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Better obstacle shapes inside zones.

This commit is contained in:
DjWarmonger
2014-12-24 15:07:20 +01:00
parent b208ebbee9
commit 51495381ef

View File

@@ -412,7 +412,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
int totalDensity = 0;
for (auto ti : treasureInfo)
totalDensity =+ ti.density;
const float minDistance = totalDensity * 3; //squared
const float minDistance = totalDensity * 4; //squared
for (auto tile : tileinfo)
{
@@ -481,7 +481,27 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
freePaths.insert(tile);
}
//now block most distant tiles away from passages
float blockDistance = minDistance * 0.6f;
for (auto tile : possibleTiles)
{
bool closeTileFound = false;
for (auto clearTile : freePaths)
{
float distance = tile.dist2dSQ(clearTile);
if (distance < blockDistance)
{
closeTileFound = true;
break;
}
}
if (!closeTileFound) //this tile is far enough from passages
gen->setOccupied(tile, ETileType::BLOCKED);
}
if (0) //enable to debug
{