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Experiments with object distance.
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@ -440,7 +440,7 @@ CTileInfo CMapGenerator::getTile(const int3& tile) const
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return tiles[tile.x][tile.y][tile.z];
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}
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void CMapGenerator::setNearestObjectDistance(int3 &tile, int value)
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void CMapGenerator::setNearestObjectDistance(int3 &tile, float value)
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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@ -448,7 +448,7 @@ void CMapGenerator::setNearestObjectDistance(int3 &tile, int value)
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tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value);
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}
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int CMapGenerator::getNearestObjectDistance(const int3 &tile) const
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float CMapGenerator::getNearestObjectDistance(const int3 &tile) const
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{
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if (!map->isInTheMap(tile))
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throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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@ -74,8 +74,8 @@ public:
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void setOccupied(const int3 &tile, ETileType::ETileType state);
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CTileInfo getTile(const int3 & tile) const;
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int getNearestObjectDistance(const int3 &tile) const;
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void setNearestObjectDistance(int3 &tile, int value);
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float getNearestObjectDistance(const int3 &tile) const;
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void setNearestObjectDistance(int3 &tile, float value);
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int getNextMonlithIndex();
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int getPrisonsRemaning() const;
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@ -86,14 +86,14 @@ CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRO
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occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
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}
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int CTileInfo::getNearestObjectDistance() const
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float CTileInfo::getNearestObjectDistance() const
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{
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return nearestObjectDistance;
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}
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void CTileInfo::setNearestObjectDistance(int value)
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void CTileInfo::setNearestObjectDistance(float value)
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{
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nearestObjectDistance = std::max(0, value); //never negative (or unitialized)
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nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
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}
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bool CTileInfo::shouldBeBlocked() const
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{
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@ -1077,7 +1077,8 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
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void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
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{
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const double minDistance = 3;
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const double minDistance = std::max<float>(15.0f / sqrt(totalDensity), 2);
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//distance lower than 2 causes objects to overlap and crash
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do {
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@ -1197,10 +1198,10 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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return true;
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}
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bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, si32 min_dist, int3 &pos)
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bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos)
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{
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//si32 min_dist = sqrt(tileinfo.size()/density);
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int best_distance = 0;
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float best_distance = 0;
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bool result = false;
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//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
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@ -1385,7 +1386,7 @@ void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object,
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for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
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{
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si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
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gen->setNearestObjectDistance(tile, std::min(d, gen->getNearestObjectDistance(tile)));
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gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
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}
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}
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}
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@ -40,8 +40,8 @@ public:
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CTileInfo();
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int getNearestObjectDistance() const;
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void setNearestObjectDistance(int value);
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float getNearestObjectDistance() const;
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void setNearestObjectDistance(float value);
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bool isBlocked() const;
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bool shouldBeBlocked() const;
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bool isPossible() const;
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@ -52,7 +52,7 @@ public:
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void setTerrainType(ETerrainType value);
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private:
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int nearestObjectDistance;
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float nearestObjectDistance;
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ETileType::ETileType occupied;
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ETerrainType terrain;
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};
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@ -215,7 +215,7 @@ private:
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void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
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bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
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bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
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bool findPlaceForTreasurePile(CMapGenerator* gen, si32 min_dist, int3 &pos);
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bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos);
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bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
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void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
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void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
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