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Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.

This commit is contained in:
DjWarmonger
2014-06-12 21:10:43 +02:00
parent 1a34297c33
commit 236b3ec807
3 changed files with 79 additions and 5 deletions

View File

@ -219,6 +219,7 @@ void CMapGenerator::fillZones()
{
//make sure all connections are passable before creating borders
it.second->createBorder(this);
it.second->fractalize(this);
it.second->fill(this);
}
logGlobal->infoStream() << "Zones filled successfully";

View File

@ -357,7 +357,78 @@ void CRmgTemplateZone::createBorder(CMapGenerator* gen)
}
}
bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone)
void CRmgTemplateZone::fractalize(CMapGenerator* gen)
{
std::vector<int3> clearedTiles;
std::set<int3> possibleTiles;
std::set<int3> tilesToClear; //will be set clear
std::set<int3> tilesToIgnore; //will be erased in this iteration
const float minDistance = std::sqrt(totalDensity);
for (auto tile : tileinfo)
{
if (gen->isFree(tile))
clearedTiles.push_back(tile);
else if (gen->isPossible(tile));
possibleTiles.insert(tile);
}
if (clearedTiles.empty()) //this should come from zone connections
{
clearedTiles.push_back(pos); //zone center should be always clear
}
while (possibleTiles.size())
{
for (auto tileToMakePath : possibleTiles)
{
//find closest free tile
float currentDistance = 1e10;
int3 closestTile (-1,-1,-1);
for (auto clearTile : clearedTiles)
{
float distance = tileToMakePath.dist2d(clearTile);
if (distance < currentDistance)
{
currentDistance = distance;
closestTile = clearTile;
}
if (currentDistance <= minDistance)
{
//this tile is close enough. Forget about it and check next one
tilesToIgnore.insert (tileToMakePath);
break;
}
}
//if tiles is not close enough, make path to it
if (currentDistance > minDistance)
{
crunchPath (gen, tileToMakePath, closestTile, id, &tilesToClear);
break; //next iteration - use already cleared tiles
}
}
for (auto tileToClear : tilesToClear)
{
//move cleared tiles from one set to another
clearedTiles.push_back(tileToClear);
vstd::erase_if_present(possibleTiles, tileToClear);
}
for (auto tileToClear : tilesToIgnore)
{
//these tiles are already connected, ignore them
vstd::erase_if_present(possibleTiles, tileToClear);
}
if (tilesToClear.empty()) //nothing else can be done (?)
break;
tilesToClear.clear(); //empty this container
tilesToIgnore.clear();
}
logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
}
bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
{
/*
make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
@ -375,7 +446,7 @@ do not leave zone border
break;
auto lastDistance = distance;
gen->foreach_neighbour (currentPos, [this, gen, &currentPos, dst, &distance, &result, &end](int3 &pos)
gen->foreach_neighbour (currentPos, [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
{
if (!result) //not sure if lambda is worth it...
{
@ -393,6 +464,8 @@ do not leave zone border
if (gen->isPossible(pos))
{
gen->setOccupied (pos, ETileType::FREE);
if (clearedTiles)
clearedTiles->insert(pos);
currentPos = pos;
distance = currentPos.dist2dSQ (dst);
}
@ -708,7 +781,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
do {
int3 pos;
if ( ! findPlaceForTreasurePile(gen, 5, pos))
if ( ! findPlaceForTreasurePile(gen, 3, pos))
{
break;
}

View File

@ -133,7 +133,8 @@ public:
bool createTreasurePile (CMapGenerator* gen, int3 &pos);
bool fill(CMapGenerator* gen);
void createBorder(CMapGenerator* gen);
bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone);
void fractalize(CMapGenerator* gen);
bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles = nullptr);
void setTotalDensity (ui16 val);
ui16 getTotalDensity () const;
@ -162,7 +163,6 @@ private:
std::vector<ObjectInfo> possibleObjects;
//content info
std::vector<int3> shape; //TODO: remove
std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
std::vector<CGObjectInstance*> objects;