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Zone shapes & terrains work nicely.
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@ -98,6 +98,12 @@ void CTerrainSelection::deselectRange(const MapRect & rect)
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});
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}
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void CTerrainSelection::setSelection(std::vector<int3> & vec)
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{
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for (auto pos : vec)
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this->select(pos);
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}
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void CTerrainSelection::selectAll()
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{
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selectRange(MapRect(int3(0, 0, 0), getMap()->width, getMap()->height));
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@ -91,6 +91,7 @@ public:
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void deselectRange(const MapRect & rect) override;
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void selectAll() override;
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void clearSelection() override;
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void setSelection(std::vector<int3> & vec);
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};
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/// Selection class to select objects.
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@ -154,10 +154,13 @@ void CMapGenerator::genZones()
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CZonePlacer placer(this);
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placer.placeZones(mapGenOptions, &rand);
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placer.assignZones(mapGenOptions);
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int i = 0;
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int part_w = w/player_per_side;
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int part_h = h/player_per_side;
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for(auto const it : zones)
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{
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CRmgTemplateZone * zone = it.second;
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@ -294,46 +294,46 @@ void CRmgTemplateZone::setCenter(float3 f)
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bool CRmgTemplateZone::pointIsIn(int x, int y)
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{
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int i, j;
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bool c = false;
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int nvert = shape.size();
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for (i = 0, j = nvert-1; i < nvert; j = i++) {
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if ( ((shape[i].y>y) != (shape[j].y>y)) &&
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(x < (shape[j].x-shape[i].x) * (y-shape[i].y) / (shape[j].y-shape[i].y) + shape[i].x) )
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c = !c;
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}
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return c;
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//int i, j;
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//bool c = false;
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//int nvert = shape.size();
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//for (i = 0, j = nvert-1; i < nvert; j = i++) {
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// if ( ((shape[i].y>y) != (shape[j].y>y)) &&
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// (x < (shape[j].x-shape[i].x) * (y-shape[i].y) / (shape[j].y-shape[i].y) + shape[i].x) )
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// c = !c;
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//}
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return true;
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}
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void CRmgTemplateZone::setShape(std::vector<int3> shape)
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{
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int z = -1;
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si32 minx = INT_MAX;
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si32 maxx = -1;
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si32 miny = INT_MAX;
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si32 maxy = -1;
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for(auto &point : shape)
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{
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if (z == -1)
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z = point.z;
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if (point.z != z)
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throw rmgException("Zone shape points should lie on same z.");
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minx = std::min(minx, point.x);
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maxx = std::max(maxx, point.x);
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miny = std::min(miny, point.y);
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maxy = std::max(maxy, point.y);
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}
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//int z = -1;
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//si32 minx = INT_MAX;
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//si32 maxx = -1;
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//si32 miny = INT_MAX;
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//si32 maxy = -1;
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//for(auto &point : shape)
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//{
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// if (z == -1)
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// z = point.z;
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// if (point.z != z)
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// throw rmgException("Zone shape points should lie on same z.");
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// minx = std::min(minx, point.x);
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// maxx = std::max(maxx, point.x);
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// miny = std::min(miny, point.y);
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// maxy = std::max(maxy, point.y);
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//}
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this->shape = shape;
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for(int x = minx; x <= maxx; ++x)
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{
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for(int y = miny; y <= maxy; ++y)
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{
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if (pointIsIn(x, y))
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{
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tileinfo[int3(x,y,z)] = CTileInfo();
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}
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}
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}
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//for(int x = minx; x <= maxx; ++x)
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//{
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// for(int y = miny; y <= maxy; ++y)
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// {
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// if (pointIsIn(x, y))
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// {
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// tileinfo[int3(x,y,z)] = CTileInfo();
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// }
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// }
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//}
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}
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int3 CRmgTemplateZone::getPos()
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@ -353,11 +353,16 @@ int3 CRmgTemplateZone::getPos()
