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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Merge pull request #1698 from vcmi/object_placement_tweaks

No objections, works fine for me as well.
This commit is contained in:
DjWarmonger
2023-03-25 18:13:15 +01:00
committed by GitHub
2 changed files with 40 additions and 26 deletions

View File

@@ -100,15 +100,20 @@ void ConnectionsPlacer::selfSideDirectConnection(const rmg::ZoneConnection & con
borderPos = *RandomGeneratorUtil::nextItem(directConnectionIterator->second, generator.rand);
guardPos = zone.areaPossible().nearest(borderPos);
assert(borderPos != guardPos);
auto safetyGap = rmg::Area({guardPos});
safetyGap.unite(safetyGap.getBorderOutside());
safetyGap.intersect(zone.areaPossible());
if(!safetyGap.empty())
float dist = map.getTile(guardPos).getNearestObjectDistance();
if (dist >= 3) //Don't place guards at adjacent tiles
{
safetyGap.intersect(otherZone->areaPossible());
if(safetyGap.empty())
break; //successfull position
auto safetyGap = rmg::Area({ guardPos });
safetyGap.unite(safetyGap.getBorderOutside());
safetyGap.intersect(zone.areaPossible());
if (!safetyGap.empty())
{
safetyGap.intersect(otherZone->areaPossible());
if (safetyGap.empty())
break; //successfull position
}
}
//failed position
@@ -150,6 +155,8 @@ void ConnectionsPlacer::selfSideDirectConnection(const rmg::ZoneConnection & con
rmg::Object monster(*monsterType);
monster.setPosition(guardPos);
manager.placeObject(monster, false, true);
//Place objects away from the monster in the other zone, too
otherZone->getModificator<ObjectManager>()->updateDistances(monster);
}
else
{
@@ -225,8 +232,10 @@ void ConnectionsPlacer::selfSideIndirectConnection(const rmg::ZoneConnection & c
rmg::Path path1 = manager.placeAndConnectObject(commonArea, rmgGate1, [this, minDist, &path2, &rmgGate1, &zShift, guarded2, &managerOther, &rmgGate2 ](const int3 & tile)
{
auto ti = map.getTile(tile);
auto otherTi = map.getTile(tile - zShift);
float dist = ti.getNearestObjectDistance();
if(dist < minDist)
float otherDist = otherTi.getNearestObjectDistance();
if(dist < minDist || otherDist < minDist)
return -1.f;
rmg::Area toPlace(rmgGate1.getArea() + rmgGate1.getAccessibleArea());
@@ -234,8 +243,8 @@ void ConnectionsPlacer::selfSideIndirectConnection(const rmg::ZoneConnection & c
path2 = managerOther.placeAndConnectObject(toPlace, rmgGate2, minDist, guarded2, true, ObjectManager::OptimizeType::NONE);
return path2.valid() ? 1.f : -1.f;
}, guarded1, true, ObjectManager::OptimizeType::NONE);
return path2.valid() ? (dist + otherDist) : -1.f;
}, guarded1, true, ObjectManager::OptimizeType::DISTANCE);
if(path1.valid() && path2.valid())
{

View File

@@ -209,24 +209,28 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
auto * manager = zone.getModificator<ObjectManager>();
if(!manager)
return false;
auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
auto * boat = dynamic_cast<CGBoat *>(VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(subObjects, generator.rand))->create());
rmg::Object rmgObject(*boat);
rmgObject.setTemplate(zone.getTerrainType());
auto waterAvailable = zone.areaPossible() + zone.freePaths();
rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
{
rmg::Area a({tile});
a = a.getBorderOutside();
a.intersect(waterAvailable);
return !a.empty();
});
auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
{
//We don't want place boat right to any land object, especiallly the zone guard
if (map.getTile(tile).getNearestObjectDistance() <= 3)
return false;
rmg::Area a({tile});
a = a.getBorderOutside();
a.intersect(waterAvailable);
return !a.empty();
});
while(!boardingPositions.empty())
{
auto boardingPosition = *boardingPositions.getTiles().begin();
@@ -239,27 +243,28 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
boardingPositions.erase(boardingPosition);
continue;
}
//try to place boat at water, create paths on water and land
auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 2, false, true, ObjectManager::OptimizeType::NONE);
auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
auto landPath = land.searchPath(boardingPosition, false);
if(!path.valid() || !landPath.valid())
{
boardingPositions.erase(boardingPosition);
continue;
}
info.blocked = rmgObject.getArea();
info.visitable = rmgObject.getVisitablePosition();
info.boarding = boardingPosition;
info.water = shipPositions;
zone.connectPath(path);
land.connectPath(landPath);
manager->placeObject(rmgObject, false, true);
land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
break;
}
return !boardingPositions.empty();
}