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Fix problems with water zone (#784)

This commit is contained in:
Nordsoft91 2022-08-28 12:54:06 +04:00 committed by Andrii Danylchenko
parent f668c65eb2
commit 47d3539f41
8 changed files with 25 additions and 13 deletions

View File

@ -85,8 +85,13 @@ bool Area::connected() const
return connected.empty();
}
std::list<Area> connectedAreas(const Area & area)
std::list<Area> connectedAreas(const Area & area, bool disableDiagonalConnections)
{
auto allDirs = int3::getDirs();
std::vector<int3> dirs(allDirs.begin(), allDirs.end());
if(disableDiagonalConnections)
dirs.assign(rmg::dirs4.begin(), rmg::dirs4.end());
std::list<Area> result;
Tileset connected = area.getTiles();
while(!connected.empty())
@ -101,7 +106,7 @@ std::list<Area> connectedAreas(const Area & area)
result.back().add(t);
queue.pop_front();
for(auto & i : int3::getDirs())
for(auto & i : dirs)
{
auto tile = t + i;
if(!queueSet.count(tile) && connected.count(tile) && !result.back().contains(tile))

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@ -15,6 +15,9 @@
namespace rmg
{
static const std::array<int3, 4> dirs4 = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0) };
static const std::array<int3, 4> dirsDiagonal= { int3(1,1,0),int3(1,-1,0),int3(-1,1,0),int3(-1,-1,0) };
using Tileset = std::set<int3>;
using DistanceMap = std::map<int3, int>;
void toAbsolute(Tileset & tiles, const int3 & position);
@ -66,7 +69,7 @@ namespace rmg
friend Area operator* (const Area & l, const Area & r); //intersection
friend Area operator- (const Area & l, const Area & r); //AreaL reduced by tiles from AreaR
friend bool operator== (const Area & l, const Area & r);
friend std::list<Area> connectedAreas(const Area & area);
friend std::list<Area> connectedAreas(const Area & area, bool disableDiagonalConnections);
private:

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@ -30,9 +30,6 @@
#include "Functions.h"
#include "CMapGenerator.h"
static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)};
static const int3 dirsDiagonal[] = { int3(1,1,0),int3(1,-1,0),int3(-1,1,0),int3(-1,-1,0) };
RmgMap::RmgMap(const CMapGenOptions& mapGenOptions) :
mapGenOptions(mapGenOptions), zonesTotal(0)
{
@ -54,7 +51,7 @@ void RmgMap::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> f
void RmgMap::foreachDirectNeighbour(const int3& pos, std::function<void(int3& pos)> foo)
{
for(const int3 &dir : dirs4)
for(const int3 &dir : rmg::dirs4)
{
int3 n = pos + dir;
if(mapInstance->isInTheMap(n))
@ -64,7 +61,7 @@ void RmgMap::foreachDirectNeighbour(const int3& pos, std::function<void(int3& po
void RmgMap::foreachDiagonalNeighbour(const int3& pos, std::function<void(int3& pos)> foo)
{
for (const int3 &dir : dirsDiagonal)
for (const int3 &dir : rmg::dirsDiagonal)
{
int3 n = pos + dir;
if (mapInstance->isInTheMap(n))

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@ -137,7 +137,7 @@ Path Path::search(const Tileset & dst, bool straight, std::function<float(const
auto dirs = int3::getDirs();
std::vector<int3> neighbors(dirs.begin(), dirs.end());
if(straight)
neighbors = { { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0) } };
neighbors.assign(rmg::dirs4.begin(), rmg::dirs4.end());
for(auto & i : neighbors)
{
computeTileScore(currentNode + i);

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@ -715,7 +715,10 @@ void TreasurePlacer::createTreasures(ObjectManager & manager)
{
auto treasurePileInfos = prepareTreasurePile(t);
if(treasurePileInfos.empty())
break;
{
++attempt;
continue;
}
int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo * oi){return v + oi->value;});

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@ -93,7 +93,7 @@ const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
void WaterProxy::collectLakes()
{
int lakeId = 0;
for(auto lake : connectedAreas(zone.getArea()))
for(auto lake : connectedAreas(zone.getArea(), true))
{
lakes.push_back(Lake{});
lakes.back().area = lake;
@ -267,6 +267,7 @@ bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, Route
bool guarded = manager->addGuard(rmgObject, guard);
auto waterAvailable = zone.areaPossible() + zone.freePaths();
waterAvailable.intersect(lake.area);
rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible

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@ -34,6 +34,9 @@ void WaterRoutes::process()
if(!wproxy)
return;
if(auto * manager = zone.getModificator<ObjectManager>())
manager->createDistancesPriorityQueue();
for(auto & z : map.getZones())
{
if(z.first != zone.getId())

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@ -159,7 +159,7 @@ rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, std::functi
freePath.connect(dAreaFree);
//connect to all pieces
auto goals = connectedAreas(src);
auto goals = connectedAreas(src, onlyStraight);
for(auto & goal : goals)
{
auto path = freePath.search(goal, onlyStraight, movementCost);
@ -235,7 +235,7 @@ void Zone::fractalize()
}
//cut straight paths towards the center. A* is too slow for that.
auto areas = connectedAreas(clearedTiles);
auto areas = connectedAreas(clearedTiles, false);
for(auto & area : areas)
{
if(dAreaFree.overlap(area))