cNetherFortGen uses cGridStructGen.
WIP, this doesn't work properly yet.
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da5db2ddf9
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@ -93,7 +93,7 @@ protected:
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/// Returns all caves that *may* intersect the given chunk. All the caves are valid until the next call to this function.
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void GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cCaveSystems & a_Caves);
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// cStructGen override:
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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} ;
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@ -37,21 +37,21 @@ void cGridStructGen::GetStructuresForChunk(int a_ChunkX, int a_ChunkZ, cStructur
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int MaxBlockZ = a_ChunkZ * cChunkDef::Width + m_MaxStructureSizeZ + cChunkDef::Width - 1;
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int MinGridX = MinBlockX / m_GridSizeX;
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int MinGridZ = MinBlockZ / m_GridSizeZ;
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int MaxGridX = MaxBlockX / m_GridSizeX;
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int MaxGridZ = MaxBlockX / m_GridSizeZ;
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if (MinGridX < 0)
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int MaxGridX = (MaxBlockX + m_GridSizeX - 1) / m_GridSizeX;
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int MaxGridZ = (MaxBlockZ + m_GridSizeZ - 1) / m_GridSizeZ;
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if (MinBlockX < 0)
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{
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--MinGridX;
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}
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if (MinGridZ < 0)
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if (MinBlockZ < 0)
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{
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--MinGridZ;
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}
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if (MaxGridX < 0)
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if (MaxBlockX < 0)
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{
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--MaxGridX;
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}
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if (MaxGridZ < 0)
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if (MaxBlockZ < 0)
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{
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--MaxGridZ;
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}
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@ -20,20 +20,21 @@ static const int NEIGHBORHOOD_SIZE = 3;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNetherFortGen::cNetherFort:
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class cNetherFortGen::cNetherFort
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class cNetherFortGen::cNetherFort :
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public cGridStructGen::cStructure
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{
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typedef cGridStructGen::cStructure super;
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public:
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cNetherFortGen & m_ParentGen;
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int m_BlockX, m_BlockZ;
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int m_GridSize;
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int m_Seed;
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cPlacedPieces m_Pieces;
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cNetherFort(cNetherFortGen & a_ParentGen, int a_BlockX, int a_BlockZ, int a_GridSize, int a_MaxDepth, int a_Seed) :
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cNetherFort(cNetherFortGen & a_ParentGen, int a_OriginX, int a_OriginZ, int a_GridSize, int a_MaxDepth, int a_Seed) :
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super(a_OriginX, a_OriginZ),
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m_ParentGen(a_ParentGen),
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m_BlockX(a_BlockX),
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m_BlockZ(a_BlockZ),
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m_GridSize(a_GridSize),
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m_Seed(a_Seed)
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{
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@ -43,8 +44,8 @@ public:
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// Generate pieces:
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for (int i = 0; m_Pieces.size() < (size_t)(a_MaxDepth * a_MaxDepth / 8 + a_MaxDepth); i++)
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{
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cBFSPieceGenerator pg(m_ParentGen, a_Seed + i);
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pg.PlacePieces(a_BlockX, BlockY, a_BlockZ, a_MaxDepth, m_Pieces);
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cBFSPieceGenerator pg(cNetherFortGen::m_PiecePool, a_Seed + i);
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pg.PlacePieces(a_OriginX, BlockY, a_OriginZ, a_MaxDepth, m_Pieces);
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}
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}
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@ -56,7 +57,7 @@ public:
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/** Carves the system into the chunk data */
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void ProcessChunk(cChunkDesc & a_Chunk)
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virtual void DrawIntoChunk(cChunkDesc & a_Chunk)
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{
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for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
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{
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@ -107,214 +108,30 @@ public:
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNetherFortGen:
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cPrefabPiecePool cNetherFortGen::m_PiecePool(g_NetherFortPrefabs, g_NetherFortPrefabsCount, g_NetherFortStartingPrefabs, g_NetherFortStartingPrefabsCount);
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cNetherFortGen::cNetherFortGen(int a_Seed, int a_GridSize, int a_MaxDepth) :
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m_Seed(a_Seed),
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m_Noise(a_Seed),
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m_GridSize(a_GridSize),
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super(a_Seed, a_GridSize, a_GridSize, a_MaxDepth * 10, a_MaxDepth * 10, 200),
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m_MaxDepth(a_MaxDepth)
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{
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// Initialize the prefabs:
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for (size_t i = 0; i < g_NetherFortPrefabsCount; i++)
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{
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cPrefab * Prefab = new cPrefab(g_NetherFortPrefabs[i]);
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m_AllPieces.push_back(Prefab);
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if (Prefab->HasConnectorType(0))
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{
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m_OuterPieces.push_back(Prefab);
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}
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if (Prefab->HasConnectorType(1))
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{
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m_InnerPieces.push_back(Prefab);
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}
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}
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// Initialize the starting piece prefabs:
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for (size_t i = 0; i < g_NetherFortStartingPrefabsCount; i++)
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{
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m_StartingPieces.push_back(new cPrefab(g_NetherFortStartingPrefabs[i]));
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}
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/*
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// DEBUG: Try one round of placement:
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cPlacedPieces Pieces;
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cBFSPieceGenerator pg(*this, a_Seed);
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cBFSPieceGenerator pg(m_PiecePool, a_Seed);
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pg.PlacePieces(0, 64, 0, a_MaxDepth, Pieces);
