Gen: Moved PiecePool into a separate file.
Also rewritten the PieceGenerator to use std::unique_ptr.
This commit is contained in:
parent
f709f74aeb
commit
187abe3f5e
@ -18,7 +18,8 @@ SET (SRCS
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HeiGen.cpp
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MineShafts.cpp
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Noise3DGenerator.cpp
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PieceGenerator.cpp
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PieceGeneratorBFSTree.cpp
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PiecePool.cpp
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PieceStructuresGen.cpp
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Prefab.cpp
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PrefabPiecePool.cpp
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@ -51,7 +52,8 @@ SET (HDRS
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IntGen.h
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MineShafts.h
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Noise3DGenerator.h
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PieceGenerator.h
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PieceGeneratorBFSTree.h
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PiecePool.h
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PieceStructuresGen.h
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Prefab.h
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PrefabPiecePool.h
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345
src/Generating/PieceGeneratorBFSTree.cpp
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345
src/Generating/PieceGeneratorBFSTree.cpp
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@ -0,0 +1,345 @@
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// PieceGeneratorBFSTree.cpp
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// Implements the cPieceGeneratorBFSTree class for generating structures composed of individual "pieces" in a simple tree
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/*
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The generator keeps a pool of currently-open connectors, chooses one at random and tries to place a piece on it,
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thus possibly extending the pool of open connectors with the new piece's ones (like breadth-first search).
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*/
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#include "Globals.h"
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#include "PieceGeneratorBFSTree.h"
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#include "VerticalStrategy.h"
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#include "VerticalLimit.h"
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////////////////////////////////////////////////////////////////////////////////
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// cPieceGeneratorBFSTree:
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cPieceGeneratorBFSTree::cPieceGeneratorBFSTree(cPiecePool & a_PiecePool, int a_Seed):
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m_PiecePool(a_PiecePool),
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m_Noise(a_Seed),
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m_Seed(a_Seed)
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{
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}
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cPlacedPiecePtr cPieceGeneratorBFSTree::PlaceStartingPiece(int a_BlockX, int a_BlockZ, cFreeConnectors & a_OutConnectors)
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{
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m_PiecePool.Reset();
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int rnd = m_Noise.IntNoise2DInt(a_BlockX, a_BlockZ) / 7;
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// Choose a random one of the starting pieces:
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cPieces StartingPieces = m_PiecePool.GetStartingPieces();
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int Total = 0;
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for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
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{
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Total += m_PiecePool.GetStartingPieceWeight(**itr);
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}
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cPiece * StartingPiece;
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if (Total > 0)
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{
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int Chosen = rnd % Total;
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StartingPiece = StartingPieces.front();
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for (cPieces::const_iterator itr = StartingPieces.begin(), end = StartingPieces.end(); itr != end; ++itr)
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{
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Chosen -= m_PiecePool.GetStartingPieceWeight(**itr);
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if (Chosen <= 0)
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{
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StartingPiece = *itr;
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break;
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}
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}
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}
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else
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{
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// All pieces returned zero weight, but we need one to start. Choose with equal chance:
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StartingPiece = StartingPieces[static_cast<size_t>(rnd) % StartingPieces.size()];
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}
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rnd = rnd >> 16;
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// Choose a random supported rotation:
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int Rotations[4] = {0};
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int NumRotations = 1;
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for (size_t i = 1; i < ARRAYCOUNT(Rotations); i++)
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{
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if (StartingPiece->CanRotateCCW(static_cast<int>(i)))
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{
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Rotations[NumRotations] = static_cast<int>(i);
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NumRotations += 1;
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}
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}
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int Rotation = Rotations[rnd % NumRotations];
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int BlockY = StartingPiece->GetStartingPieceHeight(a_BlockX, a_BlockZ);
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ASSERT(BlockY >= 0); // The vertical strategy should have been provided and should give valid coords
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cPlacedPiece * res = new cPlacedPiece(nullptr, *StartingPiece, Vector3i(a_BlockX, BlockY, a_BlockZ), Rotation);
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// Place the piece's connectors into a_OutConnectors:
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const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
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for (cPiece::cConnectors::const_iterator itr = Conn.begin(), end = Conn.end(); itr != end; ++itr)
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{
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a_OutConnectors.push_back(
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cFreeConnector(res, StartingPiece->RotateMoveConnector(*itr, Rotation, a_BlockX, BlockY, a_BlockZ))
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);
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}
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return cPlacedPiecePtr(res);
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}
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bool cPieceGeneratorBFSTree::TryPlacePieceAtConnector(
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const cPlacedPiece & a_ParentPiece,
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const cPiece::cConnector & a_Connector,
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cPlacedPieces & a_OutPieces,
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cPieceGeneratorBFSTree::cFreeConnectors & a_OutConnectors
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)
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{
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// Get a list of available connections:
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cConnections Connections;
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int WantedConnectorType = -a_Connector.m_Type;
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cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(WantedConnectorType);
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Connections.reserve(AvailablePieces.size());
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Vector3i ConnPos = cPiece::cConnector::AddDirection(a_Connector.m_Pos, a_Connector.m_Direction); // The position at which the new connector should be placed - 1 block away from the current connector
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int WeightTotal = 0;
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for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
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{
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// Get the relative chance of this piece being generated in this path:
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int Weight = m_PiecePool.GetPieceWeight(a_ParentPiece, a_Connector, **itrP);
