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Additional adjustment of zone positions to ensure balanced zone sizes.
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@ -376,6 +376,11 @@ void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
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});
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}
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void CRmgTemplateZone::clearTiles()
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{
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tileinfo.clear();
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}
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void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
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{
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vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
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@ -149,6 +149,7 @@ public:
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void initFreeTiles (CMapGenerator* gen);
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std::set<int3> getTileInfo () const;
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void discardDistantTiles (CMapGenerator* gen, float distance);
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void clearTiles();
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void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
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void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
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@ -323,7 +323,7 @@ d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
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void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions)
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{
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logGlobal->infoStream() << "Starting zone colouring";
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logGlobal->infoStream() << "Starting zone colouring";
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auto width = mapGenOptions->getWidth();
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auto height = mapGenOptions->getHeight();
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@ -338,12 +338,62 @@ void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions)
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std::vector <Dpair> distances;
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distances.reserve(zones.size());
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//now place zones correctly and assign tiles to each zone
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auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
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{
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return lhs.second < rhs.second;
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};
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auto moveZoneToCenterOfMass = [](CRmgTemplateZone * zone) -> void
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{
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int3 total(0, 0, 0);
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auto tiles = zone->getTileInfo();
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for (auto tile : tiles)
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{
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total += tile;
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}
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int size = tiles.size();
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assert(size);
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zone->setPos(int3(total.x / size, total.y / size, total.z / size));
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};
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int levels = gen->map->twoLevel ? 2 : 1;
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/*
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1. Create Voronoi diagram
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2. find current center of mass for each zone. Move zone to that center to balance zones sizes
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*/
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for (int i = 0; i<width; i++)
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{
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for (int j = 0; j<height; j++)
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{
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for (int k = 0; k < levels; k++)
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{
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distances.clear();
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int3 pos(i, j, k);
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for (auto zone : zones)
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{
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if (zone.second->getPos().z == k)
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distances.push_back(std::make_pair(zone.second, pos.dist2dSQ(zone.second->getPos())));
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else
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distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
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}
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boost::sort(distances, compareByDistance);
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distances.front().first->addTile(pos); //closest tile belongs to zone
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}
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}
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}
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for (auto zone : zones)
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moveZoneToCenterOfMass(zone.second);
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//assign actual tiles to each zone using nonlinear norm for fine edges
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for (auto zone : zones)
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zone.second->clearTiles(); //now populate them again
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for (int i=0; i<width; i++)
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{
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for(int j=0; j<height; j++)
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@ -364,18 +414,10 @@ void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions)
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}
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}
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}
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//set position to center of mass
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//set position (town position) to center of mass of irregular zone
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for (auto zone : zones)
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{
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int3 total(0,0,0);
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auto tiles = zone.second->getTileInfo();
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for (auto tile : tiles)
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{
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total += tile;
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}
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int size = tiles.size();
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assert (size);
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zone.second->setPos (int3(total.x/size, total.y/size, total.z/size));
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moveZoneToCenterOfMass(zone.second);
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//TODO: similiar for islands
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#define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
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