2017-02-26 16:49:23 -05:00
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// PiecePool.h
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2014-03-07 12:37:18 -05:00
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2017-02-26 16:49:23 -05:00
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// Declares the cPiecePool class representing a pool of cPieces - "parts" of a structure, used in piece-generators
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2014-03-07 12:37:18 -05:00
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#pragma once
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2015-11-11 04:32:42 -05:00
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#include "ComposableGenerator.h"
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#include "../Defines.h"
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#include "../Cuboid.h"
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/** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */
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class cPiece
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{
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public:
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// Force a virtual destructor in all descendants
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virtual ~cPiece() {}
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struct cConnector
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{
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enum eDirection
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{
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// The following values correspond to equivalent eBlockFace values:
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dirXM = BLOCK_FACE_XM, // Pointing towards the X- side of the prefab
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dirXP = BLOCK_FACE_XP, // Pointing towards the X+ side of the prefab
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dirYM = BLOCK_FACE_YM, // Pointing towards the Y- side of the prefab, doesn't change with rotation around the Y axis
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dirYP = BLOCK_FACE_YP, // Pointing towards the Y+ side of the prefab, doesn't change with rotation around the Y axis
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dirZM = BLOCK_FACE_ZM, // Pointing towards the Z- side of the prefab
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dirZP = BLOCK_FACE_ZP, // Pointing towards the Z+ side of the prefab
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// Special kind of the vertical connectors (changes with rotation around the Y axis)
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dirYM_XM_ZM = BLOCK_FACE_MAX + 1, // Pointing towards the Y- side of the prefab, conceptually at the X- Z- corner of the block
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dirYM_XM_ZP, // Pointing towards the Y- side of the prefab, conceptually at the X- Z+ corner of the block
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dirYM_XP_ZM, // Pointing towards the Y- side of the prefab, conceptually at the X+ Z- corner of the block
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dirYM_XP_ZP, // Pointing towards the Y- side of the prefab, conceptually at the X+ Z+ corner of the block
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dirYP_XM_ZM, // Pointing towards the Y+ side of the prefab, conceptually at the X- Z- corner of the block
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dirYP_XM_ZP, // Pointing towards the Y+ side of the prefab, conceptually at the X- Z+ corner of the block
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dirYP_XP_ZM, // Pointing towards the Y+ side of the prefab, conceptually at the X+ Z- corner of the block
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dirYP_XP_ZP, // Pointing towards the Y+ side of the prefab, conceptually at the X+ Z+ corner of the block
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};
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/** Position relative to the piece */
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Vector3i m_Pos;
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/** Type of the connector. Any arbitrary number; the generator connects only connectors of opposite
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(negative) types. */
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int m_Type;
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/** Direction in which the connector is facing.
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Will be matched by the opposite direction for the connecting connector. */
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eDirection m_Direction;
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cConnector(int a_X, int a_Y, int a_Z, int a_Type, eDirection a_Direction);
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cConnector(const Vector3i & a_Pos, int a_Type, eDirection a_Direction);
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/** Returns the position of the block that has the specified direction from the specified position.
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Similar to ::AddFaceDirection() */
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static Vector3i AddDirection(const Vector3i & a_Pos, eDirection a_Direction);
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/** Returns the string representation of the direction.
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For debugging purposes. */
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static const char * DirectionToString(eDirection a_Direction);
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/** Returns true if the specified number corresponds to a valid eDirection. */
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static bool IsValidDirection(int a_Direction);
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/** Returns the direction corresponding to the given direction rotated 180 degrees around the Y axis. */
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static eDirection RotateDirection(eDirection a_Direction);
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/** Returns the direction corresponding to the given direction rotated 90 degrees CCW around the Y axis. */
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static eDirection RotateDirectionCCW(eDirection a_Direction);
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/** Returns the direction corresponding to the given direction rotated 90 degrees CW around the Y axis. */
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static eDirection RotateDirectionCW(eDirection a_Direction);
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/** Returns the number of CCW rotations that a_RotatingDir requires in order to be the counter-direction of a_FixedDir.
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Ie. if you have a connector with a_FixedDir and you're rotating a piece that has a connector with a_RotatingDir,
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how many CCW rotations it needs to make the connectors compatible.
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Returns -1 if it is impossible to fit the two directions. */
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static int GetNumCCWRotationsToFit(eDirection a_FixedDir, eDirection a_RotatingDir);
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/** Converts the string representation of a direction into the eDirection enum value.
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Returns true if successful, false on failure.
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Accepts both numbers and string representations such as "x+" or "Y+X-Z+". */
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static bool StringToDirection(const AString & a_Value, eDirection & a_Out);
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};
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typedef std::vector<cConnector> cConnectors;
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/** Base class (interface) for strategies for placing the starting pieces vertically.
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Descendants can override the GetVerticalPlacement() method to provide custom placement decisions. */
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class cVerticalStrategy
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{
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public:
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// Force a virtual destructor in descendants
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virtual ~cVerticalStrategy() {}
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/** Returns the Y coord of the piece */
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virtual int GetVerticalPlacement(int a_BlockX, int a_BlockZ) = 0;
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/** Initializes the strategy's parameters from the string representation.
