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Do not fractalize tiles near the edge of the map to avoid paths adjacent to map edge
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@ -272,6 +272,16 @@ void Zone::fractalize()
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{
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//link tiles in random order
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std::vector<int3> tilesToMakePath = possibleTiles.getTilesVector();
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// Do not fractalize tiles near the edge of the map to avoid paths adjacent to map edge
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const auto h = map.height();
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const auto w = map.width();
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const size_t MARGIN = 3;
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vstd::erase_if(tilesToMakePath, [MARGIN, h, w](const int3 & tile)
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{
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return tile.x < MARGIN || tile.x > (w - MARGIN) ||
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tile.y < MARGIN || tile.y > (h - MARGIN);
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});
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RandomGeneratorUtil::randomShuffle(tilesToMakePath, getRand());
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int3 nodeFound(-1, -1, -1);
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