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if (Weight <= 0)
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{
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continue;
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}
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// Try fitting each of the piece's connector:
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cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
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auto verticalLimit = (*itrP)->GetVerticalLimit();
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for (cPiece::cConnectors::iterator itrC = Connectors.begin(), endC = Connectors.end(); itrC != endC; ++itrC)
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{
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if (itrC->m_Type != WantedConnectorType)
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{
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continue;
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}
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// This is a same-type connector, find out how to rotate to it:
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int NumCCWRotations = cPiece::cConnector::GetNumCCWRotationsToFit(a_Connector.m_Direction, itrC->m_Direction);
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if ((NumCCWRotations < 0) || !(*itrP)->CanRotateCCW(NumCCWRotations))
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{
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// Doesn't support this rotation
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continue;
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}
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// Check if the piece's VerticalLimit allows this connection:
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if ((verticalLimit != nullptr) && (!verticalLimit->CanBeAtHeight(ConnPos.x, ConnPos.z, ConnPos.y - itrC->m_Pos.y)))
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{
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continue;
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}
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if (!CheckConnection(a_Connector, ConnPos, **itrP, *itrC, NumCCWRotations, a_OutPieces))
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{
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// Doesn't fit in this rotation
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continue;
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}
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// Fits, add it to list of possibile connections:
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Connections.push_back(cConnection(**itrP, *itrC, NumCCWRotations, Weight));
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WeightTotal += Weight;
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} // for itrC - Connectors[]
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} // for itrP - AvailablePieces[]
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if (Connections.empty())
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{
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// No available connections, bail out
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return false;
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}
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ASSERT(WeightTotal > 0);
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// Choose a random connection from the list, based on the weights:
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int rnd = (m_Noise.IntNoise3DInt(a_Connector.m_Pos.x, a_Connector.m_Pos.y, a_Connector.m_Pos.z) / 7) % WeightTotal;
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size_t ChosenIndex = 0;
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for (cConnections::const_iterator itr = Connections.begin(), end = Connections.end(); itr != end; ++itr, ++ChosenIndex)
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{
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rnd -= itr->m_Weight;
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if (rnd <= 0)
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{
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// This is the piece to choose
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break;
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}
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}
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cConnection & Conn = Connections[ChosenIndex];
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// Place the piece:
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Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
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ConnPos -= NewPos;
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auto PlacedPiece = cpp14::make_unique<cPlacedPiece>(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations);
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// Add the new piece's connectors to the list of free connectors:
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cPiece::cConnectors Connectors = Conn.m_Piece->GetConnectors();
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for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr)
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{
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if (itr->m_Pos.Equals(Conn.m_Connector.m_Pos))
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{
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// This is the connector through which we have been connected to the parent, don't add
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continue;
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}
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a_OutConnectors.push_back(cFreeConnector(PlacedPiece.get(), Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z)));
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}
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a_OutPieces.push_back(std::move(PlacedPiece));
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return true;
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}
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bool cPieceGeneratorBFSTree::CheckConnection(
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const cPiece::cConnector & a_ExistingConnector,
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const Vector3i & a_ToPos,
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const cPiece & a_Piece,
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const cPiece::cConnector & a_NewConnector,
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int a_NumCCWRotations,
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const cPlacedPieces & a_OutPieces
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)
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{
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// For each placed piece, test the hitbox against the new piece:
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cCuboid RotatedHitBox = a_Piece.RotateHitBoxToConnector(a_NewConnector, a_ToPos, a_NumCCWRotations);
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RotatedHitBox.Sort();
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for (cPlacedPieces::const_iterator itr = a_OutPieces.begin(), end = a_OutPieces.end(); itr != end; ++itr)
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{
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if ((*itr)->GetHitBox().DoesIntersect(RotatedHitBox))
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{
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return false;
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}
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}
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return true;
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}
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void cPieceGeneratorBFSTree::PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces)
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{
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a_OutPieces.clear();
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cFreeConnectors ConnectorPool;
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// Place the starting piece:
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a_OutPieces.push_back(PlaceStartingPiece(a_BlockX, a_BlockZ, ConnectorPool));
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/*
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// DEBUG:
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printf("Placed the starting piece at {%d, %d, %d}\n", a_BlockX, a_BlockY, a_BlockZ);
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cCuboid Hitbox = a_OutPieces[0]->GetHitBox();
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Hitbox.Sort();
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printf(" Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
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Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
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Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
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Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
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);
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DebugConnectorPool(ConnectorPool, 0);
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//*/
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// Place pieces at the available connectors:
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/*
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Instead of removing them one by one from the pool, we process them sequentially and take note of the last
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processed one. To save on memory, once the number of processed connectors reaches a big number, a chunk
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of the connectors is removed.
