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Clean up duplicated code
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@ -873,6 +873,11 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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int levels = map.levels();
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// Find current center of mass for each zone. Move zone to that center to balance zones sizes
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std::vector<RmgMap::Zones> zonesOnLevel;
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for(int level = 0; level < levels; level++)
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{
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zonesOnLevel.push_back(map.getZonesOnLevel(level));
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}
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int3 pos;
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@ -883,12 +888,9 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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for(pos.y = 0; pos.y < height; pos.y++)
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{
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distances.clear();
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for(const auto & zone : zones)
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for(const auto & zone : zonesOnLevel[pos.z])
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{
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if (zone.second->getPos().z == pos.z)
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distances.emplace_back(zone.second, static_cast<float>(pos.dist2dSQ(zone.second->getPos())));
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else
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distances.emplace_back(zone.second, std::numeric_limits<float>::max());
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}
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boost::min_element(distances, compareByDistance)->first->area().add(pos); //closest tile belongs to zone
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}
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@ -920,15 +922,10 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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for (const auto & vertex : vertices)
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{
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distances.clear();
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for(const auto & zone : zones)
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for(const auto & zone : zonesOnLevel[level])
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{
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if (zone.second->isUnderground() == level)
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{
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// FIXME: Only take into account zones on the same level as vertex
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// TODO: Create separate mapping for zones on different levels
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distances.emplace_back(zone.second, zone.second->getCenter().dist2dSQ(float3(vertex.x(), vertex.y(), level)));
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}
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}
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auto closestZone = boost::min_element(distances, compareByDistance)->first;
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vertexMapping[closestZone].insert(int3(vertex.x() * width, vertex.y() * height, level)); //Closest vertex belongs to zone
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@ -946,10 +943,7 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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auto zone = zoneVertex.first;
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for (const auto & vertex : zoneVertex.second)
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{
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if (zone->isUnderground() == level)
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distances.emplace_back(zone, metric(pos, vertex));
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else
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distances.emplace_back(zone, std::numeric_limits<float>::max());
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}
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}
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@ -960,9 +954,9 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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}
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}
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for(const auto & zone : zones)
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for(const auto & zone : zonesOnLevel[level])
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{
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if(zone.second->isUnderground() == level && zone.second->area().empty())
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if(zone.second->area().empty())
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{
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// FIXME: Some vertices are duplicated, but it's not a source of problem
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logGlobal->error("Zone %d at %s is empty, dumping Penrose tiling", zone.second->getId(), zone.second->getCenter().toString());
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@ -239,6 +239,19 @@ RmgMap::Zones & RmgMap::getZones()
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return zones;
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}
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RmgMap::Zones RmgMap::getZonesOnLevel(int level) const
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{
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Zones zonesOnLevel;
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for(const auto& zonePair : zones)
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{
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if(zonePair.second->isUnderground() == level)
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{
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zonesOnLevel.insert(zonePair);
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}
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}
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return zonesOnLevel;
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}
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bool RmgMap::isBlocked(const int3 &tile) const
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{
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assertOnMap(tile);
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@ -74,6 +74,7 @@ public:
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using ZoneVector = std::vector<ZonePair>;
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Zones & getZones();
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Zones getZonesOnLevel(int level) const;
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void registerZone(FactionID faction);
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ui32 getZoneCount(FactionID faction);
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