// Ryzom - MMORPG Framework // 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 . #ifndef NL_SELECTION_GENERATOR_H #define NL_SELECTION_GENERATOR_H #include #include #include /** * 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::iterator& iter, TSelectionLevel level ); private: /// Stored sequence std::vector _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 TLevelScores; /// Vector of level scores TLevelScores _LevelScores; }; #endif // NL_SELECTION_GENERATOR_H /* End of selection_generator.h */