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https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
Added correct connections for Subterranean Gates
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@@ -551,14 +551,8 @@ void CMapGenerator::createConnections()
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if (withinZone)
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{
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auto gate1 = new CGSubterraneanGate;
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gate1->ID = Obj::SUBTERRANEAN_GATE;
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gate1->subID = 0;
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zoneA->placeAndGuardObject(this, gate1, tile, connection.getGuardStrength());
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auto gate2 = new CGSubterraneanGate(*gate1);
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zoneB->placeAndGuardObject(this, gate2, otherTile, connection.getGuardStrength());
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//TODO: connect gates with middle of zone / free paths. At this point free paths do not exist yet.
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zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength());
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zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength());
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stop = true; //we are done, go to next connection
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}
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}
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@@ -608,6 +608,15 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
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}
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void CRmgTemplateZone::connectLater(CMapGenerator* gen)
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{
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for (const int3 node : tilesToConnectLater)
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{
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if (!connectWithCenter(gen, node, true))
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logGlobal->errorStream() << boost::format("Failed to connect node %s with center of the zone") % node;
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}
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}
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bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
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{
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/*
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@@ -767,7 +776,7 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
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auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances, &dst, &directNeighbourFound, movementCost](int3& pos) -> void
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{
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int distance = distances[currentNode] + movementCost;
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float distance = distances[currentNode] + movementCost;
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int bestDistanceSoFar = 1e6; //FIXME: boost::limits
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auto it = distances.find(pos);
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if (it != distances.end())
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@@ -816,7 +825,6 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
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std::map<int3, float> distances;
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int3 currentNode = src;
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gen->setRoad(src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
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cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
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distances[src] = 0;
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@@ -833,7 +841,7 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
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vstd::erase_if_present(open, currentNode);
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closed.insert(currentNode);
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if (gen->isFree(currentNode))
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if (gen->isFree(currentNode)) //we reached free paths, stop
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{
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// Trace the path using the saved parent information and return path
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int3 backTracking = currentNode;
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@@ -884,6 +892,84 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
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return false;
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}
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bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight)
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///connect current tile to any other free tile within zone
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{
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//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
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std::set<int3> closed; // The set of nodes already evaluated.
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std::set<int3> open{ src }; // The set of tentative nodes to be evaluated, initially containing the start node
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std::map<int3, int3> cameFrom; // The map of navigated nodes.
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std::map<int3, float> distances;
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int3 currentNode = src;
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cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
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distances[src] = 0;
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// Cost from start along best known path.
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// Estimated total cost from start to goal through y.
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while (open.size())
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{
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int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
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{
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return distances[pos1] < distances[pos2];
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});
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vstd::erase_if_present(open, currentNode);
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closed.insert(currentNode);
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if (currentNode == pos) //we reached center of the zone, stop
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{
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// Trace the path using the saved parent information and return path
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int3 backTracking = currentNode;
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while (cameFrom[backTracking].valid())
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{
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gen->setOccupied(backTracking, ETileType::FREE);
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backTracking = cameFrom[backTracking];
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}
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return true;
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}
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else
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{
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auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
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{
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float movementCost = 0;
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if (gen->isFree(pos))
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movementCost = 1;
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else if (gen->isPossible(pos))
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movementCost = 2;
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else
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return;
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float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
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int bestDistanceSoFar = 1e6; //FIXME: boost::limits
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auto it = distances.find(pos);
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if (it != distances.end())
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bestDistanceSoFar = it->second;
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if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
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{
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auto obj = gen->map->getTile(pos).topVisitableObj();
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if (vstd::contains(this->tileinfo, pos))
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{
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cameFrom[pos] = currentNode;
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open.insert(pos);
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distances[pos] = distance;
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}
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}
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};
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if (onlyStraight)
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gen->foreachDirectNeighbour(currentNode, foo);
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else
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gen->foreach_neighbour(currentNode, foo);
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}
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}
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return false;
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}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
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{
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@@ -894,6 +980,11 @@ void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
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closeObjects.push_back(std::make_pair(obj, strength));
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}
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void CRmgTemplateZone::addToConnectLater(const int3& src)
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{
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tilesToConnectLater.insert(src);
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}
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bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
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{
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//precalculate actual (randomized) monster strength based on this post
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@@ -1255,6 +1346,8 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
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//first town in zone goes in the middle
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placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
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cutPathAroundTown(town);
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setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
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gen->setOccupied (this->getPos(), ETileType::FREE);
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}
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else
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addRequiredObject (town);
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@@ -1300,6 +1393,8 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
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//towns are big objects and should be centered around visitable position
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placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
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cutPathAroundTown(town);
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setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
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gen->setOccupied (getPos(), ETileType::FREE);
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totalTowns++;
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//register MAIN town of zone only
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@@ -1753,6 +1848,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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addAllPossibleObjects (gen);
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connectLater(gen); //ideally this should work after fractalize, but fails
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fractalize(gen);
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placeMines(gen);
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createRequiredObjects(gen);
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@@ -2001,6 +2097,16 @@ void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance*
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guardObject(gen, object, str, zoneGuard);
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}
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void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength)
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{
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auto gate = new CGSubterraneanGate;
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gate->ID = Obj::SUBTERRANEAN_GATE;
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gate->subID = 0;
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placeObject (gen, gate, pos, true);
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addToConnectLater (getAccessibleOffset (gen, gate->appearance, pos)); //guard will be placed on accessibleOffset
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guardObject (gen, gate, guardStrength, true);
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}
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std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
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{
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//get all tiles from which this object can be accessed
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@@ -156,6 +156,7 @@ public:
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void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
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void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
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void addToConnectLater(const int3& src);
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bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
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bool createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
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bool fill (CMapGenerator* gen);
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@@ -166,12 +167,14 @@ public:
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void initTerrainType (CMapGenerator* gen);
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void createBorder(CMapGenerator* gen);
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void fractalize(CMapGenerator* gen);
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void connectLater(CMapGenerator* gen);
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bool createRequiredObjects(CMapGenerator* gen);
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void createTreasures(CMapGenerator* gen);
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void createObstacles1(CMapGenerator* gen);
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void createObstacles2(CMapGenerator* gen);
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bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
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bool connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight);
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bool connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight);
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std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
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@@ -184,6 +187,9 @@ public:
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ObjectInfo getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
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void placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength);
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void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
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bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
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void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
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void addRoadNode(const int3 & node);
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void connectRoads(CMapGenerator * gen); //fills "roads" according to "roadNodes"
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@@ -226,6 +232,7 @@ private:
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std::set<int3> roadNodes; //tiles to be connected with roads
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std::set<int3> roads; //all tiles with roads
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std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
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bool createRoad(CMapGenerator* gen, const int3 &src, const int3 &dst);
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void drawRoads(CMapGenerator * gen); //actually updates tiles
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@@ -240,6 +247,4 @@ private:
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void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
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bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
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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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bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
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};
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