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a_Params is the string containing only the parameters (substring after the first pipe character in the strategy description string).
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If a_LogWarnings is true, logs any problems to the console.
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Returns true if successful, false if the string parsing failed.
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Used when loading the strategy from a file. */
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virtual bool InitializeFromString(const AString & a_Params, bool a_LogWarnings) = 0;
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/** Called when the piece pool is assigned to a generator,
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so that the strategies may bind to the underlying subgenerators. */
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virtual void AssignGens(int a_Seed, cBiomeGenPtr & a_BiomeGen, cTerrainHeightGenPtr & a_TerrainHeightGen, int a_SeaLevel) {}
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};
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typedef std::shared_ptr<cVerticalStrategy> cVerticalStrategyPtr;
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/** Base class (interface) for the vertical limit of piece placement.
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Each placed piece can have a limit, represented by this class, that gets queried for validity of the placement. */
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class cVerticalLimit
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{
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public:
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virtual ~cVerticalLimit() {}
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/** Called to inquire whether the specified piece can be placed at the specified height.
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a_BlockX, a_BlockZ is the column of the connector that is being queried.
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a_Height is the requested height of the piece's lowest block. */
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virtual bool CanBeAtHeight(int a_BlockX, int a_BlockZ, int a_Height) = 0;
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/** Initializes the limit's parameters from the string representation.
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a_Params is the string containing only the parameters (substring after the first pipe character in the limit description string).
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Returns true if successful, false if the string parsing failed.
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If a_LogWarnings is true, any error while parsing the string is output to the server console.
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Used when loading the limit from a file. */
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virtual bool InitializeFromString(const AString & a_Params, bool a_LogWarnings) = 0;
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/** Called when the piece pool is assigned to a generator,
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so that the limits may bind to the underlying subgenerators. */
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virtual void AssignGens(int a_Seed, cBiomeGenPtr & a_BiomeGen, cTerrainHeightGenPtr & a_TerrainHeightGen, int a_SeaLevel) {}
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};
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typedef std::shared_ptr<cVerticalLimit> cVerticalLimitPtr;
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/** The strategy used for vertical placement of this piece when it is used as a starting piece. */
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cVerticalStrategyPtr m_VerticalStrategy;
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/** The checker that verifies each placement's vertical position. */
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cVerticalLimitPtr m_VerticalLimit;
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/** Returns all of the available connectors that the piece has.
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Each connector has a (relative) position in the piece, and a type associated with it. */
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virtual cConnectors GetConnectors(void) const = 0;
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/** Returns the dimensions of this piece.
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The dimensions cover the entire piece, there is no block that the piece generates outside of this size. */
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virtual Vector3i GetSize(void) const = 0;
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/** Returns the "hitbox" of this piece.
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A hitbox is what is compared and must not intersect other pieces' hitboxes when generating. */
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virtual cCuboid GetHitBox(void) const = 0;
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/** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */
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virtual bool CanRotateCCW(int a_NumRotations) const = 0;
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/** Returns the height, based on m_VerticalStrategy, for this piece when used as the starting piece.
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If there's no strategy assigned to this piece, returns -1. */
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int GetStartingPieceHeight(int a_BlockX, int a_BlockZ)
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{
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if (m_VerticalStrategy != nullptr)
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{
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return m_VerticalStrategy->GetVerticalPlacement(a_BlockX, a_BlockZ);
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}
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return -1;
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}
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void SetVerticalStrategy(cVerticalStrategyPtr a_VerticalStrategy)
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{
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m_VerticalStrategy = a_VerticalStrategy;
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}
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cVerticalStrategyPtr GetVerticalStrategy(void) const
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{
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return m_VerticalStrategy;
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}
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cVerticalLimitPtr GetVerticalLimit(void) const
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{
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return m_VerticalLimit;
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}
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/** Sets the vertical strategy based on the description in the string.
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If a_LogWarnings is true, logs the parsing problems into the server console.
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Returns true if successful, false if strategy parsing failed (no strategy assigned). */
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bool SetVerticalStrategyFromString(const AString & a_StrategyDesc, bool a_LogWarnings);
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/** Sets the vertical limit based on the description string.
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Returns true if successful, false if limit parsing failed (no limit assigned).
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If a_LogWarnings is true, any problem is reported into the server console. */
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bool SetVerticalLimitFromString(const AString & a_LimitDesc, bool a_LogWarnings);
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/** Returns a copy of the a_Pos after rotating the piece the specified number of CCW rotations. */
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Vector3i RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const;
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/** Returns a copy of the connector that is rotated and then moved by the specified amounts. */
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cConnector RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const;
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/** Returns the hitbox after the specified number of rotations and moved so that a_MyConnector is placed at a_ToConnectorPos. */
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cCuboid RotateHitBoxToConnector(const cConnector & a_MyConnector, const Vector3i & a_ToConnectorPos, int a_NumCCWRotations) const;
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/** Returns the hitbox after the specified number of CCW rotations and moved by the specified amounts. */
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cCuboid RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const;
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};
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typedef std::vector<cPiece *> cPieces;
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2014-04-13 11:27:36 -04:00
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// fwd:
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class cPlacedPiece;
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/** This class is an interface that stores pieces for a generator.
