1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-02-03 13:01:33 +02:00

Cut area around towns to prevent sealing off parts of zone.

This commit is contained in:
DjWarmonger 2014-09-23 21:12:10 +02:00
parent df9d2f8d8f
commit 1f7ce7c1d9

View File

@ -406,6 +406,11 @@ void CRmgTemplateZone::createBorder(CMapGenerator* gen)
void CRmgTemplateZone::fractalize(CMapGenerator* gen)
{
for (auto tile : tileinfo)
{
if (gen->isFree(tile))
freePaths.insert(tile);
}
std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
std::set<int3> possibleTiles;
std::set<int3> tilesToClear; //will be set clear
@ -917,11 +922,26 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
//FIXME: handle case that this player is not present -> towns should be set to neutral
int totalTowns = 0;
auto addNewTowns = [&totalTowns, gen, this](int count, bool hasFort, PlayerColor player)
auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
{
//cut contour around town in case it was placed in a middle of path. TODO: find better solution
for (auto tile : town->getBlockedPos())
{
gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
{
if (gen->isPossible(pos))
{
gen->setOccupied(pos, ETileType::FREE);
}
});
}
};
auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
{
for (int i = 0; i < count; i++)
{
auto town = new CGTownInstance();
auto town = new CGTownInstance();
town->ID = Obj::TOWN;
if (this->townsAreSameType)
@ -942,6 +962,7 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
gen->registerZone(town->subID);
//first town in zone goes in the middle
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
cutPathAroundTown(town);
}
else
addRequiredObject (town);
@ -973,6 +994,7 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
town->builtBuildings.insert(BuildingID::DEFAULT);
//towns are big objects and should be centered around visitable position
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
cutPathAroundTown(town);
totalTowns++;
//register MAIN town of zone only