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cuberite-2a/src/Generating/NetherFortGen.cpp

135 lines
3.2 KiB
C++

// NetherFortGen.cpp
// Implements the cNetherFortGen class representing the nether fortress generator
#include "Globals.h"
#include "NetherFortGen.h"
#include "Prefabs/NetherFortPrefabs.h"
////////////////////////////////////////////////////////////////////////////////
// cNetherFortGen::cNetherFort:
class cNetherFortGen::cNetherFort :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
public:
cNetherFortGen & m_ParentGen;
int m_GridSize;
int m_Seed;
cPlacedPieces m_Pieces;
cNetherFort(cNetherFortGen & a_ParentGen, int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ, int a_GridSize, int a_MaxDepth, int a_Seed) :
super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
m_ParentGen(a_ParentGen),
m_GridSize(a_GridSize),
m_Seed(a_Seed)
{
// TODO: Proper Y-coord placement
int BlockY = 64;
// Generate pieces:
for (int i = 0; m_Pieces.size() < static_cast<size_t>(a_MaxDepth * a_MaxDepth / 8 + a_MaxDepth); i++)
{
cBFSPieceGenerator pg(cNetherFortGen::m_PiecePool, a_Seed + i);
pg.PlacePieces(a_OriginX, BlockY, a_OriginZ, a_MaxDepth, m_Pieces);
}
}
~cNetherFort()
{
cPieceGenerator::FreePieces(m_Pieces);
}
/** Carves the system into the chunk data */
virtual void DrawIntoChunk(cChunkDesc & a_Chunk)
{
for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
const cPrefab & Prefab = static_cast<const cPrefab &>((*itr)->GetPiece());
Prefab.Draw(a_Chunk, *itr);
} // for itr - m_PlacedPieces[]
}
};
////////////////////////////////////////////////////////////////////////////////
// Performance test of the NetherFort generator:
/*
#include "OSSupport/Timer.h"
static class cNetherFortPerfTest
{
public:
cNetherFortPerfTest(void)
{
cTimer Timer;
long long StartTime = Timer.GetNowTime();
const int GridSize = 512;
const int MaxDepth = 12;
const int NumIterations = 100;
for (int i = 0; i < NumIterations; i++)
{
cNetherFortGen FortGen(i, GridSize, MaxDepth);
delete new cNetherFortGen::cNetherFort(FortGen, 0, 0, GridSize, MaxDepth, i);
}
long long EndTime = Timer.GetNowTime();
printf("%d forts took %lld msec (%f sec) to generate\n", NumIterations, EndTime - StartTime, ((double)(EndTime - StartTime)) / 1000);
exit(0);
}
} g_PerfTest;
//*/
////////////////////////////////////////////////////////////////////////////////
// cNetherFortGen:
cPrefabPiecePool cNetherFortGen::m_PiecePool(g_NetherFortPrefabs, g_NetherFortPrefabsCount, g_NetherFortStartingPrefabs, g_NetherFortStartingPrefabsCount);
cNetherFortGen::cNetherFortGen(int a_Seed, int a_GridSize, int a_MaxOffset, int a_MaxDepth) :
super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxDepth * 10, a_MaxDepth * 10, 200),
m_MaxDepth(a_MaxDepth)
{
/*
// DEBUG: Try one round of placement:
cPlacedPieces Pieces;
cBFSPieceGenerator pg(m_PiecePool, a_Seed);
pg.PlacePieces(0, 64, 0, a_MaxDepth, Pieces);
//*/
}
cGridStructGen::cStructurePtr cNetherFortGen::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
{
return cStructurePtr(new cNetherFort(*this, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_GridSizeX, m_MaxDepth, m_Seed));
}