187abe3f5e
Also rewritten the PieceGenerator to use std::unique_ptr.
346 lines
11 KiB
C++
346 lines
11 KiB
C++
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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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