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Provides lists of pieces based on criteria (IsStarting, HasConnector).
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Provides per-piece weights for random distribution of individual pieces. */
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class cPiecePool
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{
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public:
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// Force a virtual destructor in all descendants:
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virtual ~cPiecePool() {}
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/** Returns a list of pieces that contain the specified connector type.
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The cPiece pointers returned are managed by the pool and the caller doesn't free them. */
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virtual cPieces GetPiecesWithConnector(int a_ConnectorType) = 0;
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/** Returns the pieces that should be used as the starting point.
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Multiple starting points are supported, one of the returned piece will be chosen. */
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virtual cPieces GetStartingPieces(void) = 0;
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/** Returns the relative weight with which the a_NewPiece is to be selected for placing under a_PlacedPiece through a_ExistingConnector.
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a_ExistingConnector is the original connector, before any movement or rotation is applied to it.
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This allows the pool to tweak the piece's chances, based on the previous pieces in the tree and the connector used.
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The higher the number returned, the higher the chance the piece will be chosen. 0 means the piece will never be chosen. */
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virtual int GetPieceWeight(
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const cPlacedPiece & a_PlacedPiece,
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const cPiece::cConnector & a_ExistingConnector,
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const cPiece & a_NewPiece
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)
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{
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return 1;
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}
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/** Returns the relative weight with which the a_NewPiece is to be selected for placing as the first piece.
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This allows the pool to tweak the piece's chances.
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The higher the number returned, the higher the chance the piece will be chosen. 0 means the piece will not be chosen.
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If all pieces return 0, a random piece is chosen, with all equal chances. */
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virtual int GetStartingPieceWeight(const cPiece & a_NewPiece)
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{
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return 1;
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}
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/** Called after a piece is placed, to notify the pool that it has been used.
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The pool may adjust the pieces it will return the next time. */
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virtual void PiecePlaced(const cPiece & a_Piece) = 0;
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/** Called when the pool has finished the current structure and should reset any piece-counters it has
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for a new structure. */
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virtual void Reset(void) = 0;
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};
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/** Represents a single piece that has been placed to specific coords in the world. */
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class cPlacedPiece
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{
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public:
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cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations);
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const cPlacedPiece * GetParent (void) const { return m_Parent; }
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const cPiece & GetPiece (void) const { return *m_Piece; }
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const Vector3i & GetCoords (void) const { return m_Coords; }
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int GetNumCCWRotations (void) const { return m_NumCCWRotations; }
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const cCuboid & GetHitBox (void) const { return m_HitBox; }
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int GetDepth (void) const { return m_Depth; }
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bool HasBeenMovedToGround(void) const { return m_HasBeenMovedToGround; }
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2016-02-05 16:45:45 -05:00
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2014-05-17 15:54:04 -04:00
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/** Returns the coords as a modifiable object. */
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Vector3i & GetCoords(void) { return m_Coords; }
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2016-02-05 16:45:45 -05:00
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2014-05-17 15:54:04 -04:00
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/** Returns the connector at the specified index, rotated in the actual placement.
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Undefined behavior if a_Index is out of range. */
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cPiece::cConnector GetRotatedConnector(size_t a_Index) const;
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2016-02-05 16:45:45 -05:00
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2014-05-22 15:47:56 -04:00
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/** Returns a copy of the specified connector, modified to account for the translation and rotation for
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this placement. */
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cPiece::cConnector GetRotatedConnector(const cPiece::cConnector & a_Connector) const;
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2016-02-05 16:45:45 -05:00
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2014-05-25 17:50:16 -04:00
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/** Moves the placed piece Y-wise by the specified offset.
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Sets m_HasBeenMovedToGround to true, too.
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Used eg. by village houses. */
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void MoveToGroundBy(int a_OffsetY);
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2016-02-05 16:45:45 -05:00
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2014-03-07 12:37:18 -05:00
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protected:
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const cPlacedPiece * m_Parent;
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const cPiece * m_Piece;
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Vector3i m_Coords;
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int m_NumCCWRotations;
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2014-05-17 16:26:09 -04:00
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cCuboid m_HitBox; // Hitbox of the placed piece, in world coords
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int m_Depth; // Depth in the generated piece tree
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2016-02-05 16:45:45 -05:00
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2014-05-25 17:50:16 -04:00
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/** Set to true once the piece has been moved Y-wise.
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Used eg. by village houses. */
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bool m_HasBeenMovedToGround;
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2014-03-07 12:37:18 -05:00
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};
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2017-02-26 16:49:23 -05:00
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typedef std::unique_ptr<cPlacedPiece> cPlacedPiecePtr;
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typedef std::vector<cPlacedPiecePtr> cPlacedPieces;
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2014-03-07 12:37:18 -05:00
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