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

180 lines
4.8 KiB
C++

// PieceStructuresGen.cpp
// Declares the cPieceStructuresGen class representing the PieceStructures finisher generator
#include "Globals.h"
#include "PieceStructuresGen.h"
#include "PrefabStructure.h"
#include "PieceGeneratorBFSTree.h"
#include "../IniFile.h"
class cPieceStructuresGen::cGen:
public cGridStructGen
{
using Super = cGridStructGen;
public:
cGen(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, int a_SeaLevel, const AString & a_Name):
Super(a_Seed),
m_BiomeGen(std::move(a_BiomeGen)),
m_HeightGen(std::move(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
{
cPlacedPieces OutPieces;
cPieceGeneratorBFSTree PieceTree(m_PiecePool, m_Seed);
PieceTree.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)
{
}
bool cPieceStructuresGen::Initialize(const AString & a_Prefabs, int a_SeaLevel, const cBiomeGenPtr & a_BiomeGen, const cTerrainHeightGenPtr & a_HeightGen)
{
// Load each piecepool:
auto Structures = StringSplitAndTrim(a_Prefabs, "|");
for (const auto & Structure : Structures)
{
auto FileName = Printf("Prefabs%cPieceStructures%c%s.cubeset", cFile::PathSeparator(), cFile::PathSeparator(), Structure.c_str());
if (!cFile::IsFile(FileName))
{
FileName.append(".gz");
if (!cFile::IsFile(FileName))
{
LOGWARNING("Cannot load PieceStructures cubeset file %s", FileName.c_str());
continue;
}
}
auto Gen = std::make_shared<cGen>(m_Seed, a_BiomeGen, a_HeightGen, a_SeaLevel, Structure);
if (Gen->LoadFromFile(FileName))
{
m_Gens.push_back(Gen);
}
}
// Report a warning if no generators available:
if (m_Gens.empty())
{
LOGWARNING("The PieceStructures generator was asked to generate \"%s\", but none of the prefabs are valid.", a_Prefabs.c_str());
return false;
}
return true;
}
void cPieceStructuresGen::GenFinish(cChunkDesc & a_Chunk)
{
for (auto & Gen : m_Gens)
{
Gen->GenFinish(a_Chunk);
}
}