// 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). */ #pragma once #include "../Defines.h" #include "../Cuboid.h" #include "../Noise.h" /** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */ class cPiece { public: // Force a virtual destructor in all descendants virtual ~cPiece() {} struct cConnector { /** Position relative to the piece */ Vector3i m_Pos; /** Type of the connector. Any arbitrary number; the generator connects only connectors of the same type. */ int m_Type; /** Direction in which the connector is facing. Will be matched by the opposite direction for the connecting connector. */ eBlockFace m_Direction; cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace a_Direction); cConnector(const Vector3i & a_Pos, int a_Type, eBlockFace a_Direction); }; typedef std::vector cConnectors; /** Returns all of the available connectors that the piece has. Each connector has a (relative) position in the piece, and a type associated with it. */ virtual cConnectors GetConnectors(void) const = 0; /** Returns the dimensions of this piece. The dimensions cover the entire piece, there is no block that the piece generates outside of this size. */ virtual Vector3i GetSize(void) const = 0; /** Returns the "hitbox" of this piece. A hitbox is what is compared and must not intersect other pieces' hitboxes when generating. */ virtual cCuboid GetHitBox(void) const = 0; /** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */ virtual bool CanRotateCCW(int a_NumRotations) const = 0; /** Returns a copy of the a_Pos after rotating the piece the specified number of CCW rotations. */ Vector3i RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const; /** Returns a copy of the connector that is rotated and then moved by the specified amounts. */ cConnector RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const; /** Returns the hitbox after the specified number of rotations and moved so that a_MyConnector is placed at a_ToConnectorPos. */ cCuboid RotateHitBoxToConnector(const cConnector & a_MyConnector, const Vector3i & a_ToConnectorPos, int a_NumCCWRotations) const; /** Returns the hitbox after the specified number of CCW rotations and moved by the specified amounts. */ cCuboid RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const; }; typedef std::vector cPieces; /** 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. */ class cPiecePool { public: // Force a virtual destructor in all descendants: virtual ~cPiecePool() {} /** Returns a list of pieces that contain the specified connector type. The cPiece pointers returned are managed by the pool and the caller doesn't free them. */ virtual cPieces GetPiecesWithConnector(int a_ConnectorType) = 0; /** Returns the pieces that should be used as the starting point. Multiple starting points are supported, one of the returned piece will be chosen. */ virtual cPieces GetStartingPieces(void) = 0; /** Called after a piece is placed, to notify the pool that it has been used. The pool may adjust the pieces it will return the next time. */ virtual void PiecePlaced(const cPiece & a_Piece) = 0; /** Called when the pool has finished the current structure and should reset any piece-counters it has for a new structure. */ virtual void Reset(void) = 0; }; /** Represents a single piece that has been placed to specific coords in the world. */ class cPlacedPiece { public: cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations); const cPiece & GetPiece (void) const { return *m_Piece; } const Vector3i & GetCoords (void) const { return m_Coords; } int GetNumCCWRotations(void) const { return m_NumCCWRotations; } const cCuboid & GetHitBox (void) const { return m_HitBox; } int GetDepth (void) const { return m_Depth; } protected: const cPlacedPiece * m_Parent; const cPiece * m_Piece; Vector3i m_Coords; int m_NumCCWRotations; cCuboid m_HitBox; int m_Depth; }; typedef std::vector 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 cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations); }; typedef std::vector 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 cFreeConnectors; cPiecePool & m_PiecePool; cNoise m_Noise; int m_Seed; /** Selects a starting piece and places it, including the rotations. Also puts the piece's connectors in a_OutConnectors. */ cPlacedPiece * PlaceStartingPiece(int a_BlockX, int a_BlockY, 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. Caller must free each individual cPlacedPiece in a_OutPieces. */ void PlacePieces(int a_BlockX, int a_BlockY, 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. Caller must free each individual cPlacedPiece in a_OutPieces. */ void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces); };