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Few tweaks for boat placement to keep distance between it and other objects, especially guards.
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@ -202,24 +202,28 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
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auto * manager = zone.getModificator<ObjectManager>();
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if(!manager)
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return false;
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auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
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auto * boat = dynamic_cast<CGBoat *>(VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(subObjects, generator.rand))->create());
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rmg::Object rmgObject(*boat);
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rmgObject.setTemplate(zone.getTerrainType());
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auto waterAvailable = zone.areaPossible() + zone.freePaths();
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rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
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coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
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auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
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{
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rmg::Area a({tile});
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a = a.getBorderOutside();
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a.intersect(waterAvailable);
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return !a.empty();
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});
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auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
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{
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//We don't want place boat right to any land object, especiallly the zone guard
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if (map.getTile(tile).getNearestObjectDistance() <= 3)
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return false;
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rmg::Area a({tile});
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a = a.getBorderOutside();
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a.intersect(waterAvailable);
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return !a.empty();
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});
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while(!boardingPositions.empty())
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{
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auto boardingPosition = *boardingPositions.getTiles().begin();
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@ -232,27 +236,28 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
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boardingPositions.erase(boardingPosition);
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continue;
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}
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//try to place boat at water, create paths on water and land
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auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 2, false, true, ObjectManager::OptimizeType::NONE);
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auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
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auto landPath = land.searchPath(boardingPosition, false);
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if(!path.valid() || !landPath.valid())
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{
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boardingPositions.erase(boardingPosition);
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continue;
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}
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info.blocked = rmgObject.getArea();
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info.visitable = rmgObject.getVisitablePosition();
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info.boarding = boardingPosition;
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info.water = shipPositions;
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zone.connectPath(path);
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land.connectPath(landPath);
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manager->placeObject(rmgObject, false, true);
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land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
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break;
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}
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return !boardingPositions.empty();
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}
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