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*/
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//*/
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}
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cNetherFortGen::~cNetherFortGen()
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cGridStructGen::cStructurePtr cNetherFortGen::CreateStructure(int a_OriginX, int a_OriginZ)
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{
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ClearCache();
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for (cPieces::iterator itr = m_AllPieces.begin(), end = m_AllPieces.end(); itr != end; ++itr)
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{
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delete *itr;
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} // for itr - m_AllPieces[]
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m_AllPieces.clear();
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return cStructurePtr(new cNetherFort(*this, a_OriginX, a_OriginZ, m_GridSizeX, m_MaxDepth, m_Seed));
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}
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void cNetherFortGen::ClearCache(void)
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{
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// TODO
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}
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void cNetherFortGen::GetFortsForChunk(int a_ChunkX, int a_ChunkZ, cNetherForts & a_Forts)
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{
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int BaseX = a_ChunkX * cChunkDef::Width / m_GridSize;
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int BaseZ = a_ChunkZ * cChunkDef::Width / m_GridSize;
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if (BaseX < 0)
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{
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--BaseX;
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}
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if (BaseZ < 0)
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{
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--BaseZ;
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}
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BaseX -= NEIGHBORHOOD_SIZE / 2;
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BaseZ -= NEIGHBORHOOD_SIZE / 2;
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// Walk the cache, move each cave system that we want into a_Forts:
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int StartX = BaseX * m_GridSize;
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int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
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int StartZ = BaseZ * m_GridSize;
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int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_GridSize;
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for (cNetherForts::iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;)
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{
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if (
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((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) &&
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((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ)
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)
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{
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// want
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a_Forts.push_back(*itr);
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itr = m_Cache.erase(itr);
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}
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else
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{
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// don't want
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++itr;
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}
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} // for itr - m_Cache[]
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// Create those forts that haven't been in the cache:
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for (int x = 0; x < NEIGHBORHOOD_SIZE; x++)
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{
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int RealX = (BaseX + x) * m_GridSize;
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for (int z = 0; z < NEIGHBORHOOD_SIZE; z++)
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{
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int RealZ = (BaseZ + z) * m_GridSize;
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bool Found = false;
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for (cNetherForts::const_iterator itr = a_Forts.begin(), end = a_Forts.end(); itr != end; ++itr)
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{
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if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ))
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{
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Found = true;
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break;
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}
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} // for itr - a_Mineshafts
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if (!Found)
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{
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a_Forts.push_back(new cNetherFort(*this, RealX, RealZ, m_GridSize, m_MaxDepth, m_Seed));
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}
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} // for z
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} // for x
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// Copy a_Forts into m_Cache to the beginning:
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cNetherForts FortsCopy (a_Forts);
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m_Cache.splice(m_Cache.begin(), FortsCopy, FortsCopy.begin(), FortsCopy.end());
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// Trim the cache if it's too long:
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if (m_Cache.size() > 100)
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{
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cNetherForts::iterator itr = m_Cache.begin();
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std::advance(itr, 100);
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for (cNetherForts::iterator end = m_Cache.end(); itr != end; ++itr)
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{
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delete *itr;
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}
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itr = m_Cache.begin();
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std::advance(itr, 100);
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m_Cache.erase(itr, m_Cache.end());
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}
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}
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void cNetherFortGen::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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int ChunkZ = a_ChunkDesc.GetChunkZ();
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cNetherForts Forts;
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GetFortsForChunk(ChunkX, ChunkZ, Forts);
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for (cNetherForts::const_iterator itr = Forts.begin(); itr != Forts.end(); ++itr)
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{
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(*itr)->ProcessChunk(a_ChunkDesc);
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} // for itr - Forts[]
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}
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cPieces cNetherFortGen::GetPiecesWithConnector(int a_ConnectorType)
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{
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switch (a_ConnectorType)
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{
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case 0: return m_OuterPieces;
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case 1: return m_InnerPieces;
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default: return cPieces();
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}
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}
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cPieces cNetherFortGen::GetStartingPieces(void)
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{
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return m_StartingPieces;
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}
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int cNetherFortGen::GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece)