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//return int3(std::abs(cx/area/6), std::abs(cy/area/6), shape[0].z);
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return pos;
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}
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void CRmgTemplateZone::setPos(int3 Pos)
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void CRmgTemplateZone::setPos(int3 &Pos)
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{
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pos = Pos;
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}
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void CRmgTemplateZone::addTile (int3 &pos)
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{
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tileinfo[pos] = CTileInfo();
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}
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bool CRmgTemplateZone::fill(CMapGenerator* gen)
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{
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std::vector<CGObjectInstance*> required_objects;
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@ -393,7 +398,13 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
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playerInfo.generateHeroAtMainTown = true;
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gen->editManager->getTerrainSelection().selectRange(MapRect(shape[0], shape[2].y - shape[0].y, shape[2].x - shape[0].x));
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//paint zone with matching terrain
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std::vector<int3> tiles;
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for (auto tile : tileinfo)
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{
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tiles.push_back (tile.first);
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}
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gen->editManager->getTerrainSelection().setSelection(tiles);
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gen->editManager->drawTerrain(VLC->townh->factions[townId]->nativeTerrain, &gen->rand);
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//required_objects.push_back(town);
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@ -103,8 +103,9 @@ public:
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float3 getCenter() const;
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void setCenter(float3 f);
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int3 getPos();
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void setPos(int3 pos);
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void setPos(int3 &pos);
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void addTile (int3 &pos);
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void setShape(std::vector<int3> shape);
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bool fill(CMapGenerator* gen);
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@ -115,3 +115,63 @@ void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGe
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logGlobal->infoStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
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}
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}
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float CZonePlacer::metric (int3 &A, int3 &B) const
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{
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/*
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Matlab code
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dx = abs(A(1) - B(1)); %distance must be symmetric
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dy = abs(A(2) - B(2));
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d = 0.01 * dx^3 + 0.1 * dx^2 + 1 * dx + ...
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0.03 * dy^3 - 0.3 * dy^2 + 0.3 * dy;
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*/
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float dx = abs(A.x - B.x) * scaleX;
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float dy = abs(A.y - B.y) * scaleY;
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//Horner scheme
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return dx * (1 + dx * (0.1 + dx * 0.01)) + dy * (0.3 + dy * (-0.3 + dy * 0.03));
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}
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void CZonePlacer::assignZones(shared_ptr<CMapGenOptions> mapGenOptions)
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{
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auto width = mapGenOptions->getWidth();
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auto height = mapGenOptions->getHeight();
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//scale to Medium map to ensure smooth results
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scaleX = 72.f / width;
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scaleY = 72.f / height;
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auto zones = gen->getZones();
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typedef std::pair<CRmgTemplateZone *, float> Dpair;
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std::vector <Dpair> distances;
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distances.reserve(zones.size());
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auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
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{
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return lhs.second < rhs.second;
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};
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int levels = gen->map->twoLevel ? 2 : 1;
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for (int i=0; i<width; i++)
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{
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for(int j=0; j<height; j++)
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{
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for (int k = 0; k < levels; k++)
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{
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distances.clear();
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int3 pos(i, j, k);
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for (auto zone : zones)
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{
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distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
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}
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boost::sort (distances, compareByDistance);
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distances.front().first->addTile(pos); //closest tile belongs to zone
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}
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}
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}
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}
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@ -40,11 +40,17 @@ class CZonePlacer
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public:
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explicit CZonePlacer(CMapGenerator * gen);
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int3 cords (float3 f) const;
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float metric (int3 &a, int3 &b) const;
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~CZonePlacer();
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void placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGenerator * rand);
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void assignZones(shared_ptr<CMapGenOptions> mapGenOptions);
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private:
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//metric coefiicients
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float scaleX;
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float scaleY;
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float a1, b1, c1, a2, b2, c2;
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//CMap * map;
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//unique_ptr<CZoneGraph> graph;
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CMapGenerator * gen;
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