2012-05-29 13:31:11 +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/>.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#include "stdpch.h"
|
|
|
|
|
|
|
|
|
|
|
|
#include "selection_generator.h"
|
|
|
|
//#include <sstream>
|
|
|
|
|
|
|
|
using namespace std;
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Recursive function that generate the levels for CP2CGenerator
|
|
|
|
* The output looks like the following:
|
|
|
|
* 0 1 0 2 0 1 0 3 0 1 0 2 0 1 0 4 0 1 0 2 0 1 0 3 0 1 0 2 0 1 0
|
|
|
|
* (every level has twice occurences as its lower level)
|
|
|
|
*/
|
|
|
|
void CP2CGenerator::generateLevels( vector<TSelectionLevel>::iterator& iter, TSelectionLevel level )
|
|
|
|
{
|
|
|
|
if ( level == 0 )
|
|
|
|
{
|
|
|
|
*iter= 0;
|
|
|
|
++iter;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
generateLevels( iter, level-1 );
|
|
|
|
*iter = level;
|
|
|
|
++iter;
|
|
|
|
generateLevels( iter, level-1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Power of 2
|
|
|
|
*/
|
|
|
|
uint32 pow2( uint32 n )
|
|
|
|
{
|
|
|
|
uint32 res = 1;
|
|
|
|
res <<= n;
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Constructor
|
|
|
|
*/
|
|
|
|
CP2CGenerator::CP2CGenerator( TSelectionLevel ceiling ) :
|
|
|
|
_CurrentLevelIndex(0), _Ceiling(ceiling), _NbLevels(0), _CurrentLowRank(0)
|
|
|
|
{
|
|
|
|
// Generate levels
|
|
|
|
_Ceiling = std::max( ceiling, (TSelectionLevel)1 );
|
|
|
|
nldebug( "P2CGenerator: Generating levels..." );
|
|
|
|
_LevelSequence.resize( pow2(_Ceiling+1)-1 );
|
|
|
|
vector<TSelectionLevel>::iterator iter = _LevelSequence.begin();
|
|
|
|
generateLevels( iter, _Ceiling );
|
|
|
|
_LevelSequence.pop_back(); // avoid the last zero
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Initialization of a selection cycle
|
|
|
|
*/
|
|
|
|
void CP2CGenerator::init( TSelectionLevel nblevels )
|
|
|
|
{
|
|
|
|
_CurrentLevelIndex = 0;
|
|
|
|
_NbLevels = nblevels;
|
|
|
|
_CurrentLowRank = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Change the number of levels without restarting the cycle
|
|
|
|
*/
|
|
|
|
void CP2CGenerator::changeNbLevels( TSelectionLevel nblevels )
|
|
|
|
{
|
|
|
|
if ( nblevels < _LevelSequence[_CurrentLevelIndex] )
|
|
|
|
{
|
|
|
|
// The number of levels has been reduced to lower than the current level
|
|
|
|
init( nblevels );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_NbLevels = nblevels;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Return the next level to select
|
|
|
|
*/
|
|
|
|
ISelectionGenerator::TSelectionLevel CP2CGenerator::getNext()
|
|
|
|
{
|
|
|
|
// Get next generated level
|
|
|
|
TSelectionLevel level = _LevelSequence[_CurrentLevelIndex];
|
|
|
|
_CurrentLevelIndex = (_CurrentLevelIndex + 1) % _LevelSequence.size();
|
|
|
|
|
|
|
|
if ( level < _Ceiling )
|
|
|
|
{
|
|
|
|
// Case of power of 2
|
|
|
|
return level;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Equitable case beyond ceiling
|
|
|
|
nlassertex( _NbLevels >= _Ceiling, ("%u %u", _NbLevels, _Ceiling) );
|
|
|
|
uint32 rank = _CurrentLowRank;
|
|
|
|
_CurrentLowRank = (_CurrentLowRank + 1 ) % ( _NbLevels - _Ceiling + 1 );
|
|
|
|
return level + rank;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Initialization of a selection cycle
|
|
|
|
*/
|
|
|
|
void CScoringGenerator::init( TSelectionLevel nblevels )
|
|
|
|
{
|
|
|
|
// Do not set the scores to 0, they remain the same from one cycle to the next one
|
|
|
|
changeNbLevels( nblevels );
|
|
|
|
|
|
|
|
// TODO: handle possibility of score overflow
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Change the number of levels without restarting the cycle
|
|
|
|
*/
|
|
|
|
void CScoringGenerator::changeNbLevels( TSelectionLevel nblevels )
|
|
|
|
{
|
|
|
|
// Adjust vector size, and reset all scores to 0 if one level was added
|
|
|
|
if ( nblevels > _LevelScores.size() )
|
|
|
|
{
|
|
|
|
fill( _LevelScores.begin(), _LevelScores.end(), 0 );
|
|
|
|
}
|
|
|
|
_LevelScores.resize( nblevels, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Return the next level to select
|
|
|
|
*/
|
|
|
|
ISelectionGenerator::TSelectionLevel CScoringGenerator::getNext()
|
|
|
|
{
|
|
|
|
nlassert( ! _LevelScores.empty() );
|
|
|
|
|
|
|
|
// Return the index of the smallest score and add index+1 to the min score
|
|
|
|
TLevelScores::iterator iminscore = min_element( _LevelScores.begin(), _LevelScores.end() );
|
|
|
|
uint32 index = (uint32)(iminscore - _LevelScores.begin());
|
|
|
|
(*iminscore) += (index + 1);
|
|
|
|
//printScores();
|
|
|
|
return index;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Display the scores (debugging)
|
|
|
|
*/
|
|
|
|
void CScoringGenerator::printScores()
|
|
|
|
{
|
|
|
|
// stringstream ss;
|
|
|
|
string str;
|
|
|
|
vector<uint32>::iterator ils;
|
|
|
|
for ( ils=_LevelScores.begin(); ils!=_LevelScores.end(); ++ils )
|
|
|
|
{
|
|
|
|
//ss << " " << (int)(*ils);
|
|
|
|
str += " " + NLMISC::toString((*ils));
|
|
|
|
}
|
|
|
|
nlinfo( "SCOG: Scores: %s", str.c_str() );
|
|
|
|
}
|
|
|
|
|