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Fix crash with empty zone

This commit is contained in:
Tomasz Zieliński 2024-03-24 17:25:30 +01:00
parent 263d439605
commit c6a9d94630
3 changed files with 59 additions and 27 deletions

View File

@ -906,27 +906,36 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
for(const auto & zone : zones)
zone.second->clearTiles(); //now populate them again
// Assign zones to closest Penrose vertex
PenroseTiling penrose;
auto vertices = penrose.generatePenroseTiling(zones.size() / map.levels(), rand);
std::map<std::shared_ptr<Zone>, std::set<int3>> vertexMapping;
for (const auto & vertex : vertices)
for (int level = 0; level < levels; level++)
{
distances.clear();
for(const auto & zone : zones)
//Create different tiling for each level
// Assign zones to closest Penrose vertex
// TODO: Count zones on a level exactly?
auto vertices = penrose.generatePenroseTiling(zones.size() / map.levels(), rand);
std::map<std::shared_ptr<Zone>, std::set<int3>> vertexMapping;
for (const auto & vertex : vertices)
{
distances.emplace_back(zone.second, zone.second->getCenter().dist2dSQ(float3(vertex.x(), vertex.y(), 0)));
distances.clear();
for(const auto & zone : zones)
{
if (zone.second->isUnderground() == level)
{
// FIXME: Only take into account zones on the same level as vertex
// TODO: Create separate mapping for zones on different levels
distances.emplace_back(zone.second, zone.second->getCenter().dist2dSQ(float3(vertex.x(), vertex.y(), level)));
}
}
auto closestZone = boost::min_element(distances, compareByDistance)->first;
vertexMapping[closestZone].insert(int3(vertex.x() * width, vertex.y() * height, level)); //Closest vertex belongs to zone
}
auto closestZone = boost::min_element(distances, compareByDistance)->first;
vertexMapping[closestZone].insert(int3(vertex.x() * width, vertex.y() * height, closestZone->getPos().z)); //Closest vertex belongs to zone
}
//Assign actual tiles to each zone
for (pos.z = 0; pos.z < levels; pos.z++)
{
//Assign actual tiles to each zone
pos.z = level;
for (pos.x = 0; pos.x < width; pos.x++)
{
for (pos.y = 0; pos.y < height; pos.y++)
@ -937,27 +946,38 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
auto zone = zoneVertex.first;
for (const auto & vertex : zoneVertex.second)
{
if (zone->getCenter().z == pos.z)
if (zone->isUnderground() == level)
distances.emplace_back(zone, metric(pos, vertex));
else
distances.emplace_back(zone, std::numeric_limits<float>::max());
}
}
//Tile closes to vertex belongs to zone
//Tile closest to vertex belongs to zone
auto closestZone = boost::min_element(distances, simpleCompareByDistance)->first;
closestZone->area().add(pos);
map.setZoneID(pos, closestZone->getId());
}
}
for(const auto & zone : zones)
{
if(zone.second->isUnderground() == level && zone.second->area().empty())
{
// FIXME: Some vertices are duplicated, but it's not a source of problem
logGlobal->error("Zone %d at %s is empty, dumping Penrose tiling", zone.second->getId(), zone.second->getCenter().toString());
for (const auto & vertex : vertices)
{
logGlobal->warn("Penrose Vertex: %s", vertex.toString());
}
throw rmgException("Empty zone after Penrose tiling");
}
}
}
//set position (town position) to center of mass of irregular zone
for(const auto & zone : zones)
{
if(zone.second->area().empty())
throw rmgException("Empty zone after Penrose tiling");
moveZoneToCenterOfMass(zone.second);
//TODO: similiar for islands

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@ -38,6 +38,16 @@ bool Point2D::operator < (const Point2D& other) const
}
}
std::string Point2D::toString() const
{
//Performance is important here
std::string result = "(" +
std::to_string(this->x()) + " " +
std::to_string(this->y()) + ")";
return result;
}
Triangle::Triangle(bool t_123, const TIndices & inds):
tiling(t_123),
indices(inds)
@ -57,14 +67,14 @@ Triangle::~Triangle()
Point2D Point2D::rotated(float radians) const
{
float cosAngle = cos(radians);
float sinAngle = sin(radians);
float cosAngle = cos(radians);
float sinAngle = sin(radians);
// Apply rotation matrix transformation
float newX = x() * cosAngle - y() * sinAngle;
float newY = x() * sinAngle + y() * cosAngle;
// Apply rotation matrix transformation
float newX = x() * cosAngle - y() * sinAngle;
float newY = x() * sinAngle + y() * cosAngle;
return Point2D(newX, newY);
return Point2D(newX, newY);
}
void PenroseTiling::split(Triangle& p, std::vector<Point2D>& points,

View File

@ -32,6 +32,8 @@ public:
Point2D rotated(float radians) const;
bool operator < (const Point2D& other) const;
std::string toString() const;
};
Point2D rotatePoint(const Point2D& point, double radians, const Point2D& origin);