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cNetherFortGen uses cGridStructGen.

WIP, this doesn't work properly yet.
This commit is contained in:
madmaxoft
2014-05-07 22:34:06 +02:00
parent da5db2ddf9
commit 564261cfd9
5 changed files with 42 additions and 264 deletions

View File

@@ -20,20 +20,21 @@ static const int NEIGHBORHOOD_SIZE = 3;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cNetherFortGen::cNetherFort:
class cNetherFortGen::cNetherFort
class cNetherFortGen::cNetherFort :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
public:
cNetherFortGen & m_ParentGen;
int m_BlockX, m_BlockZ;
int m_GridSize;
int m_Seed;
cPlacedPieces m_Pieces;
cNetherFort(cNetherFortGen & a_ParentGen, int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxDepth, int a_Seed) :
cNetherFort(cNetherFortGen & a_ParentGen, int a_OriginX, int a_OriginZ, int a_GridSize, int a_MaxDepth, int a_Seed) :
super(a_OriginX, a_OriginZ),
m_ParentGen(a_ParentGen),
m_BlockX(a_BlockX),
m_BlockZ(a_BlockZ),
m_GridSize(a_GridSize),
m_Seed(a_Seed)
{
@@ -43,8 +44,8 @@ public:
// Generate pieces:
for (int i = 0; m_Pieces.size() < (size_t)(a_MaxDepth * a_MaxDepth / 8 + a_MaxDepth); i++)
{
cBFSPieceGenerator pg(m_ParentGen, a_Seed + i);
pg.PlacePieces(a_BlockX, BlockY, a_BlockZ, a_MaxDepth, m_Pieces);
cBFSPieceGenerator pg(cNetherFortGen::m_PiecePool, a_Seed + i);
pg.PlacePieces(a_OriginX, BlockY, a_OriginZ, a_MaxDepth, m_Pieces);
}
}
@@ -56,7 +57,7 @@ public:
/** Carves the system into the chunk data */
void ProcessChunk(cChunkDesc & a_Chunk)
virtual void DrawIntoChunk(cChunkDesc & a_Chunk)
{
for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
@@ -107,214 +108,30 @@ public:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cNetherFortGen:
cPrefabPiecePool cNetherFortGen::m_PiecePool(g_NetherFortPrefabs, g_NetherFortPrefabsCount, g_NetherFortStartingPrefabs, g_NetherFortStartingPrefabsCount);
cNetherFortGen::cNetherFortGen(int a_Seed, int a_GridSize, int a_MaxDepth) :
m_Seed(a_Seed),
m_Noise(a_Seed),
m_GridSize(a_GridSize),
super(a_Seed, a_GridSize, a_GridSize, a_MaxDepth * 10, a_MaxDepth * 10, 200),
m_MaxDepth(a_MaxDepth)
{
// Initialize the prefabs:
for (size_t i = 0; i < g_NetherFortPrefabsCount; i++)
{
cPrefab * Prefab = new cPrefab(g_NetherFortPrefabs[i]);
m_AllPieces.push_back(Prefab);
if (Prefab->HasConnectorType(0))
{
m_OuterPieces.push_back(Prefab);
}
if (Prefab->HasConnectorType(1))
{
m_InnerPieces.push_back(Prefab);
}
}
// Initialize the starting piece prefabs:
for (size_t i = 0; i < g_NetherFortStartingPrefabsCount; i++)
{
m_StartingPieces.push_back(new cPrefab(g_NetherFortStartingPrefabs[i]));
}
/*
// DEBUG: Try one round of placement:
cPlacedPieces Pieces;
cBFSPieceGenerator pg(*this, a_Seed);
cBFSPieceGenerator pg(m_PiecePool, a_Seed);
pg.PlacePieces(0, 64, 0, a_MaxDepth, Pieces);
*/
//*/
}
cNetherFortGen::~cNetherFortGen()
cGridStructGen::cStructurePtr cNetherFortGen::CreateStructure(int a_OriginX, int a_OriginZ)
{
ClearCache();
for (cPieces::iterator itr = m_AllPieces.begin(), end = m_AllPieces.end(); itr != end; ++itr)
{
delete *itr;
} // for itr - m_AllPieces[]
m_AllPieces.clear();
return cStructurePtr(new cNetherFort(*this, a_OriginX, a_OriginZ, m_GridSizeX, m_MaxDepth, m_Seed));
}
void cNetherFortGen::ClearCache(void)
{
// TODO
}
void cNetherFortGen::GetFortsForChunk(int a_ChunkX, int a_ChunkZ, cNetherForts & a_Forts)
{
int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize;
int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize;
if (BaseX < 0)
{
--BaseX;
}
if (BaseZ < 0)
{
--BaseZ;
}
BaseX -= NEIGHBORHOOD_SIZE / 2;
BaseZ -= NEIGHBORHOOD_SIZE / 2;
// Walk the cache, move each cave system that we want into a_Forts:
int StartX = BaseX * m_GridSize;
int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
int StartZ = BaseZ * m_GridSize;
int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
for (cNetherForts::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;)
{
if (
((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) &&
((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ)
)
{
// want
a_Forts.push_back(*itr);
itr = m_Cache.erase(itr);
}
else
{
// don't want
++itr;
}
} // for itr - m_Cache[]
// Create those forts that haven't been in the cache:
for (int x = 0; x < NEIGHBORHOOD_SIZE; x++)
{
int RealX = (BaseX + x) * m_GridSize;
for (int z = 0; z < NEIGHBORHOOD_SIZE; z++)
{
int RealZ = (BaseZ + z) * m_GridSize;
bool Found = false;
for (cNetherForts::const_iterator itr = a_Forts.begin(), end = a_Forts.end(); itr != end; ++itr)
{
if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ))
{
Found = true;
break;
}
} // for itr - a_Mineshafts
if (!Found)
{
a_Forts.push_back(new cNetherFort(*this, RealX, RealZ, m_GridSize, m_MaxDepth, m_Seed));
}
} // for z
} // for x
// Copy a_Forts into m_Cache to the beginning:
cNetherForts FortsCopy (a_Forts);
m_Cache.splice(m_Cache.begin(), FortsCopy, FortsCopy.begin(), FortsCopy.end());
// Trim the cache if it's too long:
if (m_Cache.size() > 100)
{
cNetherForts::iterator itr = m_Cache.begin();
std::advance(itr, 100);
for (cNetherForts::iterator end = m_Cache.end(); itr != end; ++itr)
{
delete *itr;
}
itr = m_Cache.begin();
std::advance(itr, 100);
m_Cache.erase(itr, m_Cache.end());
}
}
void cNetherFortGen::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
cNetherForts Forts;
GetFortsForChunk(ChunkX, ChunkZ, Forts);
for (cNetherForts::const_iterator itr = Forts.begin(); itr != Forts.end(); ++itr)
{
(*itr)->ProcessChunk(a_ChunkDesc);
} // for itr - Forts[]
}
cPieces cNetherFortGen::GetPiecesWithConnector(int a_ConnectorType)
{
switch (a_ConnectorType)
{
case 0: return m_OuterPieces;
case 1: return m_InnerPieces;
default: return cPieces();
}
}
cPieces cNetherFortGen::GetStartingPieces(void)
{
return m_StartingPieces;
}
int cNetherFortGen::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece)
{
return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
}
void cNetherFortGen::PiecePlaced(const cPiece & a_Piece)
{
UNUSED(a_Piece);
}
void cNetherFortGen::Reset(void)
{
// Nothing needed
}