a_SizeXZ), - m_Height(a_Height) - { - m_Connectors.push_back(cConnector(m_SizeXZ / 2, a_Height / 2, 0, 0, BLOCK_FACE_ZM)); - m_Connectors.push_back(cConnector(m_SizeXZ / 2, a_Height / 2, m_SizeXZ - 1, 1, BLOCK_FACE_ZP)); - m_Connectors.push_back(cConnector(0, a_Height / 2, m_SizeXZ / 2, 2, BLOCK_FACE_XM)); - m_Connectors.push_back(cConnector(m_SizeXZ - 1, a_Height - 1, m_SizeXZ / 2, m_SizeXZ % 3, BLOCK_FACE_XP)); - } - - - /** Imprints the piece in the specified chunk. Assumes they intersect. */ - void ImprintInChunk(cChunkDesc & a_ChunkDesc, const Vector3i & a_Pos, int a_NumCCWRotations) const - { - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - Vector3i Min = a_Pos; - Min.Move(-BlockX, 0, -BlockZ); - Vector3i Max = Min; - Max.Move(m_SizeXZ - 1, m_Height - 1, m_SizeXZ - 1); - ASSERT(Min.x < cChunkDef::Width); - ASSERT(Min.z < cChunkDef::Width); - ASSERT(Max.x >= 0); - ASSERT(Max.z >= 0); - if (Min.x >= 0) - { - // Draw the XM wall: - a_ChunkDesc.FillRelCuboid(Min.x, Min.x, Min.y, Max.y, Min.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16); - } - if (Min.z >= 0) - { - // Draw the ZM wall: - a_ChunkDesc.FillRelCuboid(Min.x, Max.x, Min.y, Max.y, Min.z, Min.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16); - } - if (Max.x < cChunkDef::Width) - { - // Draw the XP wall: - a_ChunkDesc.FillRelCuboid(Max.x, Max.x, Min.y, Max.y, Min.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16); - } - if (Max.z < cChunkDef::Width) - { - // Draw the ZP wall: - a_ChunkDesc.FillRelCuboid(Min.x, Max.x, Min.y, Max.y, Max.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16); - } - - // Draw all the connectors: - for (cConnectors::const_iterator itr = m_Connectors.begin(), end = m_Connectors.end(); itr != end; ++itr) - { - cConnector Conn = cPiece::RotateMoveConnector(*itr, a_NumCCWRotations, a_Pos.x, a_Pos.y, a_Pos.z); - Conn.m_Pos.Move(-BlockX, 0, -BlockZ); - if ( - (Conn.m_Pos.x >= 0) && (Conn.m_Pos.x < cChunkDef::Width) && - (Conn.m_Pos.z >= 0) && (Conn.m_Pos.z < cChunkDef::Width) - ) - { - a_ChunkDesc.SetBlockTypeMeta(Conn.m_Pos.x, Conn.m_Pos.y, Conn.m_Pos.z, E_BLOCK_WOOL, itr->m_Type % 16); - } - - /* - // TODO: Frame the connectors - switch (itr->m_Direction) - { - case BLOCK_FACE_XM: - case BLOCK_FACE_XP: - { - // TODO - break; - } - - case BLOCK_FACE_ZM: - case BLOCK_FACE_ZP: - { - // TODO - break; - } - } - */ - } // for itr - m_Connectors[] - } - -protected: - int m_SizeXZ; - int m_Height; - cConnectors m_Connectors; - - // cPiece overrides: - virtual cConnectors GetConnectors(void) const override - { - return m_Connectors; - } - - virtual Vector3i GetSize(void) const override - { - return Vector3i(m_SizeXZ, m_Height, m_SizeXZ); - } - - virtual cCuboid GetHitBox(void) const override - { - return cCuboid(0, 0, 0, m_SizeXZ - 1, m_Height - 1, m_SizeXZ - 1); - } - - virtual bool CanRotateCCW(int a_NumRotations) const override - { - return true; - } -}; - - - - - -/* -static void DebugPieces(const cPlacedPieces & a_Pieces) -{ - size_t idx = 0; - for (cPlacedPieces::const_iterator itr = a_Pieces.begin(), end = a_Pieces.end(); itr != end; ++itr, ++idx) - { - const cCuboid & HitBox = (*itr)->GetHitBox(); - printf(" %u: %d rotations, {%d - %d, %d - %d}\n", - idx, (*itr)->GetNumCCWRotations(), - HitBox.p1.x, HitBox.p2.x, HitBox.p1.z, HitBox.p2.z - ); - } // for itr - a_Pieces[] -} -//*/ - - - - - -//////////////////////////////////////////////////////////////////////////////// -// cPOCPieceGenerator: - -cPOCPieceGenerator::cPOCPieceGenerator(int a_Seed) : - m_Seed(a_Seed) -{ - // Prepare a vector of available pieces: - m_AvailPieces.push_back(new cPOCPiece(5, 3)); - m_AvailPieces.push_back(new cPOCPiece(7, 5)); - m_AvailPieces.push_back(new cPOCPiece(9, 5)); - m_AvailPieces.push_back(new cPOCPiece(5, 7)); - - // Generate the structure: - cBFSPieceGenerator Gen(*this, a_Seed); - Gen.PlacePieces(0, 50, 0, 6, m_Pieces); - - // DebugPieces(m_Pieces); - - // Get the smallest cuboid encompassing the entire generated structure: - cCuboid Bounds(0, 50, 0, 0, 50, 0); - for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr) - { - Vector3i MinCoords = (*itr)->GetCoords(); - Bounds.Engulf(MinCoords); - Bounds.Engulf(MinCoords + (*itr)->GetPiece().GetSize()); - } // for itr - m_Pieces[] - m_Bounds = Bounds; -} - - - - - -cPOCPieceGenerator::~cPOCPieceGenerator() -{ - cPieceGenerator::FreePieces(m_Pieces); - for (cPieces::iterator itr = m_AvailPieces.begin(), end = m_AvailPieces.end(); itr != end; ++itr) - { - delete *itr; - } - m_AvailPieces.clear(); -} - - - - - -void cPOCPieceGenerator::GenFinish(cChunkDesc & a_ChunkDesc) -{ - int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; - int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - if ( - (BlockX + 16 < m_Bounds.p1.x) || (BlockX > m_Bounds.p2.x) || // X coords out of bounds of the generated structure - (BlockZ + 16 < m_Bounds.p1.z) || (BlockZ > m_Bounds.p2.z) // Z coords out of bounds of the generated structure - ) - { - return; - } - - // Imprint each piece in the chunk: - for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr) - { - const Vector3i & Pos = (*itr)->GetCoords(); - Vector3i Size = (*itr)->GetPiece().GetSize(); - if (((*itr)->GetNumCCWRotations() % 2) == 1) - { - std::swap(Size.x, Size.z); - } - if ( - (Pos.x >= BlockX + 16) || (Pos.x + Size.x - 1 < BlockX) || - (Pos.z >= BlockZ + 16) || (Pos.z + Size.z - 1 < BlockZ) - ) - { - // This piece doesn't intersect the chunk - continue; - } - - (static_cast<const cPOCPiece &>((*itr)->GetPiece())).ImprintInChunk(a_ChunkDesc, Pos, (*itr)->GetNumCCWRotations()); - } // for itr - m_Pieces[] - a_ChunkDesc.UpdateHeightmap(); -} - - - - - -cPieces cPOCPieceGenerator::GetPiecesWithConnector(int a_ConnectorType) -{ - // Each piece has each connector - return m_AvailPieces; -} - - - - - -cPieces cPOCPieceGenerator::GetStartingPieces(void) -{ - // Any piece can be a starting piece - return m_AvailPieces; -} - - - - - -void cPOCPieceGenerator::PiecePlaced(const cPiece & a_Piece) -{ - UNUSED(a_Piece); -} - - - - - -void cPOCPieceGenerator::Reset(void) -{ - // Nothing needed -} - - - - |