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Merge pull request #1698 from vcmi/object_placement_tweaks
No objections, works fine for me as well.
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@@ -101,15 +101,20 @@ void ConnectionsPlacer::selfSideDirectConnection(const rmg::ZoneConnection & con
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guardPos = zone.areaPossible().nearest(borderPos);
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assert(borderPos != guardPos);
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auto safetyGap = rmg::Area({guardPos});
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float dist = map.getTile(guardPos).getNearestObjectDistance();
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if (dist >= 3) //Don't place guards at adjacent tiles
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{
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auto safetyGap = rmg::Area({ guardPos });
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safetyGap.unite(safetyGap.getBorderOutside());
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safetyGap.intersect(zone.areaPossible());
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if(!safetyGap.empty())
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if (!safetyGap.empty())
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{
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safetyGap.intersect(otherZone->areaPossible());
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if(safetyGap.empty())
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if (safetyGap.empty())
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break; //successfull position
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}
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}
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//failed position
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directConnectionIterator->second.erase(borderPos);
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@@ -150,6 +155,8 @@ void ConnectionsPlacer::selfSideDirectConnection(const rmg::ZoneConnection & con
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rmg::Object monster(*monsterType);
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monster.setPosition(guardPos);
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manager.placeObject(monster, false, true);
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//Place objects away from the monster in the other zone, too
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otherZone->getModificator<ObjectManager>()->updateDistances(monster);
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}
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else
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{
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@@ -225,8 +232,10 @@ void ConnectionsPlacer::selfSideIndirectConnection(const rmg::ZoneConnection & c
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rmg::Path path1 = manager.placeAndConnectObject(commonArea, rmgGate1, [this, minDist, &path2, &rmgGate1, &zShift, guarded2, &managerOther, &rmgGate2 ](const int3 & tile)
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{
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auto ti = map.getTile(tile);
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auto otherTi = map.getTile(tile - zShift);
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float dist = ti.getNearestObjectDistance();
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if(dist < minDist)
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float otherDist = otherTi.getNearestObjectDistance();
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if(dist < minDist || otherDist < minDist)
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return -1.f;
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rmg::Area toPlace(rmgGate1.getArea() + rmgGate1.getAccessibleArea());
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@@ -234,8 +243,8 @@ void ConnectionsPlacer::selfSideIndirectConnection(const rmg::ZoneConnection & c
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path2 = managerOther.placeAndConnectObject(toPlace, rmgGate2, minDist, guarded2, true, ObjectManager::OptimizeType::NONE);
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return path2.valid() ? 1.f : -1.f;
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}, guarded1, true, ObjectManager::OptimizeType::NONE);
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return path2.valid() ? (dist + otherDist) : -1.f;
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}, guarded1, true, ObjectManager::OptimizeType::DISTANCE);
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if(path1.valid() && path2.valid())
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{
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@@ -219,8 +219,12 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
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auto waterAvailable = zone.areaPossible() + zone.freePaths();
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rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
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coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
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auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
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auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
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{
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//We don't want place boat right to any land object, especiallly the zone guard
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if (map.getTile(tile).getNearestObjectDistance() <= 3)
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return false;
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rmg::Area a({tile});
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a = a.getBorderOutside();
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a.intersect(waterAvailable);
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@@ -241,7 +245,7 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
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}
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//try to place boat at water, create paths on water and land
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auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 2, false, true, ObjectManager::OptimizeType::NONE);
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auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
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auto landPath = land.searchPath(boardingPosition, false);
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if(!path.valid() || !landPath.valid())
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{
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@@ -257,6 +261,7 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
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zone.connectPath(path);
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land.connectPath(landPath);
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manager->placeObject(rmgObject, false, true);
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land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
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break;
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}
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