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{
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return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
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}
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void cNetherFortGen::PiecePlaced(const cPiece & a_Piece)
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{
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UNUSED(a_Piece);
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}
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void cNetherFortGen::Reset(void)
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{
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// Nothing needed
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}
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@ -10,77 +10,34 @@
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#pragma once
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#include "ComposableGenerator.h"
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#include "PieceGenerator.h"
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#include "PrefabPiecePool.h"
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#include "GridStructGen.h"
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class cNetherFortGen :
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public cFinishGen,
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public cPiecePool
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public cGridStructGen
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{
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typedef cGridStructGen super;
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public:
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cNetherFortGen(int a_Seed, int a_GridSize, int a_MaxDepth);
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virtual ~cNetherFortGen();
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protected:
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friend class cNetherFortPerfTest; // fwd: NetherFortGen.cpp
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class cNetherFort; // fwd: NetherFortGen.cpp
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typedef std::list<cNetherFort *> cNetherForts;
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/** The seed used for generating*/
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int m_Seed;
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/** The noise used for generating */
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cNoise m_Noise;
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/** Average spacing between the fortresses*/
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int m_GridSize;
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/** Maximum depth of the piece-generator tree */
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int m_MaxDepth;
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/** Cache of the most recently used systems. MoveToFront used. */
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cNetherForts m_Cache;
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/** All the pieces that are allowed for building.
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This is the list that's used for memory allocation and deallocation for the pieces. */
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cPieces m_AllPieces;
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/** The pool of pieces to use for generating. Static, so that it's shared by multiple generators. */
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static cPrefabPiecePool m_PiecePool;
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/** The pieces that are used as starting pieces.
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This list is not shared and the pieces need deallocation. */
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cPieces m_StartingPieces;
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/** The pieces that have an "outer" connector.
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The pieces are copies out of m_AllPieces and shouldn't be ever delete-d. */
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cPieces m_OuterPieces;
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/** The pieces that have an "inner" connector.
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The pieces are copies out of m_AllPieces and shouldn't be ever delete-d. */
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cPieces m_InnerPieces;
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/** Clears everything from the cache.
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Also invalidates the forst returned by GetFortsForChunk(). */
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void ClearCache(void);
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/** Returns all forts that *may* intersect the given chunk.
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The returned forts live within m_Cache.They are valid until the next call
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to this function (which may delete some of the pointers). */
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void GetFortsForChunk(int a_ChunkX, int a_ChunkZ, cNetherForts & a_Forts);
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// cFinishGen overrides:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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// cPiecePool overrides:
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virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override;
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virtual cPieces GetStartingPieces(void) override;
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virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override;
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virtual void PiecePlaced(const cPiece & a_Piece) override;
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virtual void Reset(void) override;
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// cGridStructGen overrides:
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virtual cStructurePtr CreateStructure(int a_OriginX, int a_OriginZ) override;
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} ;
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@ -20,11 +20,15 @@ class cPrefabPiecePool :
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public cPiecePool
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{
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public:
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/** Creates an empty instance. Prefabs can be added by calling AddPieceDefs() and AddStartingPieceDefs(). */
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cPrefabPiecePool(void);
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/** Creates a piece pool with prefabs from the specified definitions.
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If both a_PieceDefs and a_StartingPieceDefs are given, only the a_StartingPieceDefs are used as starting
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pieces for the pool, and they do not participate in the generation any further.
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If only a_PieceDefs is given, any such piece can be chosen as a starting piece, and all the pieces are used
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for generating. */
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for generating.
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More pieces can be added to the instance afterwards by calling AddPieceDefs() and AddStartingPieceDefs(). */
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cPrefabPiecePool(
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const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs,
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const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs
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@ -35,7 +39,7 @@ public:
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May be called multiple times with different PieceDefs, will add all such pieces. */
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void AddPieceDefs(const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs);
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/** Adds pieces from the specified definitions into m_StartingPieces. Doesn't add to
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/** Adds pieces from the specified definitions into m_StartingPieces. Doesn't add them to
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the m_PiecesByConnector map.
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May be called multiple times with different PieceDefs, will add all such pieces. */
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void AddStartingPieceDefs(const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs);
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