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