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// PrefabPiecePool.h
// Declares the cPrefabPiecePool class that represents a cPiecePool descendant that uses cPrefab instances as the pieces
#pragma once
#include "PieceGenerator.h"
#include "Prefab.h"
class cPrefabPiecePool :
public cPiecePool
{
public:
/** Creates a piece pool with prefabs from the specified definitions.
If both a_PieceDefs and a_StartingPieceDefs are given, only the a_StartingPieceDefs are used as starting
pieces for the pool, and they do not participate in the generation any further.
If only a_PieceDefs is given, any such piece can be chosen as a starting piece, and all the pieces are used
for generating. */
cPrefabPiecePool(
const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs,
const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs
);
/** Adds pieces from the specified definitions into m_AllPieces. Also adds the pieces into
the m_PiecesByConnector map.
May be called multiple times with different PieceDefs, will add all such pieces. */
void AddPieceDefs(const cPrefab::sDef * a_PieceDefs, size_t a_NumPieceDefs);
/** Adds pieces from the specified definitions into m_StartingPieces. Doesn't add to
the m_PiecesByConnector map.
May be called multiple times with different PieceDefs, will add all such pieces. */
void AddStartingPieceDefs(const cPrefab::sDef * a_StartingPieceDefs, size_t a_NumStartingPieceDefs);
protected:
/** The type used to map a connector type to the list of pieces with that connector */
typedef std::map<int, cPieces> cPiecesMap;
/** All the pieces that are allowed for building.
This is the list that's used for memory allocation and deallocation for the pieces. */
cPieces m_AllPieces;
/** The pieces that are used as starting pieces.
This list is not shared and the pieces need deallocation. */
cPieces m_StartingPieces;
/** The map that has all pieces by their connector types
The pieces are copies out of m_AllPieces and shouldn't be ever delete-d. */
cPiecesMap m_PiecesByConnector;
/** Adds the prefab to the m_PiecesByConnector map for all its connectors. */
void AddToPerConnectorMap(cPrefab * a_Prefab);
// cPiecePool overrides:
virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override;
virtual cPieces GetStartingPieces(void) override;
virtual int GetPieceWeight(const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece) override;
virtual void PiecePlaced(const cPiece & a_Piece) override;
virtual void Reset(void) override;
} ;
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