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Ambient sounds: implement chebyshev distance for getTilesInRange

This commit is contained in:
Arseniy Shestakov 2016-02-10 18:36:56 +03:00 committed by DJWarmonger
parent e7fa9f8cd6
commit e9bfbb70c1
4 changed files with 34 additions and 8 deletions

View File

@ -662,7 +662,7 @@ void CPathfinder::initializePatrol()
if(hero->patrol.patrolRadius)
{
state = PATROL_RADIUS;
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, true);
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
}
else
state = PATROL_LOCKED;

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@ -52,7 +52,7 @@ void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
}
}
void CPrivilagedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player, int mode, bool patrolDistance) const
void CPrivilagedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player, int mode, int3::EDistanceFormula distanceFormula) const
{
if(!!player && *player >= PlayerColor::PLAYER_LIMIT)
{
@ -69,11 +69,7 @@ void CPrivilagedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3
for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
{
int3 tilePos(xd,yd,pos.z);
double distance;
if(patrolDistance)
distance = pos.mandist2d(tilePos);
else
distance = pos.dist2d(tilePos) - 0.5;
double distance = pos.dist(tilePos, distanceFormula);
if(distance <= radious)
{

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@ -30,7 +30,7 @@ class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
public:
CGameState * gameState();
void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode = 0, bool patrolDistance = false) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode = 0, int3::EDistanceFormula formula = int3::DIST_2D) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
void getAllTiles (std::unordered_set<int3, ShashInt3> &tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
void pickAllowedArtsSet(std::vector<const CArtifact*> &out, CRandomGenerator & rand); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
void getAllowedSpells(std::vector<SpellID> &out, ui16 level);

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@ -92,6 +92,31 @@ public:
return false;
}
enum EDistanceFormula
{
DIST_2D = 0,
DIST_MANHATTAN, // patrol distance
DIST_CHEBYSHEV, // ambient sound distance
DIST_2DSQ
};
ui32 dist(const int3 & o, EDistanceFormula formula) const
{
switch(formula)
{
case DIST_2D:
return dist2d(o);
case DIST_MANHATTAN:
return mandist2d(o);
case DIST_CHEBYSHEV:
return chebdist2d(o);
case DIST_2DSQ:
return dist2dSQ(o);
default:
return 0;
}
}
//returns squared distance on Oxy plane (z coord is not used)
ui32 dist2dSQ(const int3 & o) const
{
@ -109,6 +134,11 @@ public:
{
return abs(o.x - x) + abs(o.y - y);
}
//chebyshev distance used for ambient sounds (z coord is not used)
double chebdist2d(const int3 & o) const
{
return std::max(std::abs(o.x - x), std::abs(o.y - y));
}
bool areNeighbours(const int3 & o) const
{