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Few tweaks for boat placement to keep distance between it and other objects, especially guards.

This commit is contained in:
Tomasz Zieliński 2023-03-18 21:56:09 +01:00
parent f57c275603
commit e1ced317a1

View File

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