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Attempt to use A* algorithm for required objects.
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@ -854,17 +854,16 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
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if (it != distances.end())
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bestDistanceSoFar = it->second;
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if (gen->isBlocked(pos)) //no paths through blocked or occupied tiles
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return;
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if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
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{
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auto obj = gen->map->getTile(pos).topVisitableObj();
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if (gen->isFree(pos))
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if (vstd::contains(this->tileinfo, pos))
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{
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if (vstd::contains(this->tileinfo, pos))
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{
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cameFrom[pos] = currentNode;
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open.insert(pos);
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distances[pos] = distance;
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}
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cameFrom[pos] = currentNode;
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open.insert(pos);
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distances[pos] = distance;
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}
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}
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};
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@ -876,7 +875,12 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
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}
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}
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logGlobal->warnStream() << boost::format("Failed to connect tile %s with free paths") % src;
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for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
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{
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//TODO: refactor, unify?
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gen->setOccupied (tile, ETileType::BLOCKED);
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vstd::erase_if_present(possibleTiles, tile);
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}
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return false;
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}
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@ -1078,17 +1082,13 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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if (treasures.size())
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{
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//find object closest to zone center, then connect it to the middle of the zone
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int3 closestFreeTile (-1,-1,-1);
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if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
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closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
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else
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closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
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//find object closest to free path, then connect it to the middle of the zone
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int3 closestTile = int3(-1,-1,-1);
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float minDistance = 1e10;
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for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
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{
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int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
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if (closestFreeTile.dist2d(visitablePos) < minDistance)
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{
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closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
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@ -1099,6 +1099,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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{
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for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
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{
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int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
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if (closestFreeTile.dist2d(visitablePos) < minDistance)
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{
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closestTile = visitablePos;
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@ -1114,19 +1115,12 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
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}
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if (!crunchPath (gen, closestTile, closestFreeTile, false))
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if (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
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{
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//we can't connect this pile, just block it off and start over
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for (auto treasure : treasures)
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{
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if (gen->isPossible(treasure.first))
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gen->setOccupied (treasure.first, ETileType::BLOCKED);
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}
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return true;
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return false;
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}
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//update boundary around our objects, including knowledge about objects visitable from bottom
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boundary.clear();
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for (auto tile : info.visitableFromBottomPositions)
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@ -1198,7 +1192,11 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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return true;
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}
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else //we did not place eveyrthing successfully
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{
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gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
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vstd::erase_if_present(possibleTiles, pos);
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return false;
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}
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}
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void CRmgTemplateZone::initTownType (CMapGenerator* gen)
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{
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@ -1447,18 +1445,32 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
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{
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logGlobal->traceStream() << "Creating required objects";
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for(const auto &obj : requiredObjects)
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for(const auto &object : requiredObjects)
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{
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auto obj = object.first;
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int3 pos;
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if ( ! findPlaceForObject(gen, obj.first, 3, pos))
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do
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{
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logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
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//TODO CLEANUP!
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return false;
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}
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if (!findPlaceForObject(gen, obj, 3, pos))
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{
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logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
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return false;
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}
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//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
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obj->pos = pos;
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gen->setOccupied (obj->visitablePos(), ETileType::BLOCKED);
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for (auto tile : obj->getBlockedPos())
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{
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if (gen->map->isInTheMap(tile))
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gen->setOccupied(tile, ETileType::BLOCKED);
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}
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}
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while (!connectPath(gen, getAccessibleOffset(gen, obj->appearance, pos, obj->getBlockedOffsets()), true)); //position was wrong, cannot connect it with free paths
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placeObject (gen, obj.first, pos);
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guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
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placeObject(gen, obj, pos);
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guardObject (gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
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//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
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}
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@ -1541,6 +1553,7 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
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const double minDistance = std::max<float>((125.f / totalDensity), 2);
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//distance lower than 2 causes objects to overlap and crash
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bool stop = false;
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do {
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//optimization - don't check tiles which are not allowed
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vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
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@ -1548,16 +1561,20 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
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return !gen->isPossible(tile);
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});
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int3 pos;
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int3 treasureTilePos;
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//If we are able to place at least one object with value lower than minGuardedValue, it's ok
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if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min))
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do
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{
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break;
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if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
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{
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stop = true;
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break;
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}
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}
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createTreasurePile(gen, pos, minDistance, t);
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while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
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} while (true);
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} while (!stop);
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}
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}
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@ -1781,7 +1798,12 @@ bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplat
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bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
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{
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bool accessible = false;
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return getAccessibleOffset(gen, appearance, tile, tilesBlockedByObject).valid();
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}
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int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
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{
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int3 ret(-1, -1, -1);
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for (int x = -1; x < 2; x++)
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{
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for (int y = -1; y <2; y++)
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@ -1795,13 +1817,13 @@ bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTempl
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if (gen->map->isInTheMap(nearbyPos))
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{
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if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
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accessible = true;
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ret = nearbyPos;
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}
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}
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}
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};
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}
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return accessible;
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return ret;
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}
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void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
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@ -1966,7 +1988,7 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
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gen->foreach_neighbour(visitable, [&](int3& pos)
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{
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if (gen->isPossible(pos))
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if (gen->isPossible(pos) || gen->isFree(pos))
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{
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if (!vstd::contains(tilesBlockedByObject, pos))
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{
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@ -1984,25 +2006,18 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
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bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
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{
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logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
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std::vector<int3> tiles = getAccessibleOffsets(gen, object);
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std::vector<int3> tiles = getAccessibleOffsets (gen, object);
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int3 guardTile(-1, -1, -1);
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int3 guardTile(-1,-1,-1);
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for (auto tile : tiles)
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if (tiles.size())
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{
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//crunching path may fail if center of the zone is directly over wide object
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//make sure object is accessible before surrounding it with blocked tiles
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if (crunchPath (gen, tile, findClosestTile(freePaths, tile), false, addToFreePaths ? &freePaths : nullptr))
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{
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guardTile = tile;
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break;
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}
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guardTile = tiles.front();
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logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
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}
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if (!guardTile.valid())
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else
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{
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logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
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logGlobal->errorStream() << boost::format("Failed to guard object at %s") % object->pos();
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return false;
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}
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@ -233,6 +233,7 @@ private:
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bool pointIsIn(int x, int y);
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void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
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bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
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int3 getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
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bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
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bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value);
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bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
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