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@ -908,7 +908,7 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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vertexMapping[closestZone].insert(int3(vertex.x() * width, vertex.y() * height, closestZone->getPos().z)); //Closest vertex belongs to zone
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vertexMapping[closestZone].insert(int3(vertex.x() * width, vertex.y() * height, closestZone->getPos().z)); //Closest vertex belongs to zone
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}
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}
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//Assign actual tiles to each zone using nonlinear norm for fine edges
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//Assign actual tiles to each zone
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for (pos.z = 0; pos.z < levels; pos.z++)
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for (pos.z = 0; pos.z < levels; pos.z++)
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{
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{
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for (pos.x = 0; pos.x < width; pos.x++)
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for (pos.x = 0; pos.x < width; pos.x++)
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@ -918,7 +918,6 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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distances.clear();
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distances.clear();
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for(const auto & zoneVertex : vertexMapping)
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for(const auto & zoneVertex : vertexMapping)
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{
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{
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// FIXME: Find closest vertex, not closest zone
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auto zone = zoneVertex.first;
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auto zone = zoneVertex.first;
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for (const auto & vertex : zoneVertex.second)
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for (const auto & vertex : zoneVertex.second)
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{
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{
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@ -929,7 +928,8 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
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}
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}
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}
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}
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auto closestZone = boost::min_element(distances, simpleCompareByDistance)->first; //closest tile belongs to zone
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//Tile closes to vertex belongs to zone
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auto closestZone = boost::min_element(distances, simpleCompareByDistance)->first;
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closestZone->area().add(pos);
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closestZone->area().add(pos);
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map.setZoneID(pos, closestZone->getId());
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map.setZoneID(pos, closestZone->getId());
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}
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}
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