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Better object placement and accessibility.
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22d26db694
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@ -656,8 +656,9 @@ bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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CGObjectInstance * object = nullptr;
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while (currentValue < minValue)
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{
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//make sure our shape is consistent
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treasures[info.nextTreasurePos] = nullptr;
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//not sure if this code makes sense anymore when we can have multiple-tile objects
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for (auto treasurePos : treasures)
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{
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gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
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@ -670,6 +671,28 @@ bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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//leaving only boundary around objects
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vstd::erase_if_present (boundary, treasurePos.first);
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}
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//for (auto tile : info.visitableFromTopPositions)
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//{
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// gen->foreach_neighbour (tile, [gen, &boundary](int3 pos)
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// {
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// boundary.insert(pos);
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// });
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//}
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//for (auto tile : info.visitableFromBottomPositions)
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//{
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// gen->foreach_neighbour (tile, [gen, tile, &boundary](int3 pos)
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// {
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// if (pos.y <= tile.y) //objects are accessible and need to be blocked only from the bottom
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// boundary.insert(pos);
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// });
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//}
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//for (auto tile : info.occupiedPositions)
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//{
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// //leaving only boundary around objects
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// vstd::erase_if_present (boundary, tile);
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//}
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for (auto tile : boundary)
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{
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//we can't extend boundary anymore
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@ -691,12 +714,17 @@ bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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//update treasure pile area
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int3 visitablePos = oi.templ.getVisitableOffset() + info.nextTreasurePos;
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info.visitablePositions.insert(visitablePos); //can be accessed only from bottom or side
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//TODO: actually we need to check is object is either !blockVisit or removable after visit - this means object below can be accessed
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if (oi.templ.isVisitableFromTop())
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info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
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else
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info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
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for (auto blockedOffset : oi.templ.getBlockedOffsets())
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{
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info.occupiedPositions.insert(info.nextTreasurePos + blockedOffset);
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info.blockedPositions.insert(info.nextTreasurePos + blockedOffset);
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}
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info.occupiedPositions.insert(visitablePos);
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}
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@ -707,10 +735,6 @@ bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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//now find place for next object
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int3 placeFound(-1,-1,-1);
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//FIXME: find out why teh following code causes crashes
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//std::vector<int3> boundaryVec(boundary.begin(), boundary.end());
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//RandomGeneratorUtil::randomShuffle(boundaryVec, gen->rand);
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//for (auto tile : boundaryVec)
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for (auto tile : boundary)
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{
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if (gen->isPossible(tile)) //we can place new treasure only on possible tile
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@ -734,19 +758,37 @@ bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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if (treasures.size())
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{
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//find object closest to zone center, then con nect it to the middle of the zone
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//find object closest to zone center, then connect it to the middle of the zone
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int3 zoneCenter = getPos();
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int3 closestTile = int3(-1,-1,-1);
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float minDistance = 1e10;
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for (auto treasure : treasures)
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for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
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{
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if (zoneCenter.dist2d(treasure.first) < minDistance)
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if (zoneCenter.dist2d(visitablePos) < minDistance)
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{
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closestTile = treasure.first;
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minDistance = zoneCenter.dist2d(treasure.first);
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closestTile = visitablePos - int3 (0,-1, 0); //start below object, possibly even outside the map (?)
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minDistance = zoneCenter.dist2d(visitablePos);
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}
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}
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if (!closestTile.valid())
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{
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for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
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{
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if (zoneCenter.dist2d(visitablePos) < minDistance)
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{
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closestTile = visitablePos;
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minDistance = zoneCenter.dist2d(visitablePos);
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}
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}
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}
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assert (closestTile.valid());
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for (auto tile : info.blockedPositions)
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{
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if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
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gen->setOccupied(tile, ETileType::USED); //so that crunch path doesn't cut through objects
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}
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if (!crunchPath (gen, closestTile, findClosestTile(freePaths, closestTile), id)) //make sure pile is connected to the middle of zone
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{
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for (auto treasure : treasures)
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@ -1380,16 +1422,27 @@ ObjectInfo CRmgTemplateZone::getRandomObject (CMapGenerator* gen, CTreasurePileI
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if (oi.value >= minValue && oi.value <= value)
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{
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int3 visitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
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if (info.visitablePositions.size()) //do not try to match first object in zone
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int3 visitablePos = info.nextTreasurePos;
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if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
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{
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bool fitsHere = false;
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int3 visitablePos = info.nextTreasurePos;
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if (oi.templ.isVisitableFromTop())
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if (oi.templ.isVisitableFromTop()) //can be accessed from any direction
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{
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for (auto tile : info.visitablePositions)
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for (auto tile : info.visitableFromTopPositions)
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{
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int3 actualTile = tile + visitableOffset;
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if (visitablePos.areNeighbours(actualTile)) //we access object from any position
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if (visitablePos.areNeighbours(actualTile)) //we access other removable object from any position
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{
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fitsHere = true;
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break;
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}
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}
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for (auto tile : info.visitableFromBottomPositions)
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{
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int3 actualTile = tile + visitableOffset;
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if (visitablePos.areNeighbours(actualTile) && visitablePos.y <= actualTile.y) //we access existing static object from side or bottom only
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{
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fitsHere = true;
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break;
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@ -1398,26 +1451,33 @@ ObjectInfo CRmgTemplateZone::getRandomObject (CMapGenerator* gen, CTreasurePileI
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}
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else
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{
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//if object is not visitable from top, it must be accessible from below or side
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//if object is not visitable from top, it must be accessible from below or side
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for (auto tile : info.visitableFromTopPositions)
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{
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int3 actualTile = tile + visitableOffset;
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if (visitablePos.areNeighbours(actualTile) && visitablePos.y >= actualTile.y) //we access object from below or side
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if (visitablePos.areNeighbours(actualTile) && visitablePos.y >= actualTile.y) //we access existing removable object from top or side only
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{
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fitsHere = true;
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break;
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}
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}
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for (auto tile : info.visitableFromBottomPositions)
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{
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int3 actualTile = tile + visitableOffset;
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if (visitablePos.areNeighbours(actualTile) && visitablePos.y == actualTile.y) //we access other static object from side only
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{
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fitsHere = true;
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break;
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}
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}
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}
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if (!fitsHere)
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continue;
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}
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//now check blockmap, including our already reserved pile area
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//now check blockmap, including our already reserved pile area
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bool fitsBlockmap = true;
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std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
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blockedOffsets.insert (visitableOffset);
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for (auto blockingTile : blockedOffsets)
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@ -78,9 +78,10 @@ struct DLL_LINKAGE ObjectInfo
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struct DLL_LINKAGE CTreasurePileInfo
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{
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std::set<int3> visitablePositions; //can be visited only from bottom or side
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std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
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std::set<int3> visitableFromTopPositions; //they can be visited from any direction
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std::set<int3> occupiedPositions;
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std::set<int3> blockedPositions;
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std::set<int3> occupiedPositions; //blocked + visitable
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int3 nextTreasurePos;
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};
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