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*/
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size_t NumProcessed = 0;
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while (ConnectorPool.size() > NumProcessed)
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{
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cFreeConnector & Conn = ConnectorPool[NumProcessed];
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if (Conn.m_Piece->GetDepth() < a_MaxDepth)
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{
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if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces, ConnectorPool))
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{
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/*
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// DEBUG:
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const cPlacedPiece * NewPiece = a_OutPieces.back();
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const Vector3i & Coords = NewPiece->GetCoords();
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printf("Placed a new piece at {%d, %d, %d}, rotation %d\n", Coords.x, Coords.y, Coords.z, NewPiece->GetNumCCWRotations());
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cCuboid Hitbox = NewPiece->GetHitBox();
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Hitbox.Sort();
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printf(" Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
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Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
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Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
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Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
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);
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DebugConnectorPool(ConnectorPool, NumProcessed + 1);
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//*/
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}
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}
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NumProcessed++;
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if (NumProcessed > 1000)
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{
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typedef cPieceGeneratorBFSTree::cFreeConnectors::difference_type difType;
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ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + static_cast<difType>(NumProcessed));
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NumProcessed = 0;
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}
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}
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}
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//*
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// DEBUG:
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void cPieceGeneratorBFSTree::DebugConnectorPool(const cPieceGeneratorBFSTree::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed)
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{
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printf(" Connector pool: " SIZE_T_FMT " items\n", a_ConnectorPool.size() - a_NumProcessed);
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size_t idx = 0;
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typedef cPieceGeneratorBFSTree::cFreeConnectors::difference_type difType;
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for (auto itr = a_ConnectorPool.cbegin() + static_cast<difType>(a_NumProcessed), end = a_ConnectorPool.cend(); itr != end; ++itr, ++idx)
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{
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printf(" " SIZE_T_FMT ": {%d, %d, %d}, type %d, direction %s, depth %d\n",
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idx,
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itr->m_Connector.m_Pos.x, itr->m_Connector.m_Pos.y, itr->m_Connector.m_Pos.z,
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itr->m_Connector.m_Type,
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cPiece::cConnector::DirectionToString(itr->m_Connector.m_Direction),
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itr->m_Piece->GetDepth()
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);
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} // for itr - a_ConnectorPool[]
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}
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//*/
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////////////////////////////////////////////////////////////////////////////////
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// cPieceGeneratorBFSTree::cConnection:
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cPieceGeneratorBFSTree::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight) :
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m_Piece(&a_Piece),
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m_Connector(a_Connector),
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m_NumCCWRotations(a_NumCCWRotations),
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m_Weight(a_Weight)
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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// cPieceGeneratorBFSTree::cFreeConnector:
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cPieceGeneratorBFSTree::cFreeConnector::cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector) :
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m_Piece(a_Piece),
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m_Connector(a_Connector)
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{
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}
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102
src/Generating/PieceGeneratorBFSTree.h
Normal file
102
src/Generating/PieceGeneratorBFSTree.h
Normal file
@ -0,0 +1,102 @@
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// PieceGeneratorBFSTree.h
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// Declares the cPieceGeneratorBFSTree class for generating structures composed of individual "pieces" in a simple tree
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#pragma once
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#include "ComposableGenerator.h"
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#include "PiecePool.h"
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#include "../Noise/Noise.h"
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class cPieceGeneratorBFSTree
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{
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public:
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/** Creates a new object tied to the specified PiecePool, using the specified seed. */
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cPieceGeneratorBFSTree(cPiecePool & a_PiecePool, int a_Seed);
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/** Generates a placement for pieces at the specified coords.
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The Y coord is generated automatically based on the starting piece that is chosen. */
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void PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces);
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protected:
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/** The type used for storing a connection from one piece to another, while building the piece tree. */
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struct cConnection
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{
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cPiece * m_Piece; // The piece being connected
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cPiece::cConnector m_Connector; // The piece's connector being used (relative non-rotated coords)
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int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
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int m_Weight; // Relative chance that this connection will be chosen
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cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight);
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};
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typedef std::vector<cConnection> cConnections;
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/** The type used for storing a pool of connectors that will be attempted to expand by another piece. */
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struct cFreeConnector
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{
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cPlacedPiece * m_Piece;
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cPiece::cConnector m_Connector;
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cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector);
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};
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typedef std::vector<cFreeConnector> cFreeConnectors;
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/** The pool from which pieces are taken. */
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cPiecePool & m_PiecePool;
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/** The noise used for random number generation. */
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cNoise m_Noise;
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/** The seed used by this generator. */
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int m_Seed;
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/** Selects a starting piece and places it, including its height and rotation.
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Also puts the piece's connectors in a_OutConnectors. */
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cPlacedPiecePtr PlaceStartingPiece(int a_BlockX, int a_BlockZ, cFreeConnectors & a_OutConnectors);
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/** Tries to place a new piece at the specified (placed) connector. Returns true if successful. */
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bool TryPlacePieceAtConnector(
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const cPlacedPiece & a_ParentPiece, // The existing piece to a new piece should be placed
|
||||
const cPiece::cConnector & a_Connector, // The existing connector (world-coords) to which a new piece should be placed
|
||||
cPlacedPieces & a_OutPieces, // Already placed pieces, to be checked for intersections
|
||||
cFreeConnectors & a_OutConnectors // List of free connectors to which the new connectors will be placed
|
||||
);
|
||||
|
||||
/** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
|
||||
and number of CCW rotations.
|
||||
a_ExistingConnector is in world-coords and is already rotated properly
|
||||
a_ToPos is the world-coords position on which the new connector should be placed (1 block away from a_ExistingConnector, in its Direction)
|
||||
a_NewConnector is in the original (non-rotated) coords.
|
||||
Returns true if the piece fits, false if not. */
|
||||
bool CheckConnection(
|
||||
const cPiece::cConnector & a_ExistingConnector, // The existing connector
|
||||
const Vector3i & a_ToPos, // The position on which the new connector should be placed
|
||||
const cPiece & a_Piece, // The new piece
|
||||
const cPiece::cConnector & a_NewConnector, // The connector of the new piece
|
||||
int a_NumCCWRotations, // Number of rotations for the new piece to align the connector
|
||||
const cPlacedPieces & a_OutPieces // All the already-placed pieces to check
|
||||
);
|
||||
|
||||
/** DEBUG: Outputs all the connectors in the pool into stdout.
|
||||
a_NumProcessed signals the number of connectors from the pool that should be considered processed (not listed). */
|
||||
void DebugConnectorPool(const cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed);
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
@ -1,11 +1,11 @@
|
||||
// PiecePool.cpp
|
||||
|
||||
// PieceGenerator.cpp
|
||||
|
||||
// Implements the cBFSPieceGenerator class and cDFSPieceGenerator class
|
||||
// representing base classes for generating structures composed of individual "pieces"
|
||||
// Implements the cPiecePool class representing a pool of cPieces - "parts" of a structure, used in piece-generators
|
||||
// A cPiece is a single static part of a structure that can rotate around the Y axis, has connectors to other pieces and knows how to draw itself into the world.
|
||||
// The pool manages the pieces and provides lists of its pieces matching criteria, and provides relative weights for the random distribution of pieces.
