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Refactoring, clearing logs.
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@ -219,7 +219,6 @@ void CMapGenerator::fillZones()
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{
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//make sure all connections are passable before creating borders
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it.second->createBorder(this);
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it.second->fractalize(this);
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it.second->fill(this);
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}
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logGlobal->infoStream() << "Zones filled successfully";
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@ -817,13 +817,8 @@ bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
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return true;
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}
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bool CRmgTemplateZone::fill(CMapGenerator* gen)
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bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
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{
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addAllPossibleObjects (gen);
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initTownType(gen);
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initTerrainType(gen);
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placeMines(gen);
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logGlobal->infoStream() << "Creating required objects";
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for(const auto &obj : requiredObjects)
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{
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@ -838,26 +833,33 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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logGlobal->traceStream() << "Place found";
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placeObject(gen, obj.first, pos);
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crunchPath (gen, pos, getPos(), id); //make sure pile is connected to the middle of zone
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crunchPath (gen, pos, getPos(), id); //make sure object is connected to the middle of zone
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if (obj.second)
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{
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guardObject (gen, obj.first, obj.second);
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}
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}
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const double res_mindist = 5;
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return true;
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}
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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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//TODO: just placeholder to chekc for possible locations
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do {
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int3 pos;
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if ( ! findPlaceForTreasurePile(gen, 3, pos))
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if ( ! findPlaceForTreasurePile(gen, minDistance, pos))
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{
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break;
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}
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createTreasurePile (gen, pos);
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} while(true);
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}
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void CRmgTemplateZone::createObstacles(CMapGenerator* gen)
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{
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auto sel = gen->editManager->getTerrainSelection();
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sel.clearSelection();
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for (auto tile : tileinfo)
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@ -874,8 +876,19 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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placeObject(gen, obj, tile);
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}
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}
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//logGlobal->infoStream() << boost::format("Filling %d with ROCK") % sel.getSelectedItems().size();
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//gen->editManager->drawTerrain(ETerrainType::ROCK, &gen->gen);
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}
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bool CRmgTemplateZone::fill(CMapGenerator* gen)
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{
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addAllPossibleObjects (gen);
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initTownType(gen);
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initTerrainType(gen);
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placeMines(gen);
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createRequiredObjects(gen);
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fractalize(gen); //after required objects are created and linked with their own paths
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createTreasures(gen);
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createObstacles(gen);
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logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
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return true;
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}
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@ -1017,12 +1030,12 @@ void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance*
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gen->map->addBlockVisTiles(object);
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gen->editManager->insertObject(object, pos);
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logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
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//logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
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}
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void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
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{
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logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
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//logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
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checkAndPlaceObject (gen, object, pos);
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@ -136,6 +136,9 @@ 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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bool createRequiredObjects(CMapGenerator* gen);
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void createTreasures(CMapGenerator* gen);
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void createObstacles(CMapGenerator* gen);
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bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles = nullptr);
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void setTotalDensity (ui16 val);
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