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Refactoring - create underground rock for whole level at once.
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@@ -258,6 +258,14 @@ void CMapGenerator::fillZones()
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treasureZones.push_back(it.second);
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}
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//set apriopriate free/occupied tiles, including blocked underground rock
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createObstaclesCommon();
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//place actual obstacles matching zone terrain
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for (auto it : zones)
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{
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it.second->createObstacles(this);
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}
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//find place for Grail
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if (treasureZones.empty())
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{
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@@ -271,6 +279,89 @@ void CMapGenerator::fillZones()
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logGlobal->infoStream() << "Zones filled successfully";
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}
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void CMapGenerator::createObstaclesCommon()
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{
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//tighten obstacles to improve visuals
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for (int i = 0; i < 3; ++i)
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{
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int blockedTiles = 0;
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int freeTiles = 0;
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for (int z = 0; z < (map->twoLevel ? 2 : 1); z++)
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{
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for (int x = 0; x < map->width; x++)
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{
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for (int y = 0; y < map->height; y++)
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{
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int3 tile(x, y, z);
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if (!isPossible(tile)) //only possible tiles can change
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continue;
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int blockedNeighbours = 0;
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int freeNeighbours = 0;
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foreach_neighbour(tile, [this, &blockedNeighbours, &freeNeighbours](int3 &pos)
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{
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if (this->isBlocked(pos))
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blockedNeighbours++;
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if (this->isFree(pos))
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freeNeighbours++;
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});
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if (blockedNeighbours > 4)
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{
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setOccupied(tile, ETileType::BLOCKED);
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blockedTiles++;
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}
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else if (freeNeighbours > 4)
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{
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setOccupied(tile, ETileType::FREE);
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freeTiles++;
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}
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}
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}
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}
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logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;
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}
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#define MAKE_COOL_UNDERGROUND_TUNNELS true
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if (map->twoLevel && MAKE_COOL_UNDERGROUND_TUNNELS) //underground
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{
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std::vector<int3> rockTiles;
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for (int x = 0; x < map->width; x++)
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{
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for (int y = 0; y < map->height; y++)
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{
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int3 tile(x, y, 1);
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if (shouldBeBlocked(tile))
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{
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bool placeRock = true;
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foreach_neighbour(tile, [this, &placeRock](int3 &pos)
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{
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if (!(this->shouldBeBlocked(pos) || this->isPossible(pos)))
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placeRock = false;
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});
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if (placeRock)
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{
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rockTiles.push_back(tile);
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}
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}
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}
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}
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editManager->getTerrainSelection().setSelection(rockTiles);
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editManager->drawTerrain(ETerrainType::ROCK, &rand);
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for (auto tile : rockTiles)
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{
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setOccupied(tile, ETileType::USED); //don't place obstacles in a rock
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//gen->foreach_neighbour (tile, [gen](int3 &pos)
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//{
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// if (!gen->isUsed(pos))
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// gen->setOccupied (pos, ETileType::BLOCKED);
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//});
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}
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}
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}
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void CMapGenerator::findZonesForQuestArts()
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{
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//we want to place arties in zones that were not yet filled (higher index)
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