|
||||
|
||||
#include "Globals.h"
|
||||
#include "PieceGenerator.h"
|
||||
#include "PiecePool.h"
|
||||
#include "VerticalStrategy.h"
|
||||
#include "VerticalLimit.h"
|
||||
|
||||
@ -358,6 +358,37 @@ cPiece::cConnector::eDirection cPiece::cConnector::RotateDirectionCW(eDirection
|
||||
|
||||
|
||||
|
||||
int cPiece::cConnector::GetNumCCWRotationsToFit(eDirection a_FixedDir, eDirection a_RotatingDir)
|
||||
{
|
||||
// Translation of direction - direction -> number of CCW rotations needed:
|
||||
// You need DirectionRotationTable[fixed][rot] CCW turns to connect rot to fixed (they are opposite)
|
||||
// -1 if not possible
|
||||
static const int DirectionRotationTable[14][14] =
|
||||
{
|
||||
/* YM, YP, ZM, ZP, XM, XP, YM-XM-ZM, YM-XM-ZP, YM-XP-ZM, YM-XP-ZP, YP-XM-ZM, YP-XM-ZP, YP-XP-ZM, YP-XP-ZP */
|
||||
/* YM */ { 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* YP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* ZM */ {-1, -1, 2, 0, 1, 3, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* ZP */ {-1, -1, 0, 2, 3, 1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* XM */ {-1, -1, 3, 1, 2, 0, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* XP */ {-1, -1, 1, 3, 0, 2, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* YM-XM-ZM */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 3, 1, 2},
|
||||
/* YM-XM-ZP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 0, 2, 3},
|
||||
/* YM-XP-ZM */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 3, 2, 0, 1},
|
||||
/* YM-XP-ZP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 1, 3, 0},
|
||||
/* YP-XM-ZM */ {-1, -1, -1, -1, -1, -1, 0, 3, 1, 2, -1, -1, -1, -1},
|
||||
/* YP-XM-ZP */ {-1, -1, -1, -1, -1, -1, 1, 0, 2, 3, -1, -1, -1, -1},
|
||||
/* YP-XP-ZM */ {-1, -1, -1, -1, -1, -1, 3, 2, 0, 1, -1, -1, -1, -1},
|
||||
/* YP-XP-ZP */ {-1, -1, -1, -1, -1, -1, 2, 1, 3, 0, -1, -1, -1, -1},
|
||||
};
|
||||
|
||||
return DirectionRotationTable[a_FixedDir][a_RotatingDir];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPiece::cConnector::StringToDirection(const AString & a_Value, eDirection & a_Out)
|
||||
{
|
||||
// First try converting as a number:
|
||||
@ -470,381 +501,3 @@ void cPlacedPiece::MoveToGroundBy(int a_OffsetY)
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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[rot2][rot1] CCW turns to connect rot1 to rot2 (they are opposite)
|
||||
// -1 if not possible
|
||||
static const int DirectionRotationTable[14][14] =
|
||||
{
|
||||
/* YM, YP, ZM, ZP, XM, XP, YM-XM-ZM, YM-XM-ZP, YM-XP-ZM, YM-XP-ZP, YP-XM-ZM, YP-XM-ZP, YP-XP-ZM, YP-XP-ZP */
|
||||
/* YM */ { 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* YP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* ZM */ {-1, -1, 2, 0, 1, 3, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* ZP */ {-1, -1, 0, 2, 3, 1, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* XM */ {-1, -1, 3, 1, 2, 0, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* XP */ {-1, -1, 1, 3, 0, 2, -1, -1, -1, -1, -1, -1, -1, -1},
|
||||
/* YM-XM-ZM */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 3, 1, 2},
|
||||
/* YM-XM-ZP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 0, 2, 3},
|
||||
/* YM-XP-ZM */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 3, 2, 0, 1},
|
||||
/* YM-XP-ZP */ {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 1, 3, 0},
|
||||
/* YP-XM-ZM */ {-1, -1, -1, -1, -1, -1, 0, 3, 1, 2, -1, -1, -1, -1},
|
||||
/* YP-XM-ZP */ {-1, -1, -1, -1, -1, -1, 1, 0, 2, 3, -1, -1, -1, -1},
|
||||
/* YP-XP-ZM */ {-1, -1, -1, -1, -1, -1, 3, 2, 0, 1, -1, -1, -1, -1},
|
||||
/* YP-XP-ZP */ {-1, -1, -1, -1, -1, -1, 2, 1, 3, 0, -1, -1, -1, -1},
|
||||
};
|
||||
|
||||
// Get a list of available connections:
|
||||
ASSERT(a_Connector.m_Direction < ARRAYCOUNT(DirectionRotationTable));
|
||||
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 = cPiece::cConnector::AddDirection(a_Connector.m_Pos, a_Connector.m_Direction); // The position at which the new connector should be placed - 1 block away from the current connector
|
||||
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:
|
||||
ASSERT(itrC->m_Direction < ARRAYCOUNT(DirectionRotationTable[0]));
|
||||
int NumCCWRotations = RotTable[itrC->m_Direction];
|
||||
if ((NumCCWRotations < 0) || !(*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,
|
||||
cPiece::cConnector::DirectionToString(itr->m_Connector.m_Direction),
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -1,16 +1,6 @@
|
||||
// PiecePool.h
|
||||
|
||||
// PieceGenerator.h
|
||||
|
||||
// Declares the cBFSPieceGenerator class and cDFSPieceGenerator class
|
||||
// representing base classes for generating structures composed of individual "pieces"
|
||||
|
||||
/*
|
||||
Each uses a slightly different approach to generating:
|
||||
- DFS extends pieces one by one until it hits the configured depth (or can't connect another piece anymore),
|
||||
then starts looking at adjacent connectors (like depth-first search).
|
||||
- BFS keeps a pool of currently-open connectors, chooses one at random and tries to place a piece on it,
|
||||
thus possibly extending the pool of open connectors (like breadth-first search).
