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- WeightedRule optimization - part 1

- comments, style
This commit is contained in:
DjWarmonger
2016-08-11 07:49:08 +02:00
parent 25fd4d85e2
commit 2410f0af61
4 changed files with 15 additions and 18 deletions

View File

@ -1497,11 +1497,7 @@ void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
{
std::vector<int3> tiles;
for (auto tile : tileinfo)
{
tiles.push_back (tile);
}
std::vector<int3> tiles(tileinfo.begin(), tileinfo.end());
gen->editManager->getTerrainSelection().setSelection(tiles);
gen->editManager->drawTerrain(terrainType, &gen->rand);
}
@ -2305,7 +2301,6 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
bool fitsBlockmap = true;
std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
blockedOffsets.insert (newVisitableOffset);
for (auto blockingTile : blockedOffsets)
@ -2327,13 +2322,11 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
total += oi.probability;
//FIXME: apparently this is quite expensive operation
//FIXME: apparently this is quite expensive operation, but "reserve" doesn't improve speed
thresholds.push_back (std::make_pair (total, oi));
}
}
//logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
if (thresholds.empty())
{
ObjectInfo oi;