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