|
||||
*/
|
||||
// Declares the cPiecePool class representing a pool of cPieces - "parts" of a structure, used in piece-generators
|
||||
|
||||
|
||||
|
||||
@ -21,7 +11,6 @@ Each uses a slightly different approach to generating:
|
||||
#include "ComposableGenerator.h"
|
||||
#include "../Defines.h"
|
||||
#include "../Cuboid.h"
|
||||
#include "../Noise/Noise.h"
|
||||
|
||||
|
||||
|
||||
@ -91,6 +80,12 @@ public:
|
||||
/** Returns the direction corresponding to the given direction rotated 90 degrees CW around the Y axis. */
|
||||
static eDirection RotateDirectionCW(eDirection a_Direction);
|
||||
|
||||
/** Returns the number of CCW rotations that a_RotatingDir requires in order to be the counter-direction of a_FixedDir.
|
||||
Ie. if you have a connector with a_FixedDir and you're rotating a piece that has a connector with a_RotatingDir,
|
||||
how many CCW rotations it needs to make the connectors compatible.
|
||||
Returns -1 if it is impossible to fit the two directions. */
|
||||
static int GetNumCCWRotationsToFit(eDirection a_FixedDir, eDirection a_RotatingDir);
|
||||
|
||||
/** Converts the string representation of a direction into the eDirection enum value.
|
||||
Returns true if successful, false on failure.
|
||||
Accepts both numbers and string representations such as "x+" or "Y+X-Z+". */
|
||||
@ -229,7 +224,6 @@ typedef std::vector<cPiece *> cPieces;
|
||||
|
||||
|
||||
|
||||
|
||||
// fwd:
|
||||
class cPlacedPiece;
|
||||
|
||||
@ -237,8 +231,9 @@ class cPlacedPiece;
|
||||
|
||||
|
||||
|
||||
/** This class is an interface that provides pieces for the generator. It can keep track of what pieces were
|
||||
placed and adjust the returned piece vectors. */
|
||||
/** This class is an interface that stores pieces for a generator.
|
||||
Provides lists of pieces based on criteria (IsStarting, HasConnector).
|
||||
Provides per-piece weights for random distribution of individual pieces. */
|
||||
class cPiecePool
|
||||
{
|
||||
public:
|
||||
@ -331,116 +326,10 @@ protected:
|
||||
bool m_HasBeenMovedToGround;
|
||||
};
|
||||
|
||||
typedef std::vector<cPlacedPiece *> cPlacedPieces;
|
||||
typedef std::unique_ptr<cPlacedPiece> cPlacedPiecePtr;
|
||||
typedef std::vector<cPlacedPiecePtr> cPlacedPieces;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cPieceGenerator
|
||||
{
|
||||
public:
|
||||
cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
||||
|
||||
/** Cleans up all the memory used by the placed pieces.
|
||||
Call this utility function instead of freeing the items on your own. */
|
||||
static void FreePieces(cPlacedPieces & a_PlacedPieces);
|
||||
|
||||
protected:
|
||||
/** The type used for storing a connection from one piece to another, while building the piece tree. */
|
||||
struct cConnection
|
||||
{
|
||||
cPiece * m_Piece; // The piece being connected
|
||||
cPiece::cConnector m_Connector; // The piece's connector being used (relative non-rotated coords)
|
||||
int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
|
||||
int m_Weight; // Relative chance that this connection will be chosen
|
||||
|
||||
cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight);
|
||||
};
|
||||
typedef std::vector<cConnection> cConnections;
|
||||
|
||||
/** The type used for storing a pool of connectors that will be attempted to expand by another piece. */
|
||||
struct cFreeConnector
|
||||
{
|
||||
cPlacedPiece * m_Piece;
|
||||
cPiece::cConnector m_Connector;
|
||||
|
||||
cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector);
|
||||
};
|
||||
typedef std::vector<cFreeConnector> cFreeConnectors;
|
||||
|
||||
|
||||
cPiecePool & m_PiecePool;
|
||||
cNoise m_Noise;
|
||||
int m_Seed;
|
||||
|
||||
|
||||
/** Selects a starting piece and places it, including its height and rotation.
|
||||
Also puts the piece's connectors in a_OutConnectors. */
|
||||
cPlacedPiece * PlaceStartingPiece(int a_BlockX, int a_BlockZ, cFreeConnectors & a_OutConnectors);
|
||||
|
||||
/** Tries to place a new piece at the specified (placed) connector. Returns true if successful. */
|
||||
bool TryPlacePieceAtConnector(
|
||||
const cPlacedPiece & a_ParentPiece, // The existing piece to a new piece should be placed
|
||||
const cPiece::cConnector & a_Connector, // The existing connector (world-coords) to which a new piece should be placed
|
||||
cPlacedPieces & a_OutPieces, // Already placed pieces, to be checked for intersections
|
||||
cFreeConnectors & a_OutConnectors // List of free connectors to which the new connectors will be placed
|
||||
);
|
||||
|
||||
/** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
|
||||
and number of CCW rotations.
|
||||
a_ExistingConnector is in world-coords and is already rotated properly
|
||||
a_ToPos is the world-coords position on which the new connector should be placed (1 block away from a_ExistingConnector, in its Direction)
|
||||
a_NewConnector is in the original (non-rotated) coords.
|
||||
Returns true if the piece fits, false if not. */
|
||||
bool CheckConnection(
|
||||
const cPiece::cConnector & a_ExistingConnector, // The existing connector
|
||||
const Vector3i & a_ToPos, // The position on which the new connector should be placed
|
||||
const cPiece & a_Piece, // The new piece
|
||||
const cPiece::cConnector & a_NewConnector, // The connector of the new piece
|
||||
int a_NumCCWRotations, // Number of rotations for the new piece to align the connector
|
||||
const cPlacedPieces & a_OutPieces // All the already-placed pieces to check
|
||||
);
|
||||
|
||||
/** DEBUG: Outputs all the connectors in the pool into stdout.
