khanat-opennel-code/code/ryzom/server/src/frontend_service/selection_generator.h

137 lines
3.7 KiB
C
Raw Normal View History

2010-05-06 00:08:41 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_SELECTION_GENERATOR_H
#define NL_SELECTION_GENERATOR_H
#include <nel/misc/types_nl.h>
#include <nel/misc/debug.h>
#include <vector>
/**
* Interface ISelectionGenerator for class that generates a series of numbers that are "selection levels".
* Note1: this is an "adaptable generator" as defined in the STL.
* \author Olivier Cado
* \author Nevrax France
* \date 2002
*/
class ISelectionGenerator
{
public:
/// Type of level
typedef uint32 TSelectionLevel;
/// Type for STL compatibility
typedef TSelectionLevel result_type;
/// Initialization of a selection cycle
virtual void init( TSelectionLevel nblevels ) {};
/// Change the number of levels without restarting the cycle
virtual void changeNbLevels( TSelectionLevel nblevels ) {};
/// Return the next level to select
virtual TSelectionLevel getNext() = 0;
/// Return the next level to select (STL style)
result_type operator() () { return getNext(); }
};
/*
* CP2CGenerator: selection generator for strategy Power2WithCeiling
*/
class CP2CGenerator : public ISelectionGenerator
{
public:
/// Constructor
CP2CGenerator( TSelectionLevel ceiling );
/// Initialization of a selection cycle
virtual void init( TSelectionLevel nblevels );
/// Change the number of levels without restarting the cycle
virtual void changeNbLevels( TSelectionLevel nblevels );
/// Return the next level to select
virtual TSelectionLevel getNext();
/// Resursive function that fills _LevelSequence
static void generateLevels( std::vector<TSelectionLevel>::iterator& iter, TSelectionLevel level );
private:
/// Stored sequence
std::vector<TSelectionLevel> _LevelSequence;
/// Index of current level, pointing to _LevelSequence
uint32 _CurrentLevelIndex;
/// Max level for power of 2. All greater levels (which I call "low ranks") are equitable
TSelectionLevel _Ceiling;
/// Total number of levels
TSelectionLevel _NbLevels;
/// Current index in the low ranks (equitable levels)
uint32 _CurrentLowRank;
};
/// Default ceiling
const ISelectionGenerator::TSelectionLevel DEFAULT_P2C_CEILING = 2;
/*
* CScoringGenerator: selection generator for strategy Scoring
*/
class CScoringGenerator : public ISelectionGenerator
{
public:
/// Initialization of a selection cycle
virtual void init( TSelectionLevel nblevels );
/// Change the number of levels without restarting the cycle
virtual void changeNbLevels( TSelectionLevel nblevels );
/// Return the next level to select
virtual TSelectionLevel getNext();
/// Display the scores (debugging)
void printScores();
private:
/// Type of vector of level scores
typedef std::vector<uint32> TLevelScores;
/// Vector of level scores
TLevelScores _LevelScores;
};
#endif // NL_SELECTION_GENERATOR_H
/* End of selection_generator.h */