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Inverted approach - first generate rock all over, then free accessible tiles.

This commit is contained in:
DjWarmonger 2015-03-28 21:13:22 +01:00
parent 9515d51bd2
commit 999c2a92e0

View File

@ -281,9 +281,10 @@ void CMapGenerator::fillZones()
void CMapGenerator::createObstaclesCommon()
{
#define MAKE_COOL_UNDERGROUND_TUNNELS true
#define MAKE_COOL_UNDERGROUND_TUNNELS true
if (map->twoLevel && MAKE_COOL_UNDERGROUND_TUNNELS) //underground
{
//negative approach - create rock tiles first, then make sure all accessible tiles have no rock
std::vector<int3> rockTiles;
for (int x = 0; x < map->width; x++)
@ -293,29 +294,41 @@ void CMapGenerator::createObstaclesCommon()
int3 tile(x, y, 1);
if (shouldBeBlocked(tile))
{
bool placeRock = true;
foreach_neighbour(tile, [this, tile, &placeRock](int3 &pos)
{
if (!(this->shouldBeBlocked(pos) || this->isPossible(pos)))
placeRock = false;
});
if (placeRock)
{
rockTiles.push_back(tile);
}
rockTiles.push_back(tile);
}
}
}
editManager->getTerrainSelection().setSelection(rockTiles);
editManager->drawTerrain(ETerrainType::ROCK, &rand);
for (auto tile : rockTiles)
//now make sure all accessible tiles have no additional rock on them
std::vector<int3> accessibleTiles;
for (int x = 0; x < map->width; x++)
{
setOccupied(tile, ETileType::USED); //don't place obstacles in a rock
//gen->foreach_neighbour (tile, [gen](int3 &pos)
//{
// if (!gen->isUsed(pos))
// gen->setOccupied (pos, ETileType::BLOCKED);
//});
for (int y = 0; y < map->height; y++)
{
int3 tile(x, y, 1);
if (isFree(tile) || isUsed(tile))
{
accessibleTiles.push_back(tile);
}
}
}
editManager->getTerrainSelection().setSelection(accessibleTiles);
editManager->drawTerrain(ETerrainType::SUBTERRANEAN, &rand);
//finally mark rock tiles as occupied, spawn no obstacles there
for (int x = 0; x < map->width; x++)
{
for (int y = 0; y < map->height; y++)
{
int3 tile(x, y, 1);
if (map->getTile(tile).terType == ETerrainType::ROCK)
{
setOccupied(tile, ETileType::USED);
}
}
}
}