|
||||
a_NumProcessed signals the number of connectors from the pool that should be considered processed (not listed). */
|
||||
void DebugConnectorPool(const cPieceGenerator::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed);
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cBFSPieceGenerator :
|
||||
public cPieceGenerator
|
||||
{
|
||||
typedef cPieceGenerator super;
|
||||
|
||||
public:
|
||||
cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
||||
|
||||
/** Generates a placement for pieces at the specified coords.
|
||||
The Y coord is generated automatically based on the starting piece that is chosen.
|
||||
Caller must free each individual cPlacedPiece in a_OutPieces using cPieceGenerator::FreePieces(). */
|
||||
void PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cDFSPieceGenerator :
|
||||
public cPieceGenerator
|
||||
{
|
||||
public:
|
||||
cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
||||
|
||||
/** Generates a placement for pieces at the specified coords.
|
||||
The Y coord is generated automatically based on the starting piece that is chosen.
|
||||
Caller must free each individual cPlacedPiece in a_OutPieces using cPieceGenerator::FreePieces(). */
|
||||
void PlacePieces(int a_BlockX, int a_BlockZ, cPlacedPieces & a_OutPieces);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include "Globals.h"
|
||||
#include "PieceStructuresGen.h"
|
||||
#include "PrefabStructure.h"
|
||||
#include "PieceGeneratorBFSTree.h"
|
||||
#include "IniFile.h"
|
||||
#include "../Stopwatch.h"
|
||||
|
||||
@ -14,6 +15,114 @@
|
||||
|
||||
|
||||
|
||||
class cPieceStructuresGen::cGen:
|
||||
public cGridStructGen
|
||||
{
|
||||
typedef cGridStructGen Super;
|
||||
|
||||
public:
|
||||
cGen(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, int a_SeaLevel, const AString & a_Name):
|
||||
Super(a_Seed),
|
||||
m_BiomeGen(a_BiomeGen),
|
||||
m_HeightGen(a_HeightGen),
|
||||
m_SeaLevel(a_SeaLevel),
|
||||
m_Name(a_Name),
|
||||
m_MaxDepth(5)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
/** Loads the piecepool from a file.
|
||||
Returns true on success, logs warning and returns false on failure. */
|
||||
bool LoadFromFile(const AString & a_FileName)
|
||||
{
|
||||
// Load the piecepool from the file, log any warnings:
|
||||
if (!m_PiecePool.LoadFromFile(a_FileName, true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (NoCaseCompare(m_PiecePool.GetIntendedUse(), "PieceStructures") != 0)
|
||||
{
|
||||
LOGWARNING("PieceStructures generator: File %s is intended for use in \"%s\", rather than piece structures. Loading the file, but the generator may behave unexpectedly.",
|
||||
a_FileName.c_str(), m_PiecePool.GetIntendedUse().c_str()
|
||||
);
|
||||
}
|
||||
m_PiecePool.AssignGens(m_Seed, m_BiomeGen, m_HeightGen, m_SeaLevel);
|
||||
|
||||
// Apply generator params from the piecepool (in the metadata) into the generator:
|
||||
auto & generatorParams = m_PiecePool.GetAllMetadata();
|
||||
SetGeneratorParams(generatorParams);
|
||||
m_MaxDepth = GetStringMapInteger<int>(generatorParams, "MaxDepth", m_MaxDepth);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// cGridStructGen overrides:
|
||||
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override
|
||||
{
|
||||
cStopwatch sw(Printf("CreateStructure for %s at <%d, %d>", m_Name.c_str(), a_GridX, a_GridZ));
|
||||
cPlacedPieces outPieces;
|
||||
cPieceGeneratorBFSTree pg(m_PiecePool, m_Seed);
|
||||
pg.PlacePieces(a_OriginX, a_OriginZ, m_MaxDepth, outPieces);
|
||||
return std::make_shared<cPrefabStructure>(a_GridX, a_GridZ, a_OriginX, a_OriginZ, std::move(outPieces), m_HeightGen);
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
/** The type used for storing a connection from one piece to another, while building the piece tree. */
|
||||
struct cConnection
|
||||
{
|
||||
cPiece * m_Piece; // The piece being connected
|
||||
cPiece::cConnector m_Connector; // The piece's connector being used (relative non-rotated coords)
|
||||
int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
|
||||
int m_Weight; // Relative chance that this connection will be chosen
|
||||
|
||||
cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight);
|
||||
};
|
||||
typedef std::vector<cConnection> cConnections;
|
||||
|
||||
|
||||
/** The type used for storing a pool of connectors that will be attempted to expand by another piece. */
|
||||
struct cFreeConnector
|
||||
{
|
||||
cPlacedPiece * m_Piece;
|
||||
cPiece::cConnector m_Connector;
|
||||
|
||||
cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector);
|
||||
};
|
||||
typedef std::vector<cFreeConnector> cFreeConnectors;
|
||||
|
||||
/** The underlying biome generator that defines whether the structure is created or not */
|
||||
cBiomeGenPtr m_BiomeGen;
|
||||
|
||||
/** The underlying height generator, used to position the prefabs crossing chunk borders if they are set to FitGround. */
|
||||
cTerrainHeightGenPtr m_HeightGen;
|
||||
|
||||
/** The world's sea level, if available. Used for some cVerticalStrategy descendants. */
|
||||
