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Ambient sounds: implement chebyshev distance for getTilesInRange
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@ -662,7 +662,7 @@ void CPathfinder::initializePatrol()
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if(hero->patrol.patrolRadius)
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{
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state = PATROL_RADIUS;
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gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, true);
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gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
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}
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else
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state = PATROL_LOCKED;
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@ -52,7 +52,7 @@ void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
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}
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}
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void CPrivilagedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player, int mode, bool patrolDistance) const
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void CPrivilagedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player, int mode, int3::EDistanceFormula distanceFormula) const
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{
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if(!!player && *player >= PlayerColor::PLAYER_LIMIT)
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{
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@ -69,11 +69,7 @@ void CPrivilagedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3
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for (int yd = std::max<int>(pos.y - radious, 0); yd <= std::min<int>(pos.y + radious, gs->map->height - 1); yd++)
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{
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int3 tilePos(xd,yd,pos.z);
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double distance;
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if(patrolDistance)
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distance = pos.mandist2d(tilePos);
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else
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distance = pos.dist2d(tilePos) - 0.5;
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double distance = pos.dist(tilePos, distanceFormula);
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if(distance <= radious)
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{
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@ -30,7 +30,7 @@ class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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public:
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CGameState * gameState();
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void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
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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
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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
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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
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void pickAllowedArtsSet(std::vector<const CArtifact*> &out, CRandomGenerator & rand); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
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30
lib/int3.h
30
lib/int3.h
@ -92,6 +92,31 @@ public:
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return false;
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}
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enum EDistanceFormula
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{
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DIST_2D = 0,
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DIST_MANHATTAN, // patrol distance
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DIST_CHEBYSHEV, // ambient sound distance
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DIST_2DSQ
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};
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ui32 dist(const int3 & o, EDistanceFormula formula) const
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{
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switch(formula)
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{
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case DIST_2D:
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return dist2d(o);
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case DIST_MANHATTAN:
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return mandist2d(o);
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case DIST_CHEBYSHEV:
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return chebdist2d(o);
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case DIST_2DSQ:
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return dist2dSQ(o);
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default:
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return 0;
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}
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}
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//returns squared distance on Oxy plane (z coord is not used)
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ui32 dist2dSQ(const int3 & o) const
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{
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@ -109,6 +134,11 @@ public:
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{
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return abs(o.x - x) + abs(o.y - y);
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}
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//chebyshev distance used for ambient sounds (z coord is not used)
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double chebdist2d(const int3 & o) const
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{
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return std::max(std::abs(o.x - x), std::abs(o.y - y));
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}
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bool areNeighbours(const int3 & o) const
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{
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