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Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.
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@ -219,6 +219,7 @@ void CMapGenerator::fillZones()
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{
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//make sure all connections are passable before creating borders
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it.second->createBorder(this);
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it.second->fractalize(this);
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it.second->fill(this);
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}
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logGlobal->infoStream() << "Zones filled successfully";
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@ -357,7 +357,78 @@ void CRmgTemplateZone::createBorder(CMapGenerator* gen)
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}
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}
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bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone)
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void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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{
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std::vector<int3> clearedTiles;
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std::set<int3> possibleTiles;
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std::set<int3> tilesToClear; //will be set clear
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std::set<int3> tilesToIgnore; //will be erased in this iteration
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const float minDistance = std::sqrt(totalDensity);
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for (auto tile : tileinfo)
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{
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if (gen->isFree(tile))
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clearedTiles.push_back(tile);
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else if (gen->isPossible(tile));
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possibleTiles.insert(tile);
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}
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if (clearedTiles.empty()) //this should come from zone connections
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{
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clearedTiles.push_back(pos); //zone center should be always clear
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}
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while (possibleTiles.size())
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{
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for (auto tileToMakePath : possibleTiles)
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{
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//find closest free tile
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float currentDistance = 1e10;
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int3 closestTile (-1,-1,-1);
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for (auto clearTile : clearedTiles)
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{
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float distance = tileToMakePath.dist2d(clearTile);
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if (distance < currentDistance)
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{
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currentDistance = distance;
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closestTile = clearTile;
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}
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if (currentDistance <= minDistance)
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{
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//this tile is close enough. Forget about it and check next one
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tilesToIgnore.insert (tileToMakePath);
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break;
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}
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}
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//if tiles is not close enough, make path to it
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if (currentDistance > minDistance)
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{
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crunchPath (gen, tileToMakePath, closestTile, id, &tilesToClear);
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break; //next iteration - use already cleared tiles
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}
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}
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for (auto tileToClear : tilesToClear)
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{
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//move cleared tiles from one set to another
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clearedTiles.push_back(tileToClear);
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vstd::erase_if_present(possibleTiles, tileToClear);
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}
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for (auto tileToClear : tilesToIgnore)
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{
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//these tiles are already connected, ignore them
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vstd::erase_if_present(possibleTiles, tileToClear);
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}
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if (tilesToClear.empty()) //nothing else can be done (?)
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break;
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tilesToClear.clear(); //empty this container
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tilesToIgnore.clear();
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}
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logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
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}
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bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
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{
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/*
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make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
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@ -375,7 +446,7 @@ do not leave zone border
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break;
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auto lastDistance = distance;
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gen->foreach_neighbour (currentPos, [this, gen, ¤tPos, dst, &distance, &result, &end](int3 &pos)
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gen->foreach_neighbour (currentPos, [this, gen, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
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{
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if (!result) //not sure if lambda is worth it...
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{
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@ -393,6 +464,8 @@ do not leave zone border
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if (gen->isPossible(pos))
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{
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gen->setOccupied (pos, ETileType::FREE);
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if (clearedTiles)
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clearedTiles->insert(pos);
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currentPos = pos;
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distance = currentPos.dist2dSQ (dst);
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}
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@ -708,7 +781,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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do {
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int3 pos;
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if ( ! findPlaceForTreasurePile(gen, 5, pos))
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if ( ! findPlaceForTreasurePile(gen, 3, pos))
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{
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break;
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}
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@ -133,7 +133,8 @@ public:
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bool createTreasurePile (CMapGenerator* gen, int3 &pos);
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bool fill(CMapGenerator* gen);
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void createBorder(CMapGenerator* gen);
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bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone);
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void fractalize(CMapGenerator* gen);
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bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles = nullptr);
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void setTotalDensity (ui16 val);
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ui16 getTotalDensity () const;
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@ -162,7 +163,6 @@ private:
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std::vector<ObjectInfo> possibleObjects;
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//content info
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std::vector<int3> shape; //TODO: remove
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std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
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std::vector<CGObjectInstance*> objects;
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