int m_SeaLevel;
|
||||
|
||||
/** The name that is used for reporting. */
|
||||
AString m_Name;
|
||||
|
||||
/** All available prefabs. */
|
||||
cPrefabPiecePool m_PiecePool;
|
||||
|
||||
/** Maximum depth of the generated piece tree. */
|
||||
int m_MaxDepth;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cPieceStructuresGen:
|
||||
|
||||
cPieceStructuresGen::cPieceStructuresGen(int a_Seed):
|
||||
m_Seed(a_Seed)
|
||||
{
|
||||
@ -71,59 +180,3 @@ void cPieceStructuresGen::GenFinish(cChunkDesc & a_Chunk)
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cPieceStructuresGen::cGen:
|
||||
|
||||
cPieceStructuresGen::cGen::cGen(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, int a_SeaLevel, const AString & a_Name):
|
||||
Super(a_Seed),
|
||||
m_BiomeGen(a_BiomeGen),
|
||||
m_HeightGen(a_HeightGen),
|
||||
m_SeaLevel(a_SeaLevel),
|
||||
m_Name(a_Name),
|
||||
m_MaxDepth(5)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPieceStructuresGen::cGen::LoadFromFile(const AString & a_FileName)
|
||||
{
|
||||
// Load the piecepool from the file, log any warnings:
|
||||
if (!m_Pool.LoadFromFile(a_FileName, true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (NoCaseCompare(m_Pool.GetIntendedUse(), "PieceStructures") != 0)
|
||||
{
|
||||
LOGWARNING("PieceStructures generator: File %s is intended for use in \"%s\", rather than piece structures. Loading the file, but the generator may behave unexpectedly.",
|
||||
a_FileName.c_str(), m_Pool.GetIntendedUse().c_str()
|
||||
);
|
||||
}
|
||||
m_Pool.AssignGens(m_Seed, m_BiomeGen, m_HeightGen, m_SeaLevel);
|
||||
|
||||
// Apply generator params from the piecepool (in the metadata) into the generator:
|
||||
auto & generatorParams = m_Pool.GetAllMetadata();
|
||||
SetGeneratorParams(generatorParams);
|
||||
m_MaxDepth = GetStringMapInteger<int>(generatorParams, "MaxDepth", m_MaxDepth);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cGridStructGen::cStructurePtr cPieceStructuresGen::cGen::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
|
||||
{
|
||||
cStopwatch sw(Printf("CreateStructure for %s at <%d, %d>", m_Name.c_str(), a_GridX, a_GridZ));
|
||||
cBFSPieceGenerator pg(m_Pool, m_Seed);
|
||||
cPlacedPieces outPieces;
|
||||
pg.PlacePieces(a_OriginX, a_OriginZ, m_MaxDepth, outPieces);
|
||||
return std::make_shared<cPrefabStructure>(a_GridX, a_GridZ, a_OriginX, a_OriginZ, outPieces, m_HeightGen);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -40,40 +40,9 @@ public:
|
||||
virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
|
||||
|
||||
protected:
|
||||
class cGen:
|
||||
public cGridStructGen
|
||||
{
|
||||
typedef cGridStructGen Super;
|
||||
public:
|
||||
cGen(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, int a_SeaLevel, const AString & a_Name);
|
||||
|
||||
/** Loads the piecepool from a file.
|
||||
Returns true on success, logs warning and returns false on failure. */
|
||||
bool LoadFromFile(const AString & a_FileName);
|
||||
|
||||
// cGridStructGen overrides:
|
||||
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
|
||||
|
||||
protected:
|
||||
|
||||
/** The underlying biome generator that defines whether the structure is created or not */
|
||||
cBiomeGenPtr m_BiomeGen;
|
||||
|
||||
/** The underlying height generator, used to position the prefabs crossing chunk borders if they are set to FitGround. */
|
||||
cTerrainHeightGenPtr m_HeightGen;
|
||||
|
||||
/** The world's sea level, if available. Used for some cVerticalStrategy descendants. */
|
||||
int m_SeaLevel;
|
||||
|
||||
/** The name that is used for reporting. */
|
||||
AString m_Name;
|
||||
|
||||
/** All available prefabs. */
|
||||
cPrefabPiecePool m_Pool;
|
||||
|
||||
/** Maximum depth of the generated piece tree. */
|
||||
int m_MaxDepth;
|
||||
};
|
||||
/** The generator doing the work for a single prefab set.
|
||||
Forward-declared so that its implementation changes don't affect the header. */
|
||||
class cGen;
|
||||
|
||||
typedef SharedPtr<cGen> cGenPtr;
|
||||
typedef std::vector<cGenPtr> cGenPtrs;
|
||||
|
@ -14,7 +14,7 @@ declared in this file as well; the Gallery server exports areas in this format.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "PieceGenerator.h"
|
||||
#include "PiecePool.h"
|
||||
#include "../BlockArea.h"
|
||||
|
||||
|
||||
|
@ -10,7 +10,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <unordered_set>
|
||||
#include "PieceGenerator.h"
|
||||
#include "PiecePool.h"
|
||||
#include "Prefab.h"
|
||||
|
||||
|
||||
|
@ -14,11 +14,11 @@
|
||||
cPrefabStructure::cPrefabStructure(
|
||||
int a_GridX, int a_GridZ,
|
||||
int a_OriginX, int a_OriginZ,
|
||||
cPlacedPieces & a_Pieces,
|
||||
cPlacedPieces && a_Pieces,
|
||||
cTerrainHeightGenPtr a_HeightGen
|
||||
):
|
||||
Super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
|
||||
m_Pieces(a_Pieces),
|
||||
m_Pieces(std::move(a_Pieces)),
|
||||
m_HeightGen(a_HeightGen)
|
||||
{
|
||||
}
|
||||
@ -27,15 +27,6 @@ cPrefabStructure::cPrefabStructure(
|
||||
|
||||
|
||||
|
||||
cPrefabStructure::~cPrefabStructure()
|
||||
{
|
