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Improved road routing so they can go under any passable object.
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@ -776,6 +776,7 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
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pq.pop(); //remove top element
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int3 currentNode = node.first;
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closed.insert (currentNode);
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auto currentTile = &gen->map->getTile(currentNode);
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if (currentNode == dst || gen->isRoad(currentNode))
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{
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@ -798,7 +799,7 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
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bool directNeighbourFound = false;
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float movementCost = 1;
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auto foo = [gen, this, &pq, &distances, &closed, &cameFrom, ¤tNode, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void
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auto foo = [gen, this, &pq, &distances, &closed, &cameFrom, ¤tNode, ¤tTile, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void
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{
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if (vstd::contains(closed, pos)) //we already visited that node
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return;
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@ -810,10 +811,13 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
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if (distance < bestDistanceSoFar)
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{
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auto obj = gen->map->getTile(pos).topVisitableObj();
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//FIXME: make road go through any empty or visitable tile
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//if (gen->map->checkForVisitableDir(currentNode, &gen->map->getTile(pos), pos)) //TODO: why it has no effect?
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if (gen->isFree(pos) || (obj && obj->ID == Obj::MONSTER) || pos == dst)
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auto tile = &gen->map->getTile(pos);
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auto obj = tile->topVisitableObj();
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bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos);
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if (gen->isFree(pos) && gen->isFree(currentNode) //empty path
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|| ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object
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|| pos == dst) //we already compledted the path
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{
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if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone.
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{
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@ -821,7 +825,6 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
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distances[pos] = distance;
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pq.push(std::make_pair(pos, distance));
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directNeighbourFound = true;
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//logGlobal->traceStream() << boost::format("Found connection between node %s and %s, current distance %d") % currentNode % pos % distance;
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}
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}
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}
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