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author | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-02-05 22:45:45 +0100 |
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committer | LogicParrot <LogicParrot@users.noreply.github.com> | 2016-02-05 22:50:18 +0100 |
commit | ca6ef58b1ee8521e4b940ee4883dee714960e413 (patch) | |
tree | 8532add455224b07c07a759e3d906f50c0695888 /src/Generating/PieceGenerator.cpp | |
parent | Merge pull request #2972 from marvinkopf/PlayerAutoComplete (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/PieceGenerator.cpp | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp index 1d58157ba..d6204ce85 100644 --- a/src/Generating/PieceGenerator.cpp +++ b/src/Generating/PieceGenerator.cpp @@ -84,7 +84,7 @@ Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const { cPiece::cConnector res(a_Connector); - + // Rotate the res connector: switch (a_NumCCWRotations) { @@ -113,12 +113,12 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i } } res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations); - + // Move the res connector: res.m_Pos.x += a_MoveX; res.m_Pos.y += a_MoveY; res.m_Pos.z += a_MoveZ; - + return res; } @@ -262,7 +262,7 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockZ, c { 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; @@ -291,7 +291,7 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockZ, c StartingPiece = StartingPieces[static_cast<size_t>(rnd) % StartingPieces.size()]; } rnd = rnd >> 16; - + // Choose a random supported rotation: int Rotations[4] = {0}; int NumRotations = 1; @@ -344,7 +344,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector( /* XM */ { 0, 0, 3, 1, 2, 0}, /* XP */ { 0, 0, 1, 3, 0, 2}, }; - + // Get a list of available connections: const int * RotTable = DirectionRotationTable[a_Connector.m_Direction]; cConnections Connections; @@ -362,7 +362,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector( { continue; } - + // Try fitting each of the piece's connector: cPiece::cConnectors Connectors = (*itrP)->GetConnectors(); auto verticalLimit = (*itrP)->GetVerticalLimit(); @@ -402,7 +402,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector( 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; @@ -416,13 +416,13 @@ bool cPieceGenerator::TryPlacePieceAtConnector( } } 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) @@ -434,7 +434,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector( } a_OutConnectors.push_back(cFreeConnector(PlacedPiece, Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z))); } - + return true; } @@ -538,10 +538,10 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, { 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); @@ -554,7 +554,7 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, ); 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 |