||||
cPieceGenerator::FreePieces(m_Pieces);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPrefabStructure::DrawIntoChunk(cChunkDesc & a_Chunk)
|
||||
{
|
||||
// Iterate over all items
|
||||
@ -47,7 +38,7 @@ void cPrefabStructure::DrawIntoChunk(cChunkDesc & a_Chunk)
|
||||
{
|
||||
PlacePieceOnGround(**itr);
|
||||
}
|
||||
Prefab.Draw(a_Chunk, *itr);
|
||||
Prefab.Draw(a_Chunk, itr->get());
|
||||
} // for itr - m_PlacedPieces[]
|
||||
}
|
||||
|
||||
|
@ -10,7 +10,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "GridStructGen.h"
|
||||
#include "PieceGenerator.h"
|
||||
#include "PiecePool.h"
|
||||
|
||||
|
||||
|
||||
@ -25,12 +25,10 @@ public:
|
||||
cPrefabStructure(
|
||||
int a_GridX, int a_GridZ,
|
||||
int a_OriginX, int a_OriginZ,
|
||||
cPlacedPieces & a_Pieces,
|
||||
cPlacedPieces && a_Pieces,
|
||||
cTerrainHeightGenPtr a_HeightGen
|
||||
);
|
||||
|
||||
virtual ~cPrefabStructure();
|
||||
|
||||
protected:
|
||||
/** The pieces placed by the generator. */
|
||||
cPlacedPieces m_Pieces;
|
||||
|
@ -9,7 +9,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "PieceGenerator.h"
|
||||
#include "PiecePool.h"
|
||||
|
||||
|
||||
|
||||
|
@ -5,6 +5,7 @@
|
||||
|
||||
#include "Globals.h"
|
||||
#include "VerticalStrategy.h"
|
||||
#include "../Noise/Noise.h"
|
||||
|
||||
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "PieceGenerator.h"
|
||||
#include "PiecePool.h"
|
||||
|
||||
|
||||
|
||||
|
@ -5,7 +5,7 @@
|
||||
|
||||
#include "Globals.h"
|
||||
#include "VillageGen.h"
|
||||
#include "PieceGenerator.h"
|
||||
#include "PieceGeneratorBFSTree.h"
|
||||
|
||||
|
||||
|
||||
@ -133,7 +133,7 @@ public:
|
||||
m_HeightGen(a_HeightGen)
|
||||
{
|
||||
// Generate the pieces for this village; don't care about the Y coord:
|
||||
cBFSPieceGenerator pg(*this, a_Seed);
|
||||
cPieceGeneratorBFSTree pg(*this, a_Seed);
|
||||
pg.PlacePieces(a_OriginX, a_OriginZ, a_MaxRoadDepth + 1, m_Pieces);
|
||||
if (m_Pieces.empty())
|
||||
{
|
||||
@ -141,10 +141,6 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
~cVillage()
|
||||
{
|
||||
cPieceGenerator::FreePieces(m_Pieces);
|
||||
}
|
||||
|
||||
protected:
|
||||
/** Seed for the random functions */
|
||||
@ -193,7 +189,7 @@ protected:
|
||||
{
|
||||
PlacePieceOnGround(**itr);
|
||||
}
|
||||
Prefab.Draw(a_Chunk, *itr);
|
||||
Prefab.Draw(a_Chunk, itr->get());
|
||||
} // for itr - m_PlacedPieces[]
|
||||
}
|
||||
|
||||
@ -304,11 +300,11 @@ protected:
|
||||
void MoveAllDescendants(cPlacedPieces & a_PlacedPieces, size_t a_Pivot, int a_HeightDifference)
|
||||
{
|
||||
size_t num = a_PlacedPieces.size();
|
||||
cPlacedPiece * Pivot = a_PlacedPieces[a_Pivot];
|
||||
auto & Pivot = a_PlacedPieces[a_Pivot];
|
||||
for (size_t i = a_Pivot + 1; i < num; i++)
|
||||
{
|
||||
if (
|
||||
(a_PlacedPieces[i]->GetParent() == Pivot) && // It is a direct dependant of the pivot
|
||||
(a_PlacedPieces[i]->GetParent() == Pivot.get()) && // It is a direct dependant of the pivot
|
||||
!(static_cast<const cPrefab &>(a_PlacedPieces[i]->GetPiece())).ShouldMoveToGround() // It attaches strictly by connectors
|
||||
)
|
||||
{
|
||||
|
@ -17,7 +17,7 @@ set (SHARED_SRCS
|
||||
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.cpp
|
||||
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PiecePool.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.cpp
|
||||
@ -47,7 +47,7 @@ set (SHARED_HDRS
|
||||
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.h
|
||||
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.h
|
||||
|
@ -17,7 +17,7 @@ set (SHARED_SRCS
|
||||
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.cpp
|
||||
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PiecePool.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.cpp
|
||||
@ -47,7 +47,7 @@ set (SHARED_HDRS
|
||||
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.h
|
||||
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.h
|
||||
|
@ -17,7 +17,7 @@ set (SHARED_SRCS
|
||||
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.cpp
|
||||
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PiecePool.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.cpp
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.cpp
|
||||
@ -47,7 +47,7 @@ set (SHARED_HDRS
|
||||
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.h
|
||||
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.h
|
||||
|
@ -5,7 +5,7 @@
|
||||
#include "Globals.h"
|
||||
#include <exception>
|
||||
#include <map>
|
||||
#include "Generating/PieceGenerator.h"
|
||||
#include "Generating/PiecePool.h"
|
||||
|
||||
|
||||
|
||||
|
@ -38,7 +38,7 @@ set (SHARED_HDRS
|
||||
${CMAKE_SOURCE_DIR}/src/Bindings/LuaState.h
|
||||
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/ChunkDesc.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PieceGenerator.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/Prefab.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/PrefabPiecePool.h
|
||||
${CMAKE_SOURCE_DIR}/src/Generating/VerticalLimit.h
|
||||
|
Loading…
Reference in New Issue
Block a user