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Correct placement of subterranean gates.
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@ -241,21 +241,52 @@ void CMapGenerator::createConnections()
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auto otherZoneTiles = zoneB->getTileInfo();
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//auto otherZoneCenter = zoneB->getPos();
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for (auto tile : tiles)
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if (zoneA->getPos().z == zoneB->getPos().z)
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{
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foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles](int3 &pos)
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for (auto tile : tiles)
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{
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if (vstd::contains(otherZoneTiles, pos))
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guardPos = tile;
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});
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if (guardPos.valid())
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if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
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continue;
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foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos)
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{
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if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))
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guardPos = tile;
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});
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if (guardPos.valid())
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{
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setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
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zoneA->addMonster (this, guardPos, connection.getGuardStrength()); //TODO: set value according to template
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//zones can make paths only in their own area
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zoneA->crunchPath (this, guardPos, zoneA->getPos(), zoneA->getId(), zoneA->getFreePaths()); //make connection towards our zone center
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zoneB->crunchPath (this, guardPos, zoneB->getPos(), zoneB->getId(), zoneB->getFreePaths()); //make connection towards other zone center
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break; //we're done with this connection
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}
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}
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}
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else //create subterranean gates between two zones
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{
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//find point just in the middle
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int3 posA = zoneA->getPos();
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int3 posB = zoneB->getPos();
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float3 offset (posB.x - posA.x, posB.y - posA.y, 0);
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offset /= posB.dist2d(posA); //get unit vector
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//use reduced size of underground zone - make sure gate does not stand on rock
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offset *= ((posA.z ? zoneA->getSize() : zoneB->getSize()) - 2);
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int3 tile = posA + int3(offset.x, offset.y, 0);
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int3 otherTile = tile;
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otherTile.z = posB.z;
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if (vstd::contains(tiles, tile) && vstd::contains(otherZoneTiles, otherTile))
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{
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setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
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zoneA->addMonster (this, guardPos, connection.getGuardStrength()); //TODO: set value according to template
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//zones can make paths only in their own area
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zoneA->crunchPath (this, guardPos, zoneA->getPos(), zoneA->getId(), zoneA->getFreePaths()); //make connection towards our zone center
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zoneB->crunchPath (this, guardPos, zoneB->getPos(), zoneB->getId(), zoneB->getFreePaths()); //make connection towards other zone center
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break; //we're done with this connection
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auto gate1 = new CGTeleport;
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gate1->ID = Obj::SUBTERRANEAN_GATE;
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gate1->subID = 0;
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zoneA->placeAndGuardObject(this, gate1, tile, connection.getGuardStrength());
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auto gate2 = new CGTeleport(*gate1);
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zoneB->placeAndGuardObject(this, gate2, otherTile, connection.getGuardStrength());
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continue; //we are done, go to next connection
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}
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}
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if (!guardPos.valid())
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