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https://github.com/vcmi/vcmi.git
synced 2025-06-23 00:28:08 +02:00
more sensible road placement
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@ -575,7 +575,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
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}
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bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
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bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles, bool forRoad)
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{
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/*
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make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
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@ -596,7 +596,8 @@ do not leave zone border
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}
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auto lastDistance = distance;
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gen->foreach_neighbour (currentPos, [this, gen, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
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auto processNeighbours = [this, gen, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
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{
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if (!result) //not sure if lambda is worth it...
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{
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@ -628,15 +629,21 @@ do not leave zone border
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}
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}
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}
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});
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};
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if(forRoad)
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gen->foreachDirectNeighbour(currentPos,processNeighbours);
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else
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gen->foreach_neighbour (currentPos,processNeighbours);
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int3 anotherPos(-1, -1, -1);
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if (!(result || distance < lastDistance)) //we do not advance, use more advaced pathfinding algorithm?
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if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
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{
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//try any nearby tiles, even if its not closer than current
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float lastDistance = 2 * distance; //start with significantly larger value
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gen->foreach_neighbour(currentPos, [this, gen, ¤tPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
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auto processNeighbours2 = [this, gen, ¤tPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
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{
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if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
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{
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@ -651,7 +658,14 @@ do not leave zone border
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}
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}
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}
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});
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};
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if(forRoad)
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gen->foreachDirectNeighbour(currentPos,processNeighbours2);
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else
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gen->foreach_neighbour (currentPos,processNeighbours2);
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if (anotherPos.valid())
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{
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if (clearedTiles)
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@ -671,6 +685,26 @@ do not leave zone border
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return result;
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}
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bool CRmgTemplateZone::crunchRoad(CMapGenerator* gen, const int3& src, const int3& dst, std::set<int3>* clearedTiles)
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{
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std::set<int3> currentClearedTiles;
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if(crunchPath(gen, src, dst, ¤tClearedTiles, true))
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{
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roads.insert(std::begin(currentClearedTiles), std::end(currentClearedTiles));
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if(nullptr != clearedTiles)
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clearedTiles->insert(std::begin(currentClearedTiles), std::end(currentClearedTiles));
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return true;
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}
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else
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{
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return false;
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}
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}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
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{
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requiredObjects.push_back(std::make_pair(obj, strength));
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@ -904,7 +938,7 @@ 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, id))
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if (!crunchPath (gen, closestTile, closestFreeTile))
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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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@ -1239,7 +1273,22 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
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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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switch (obj.first->ID)
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{
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case Obj::TOWN:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::SUBTERRANEAN_GATE:
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{
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crunchRoad(gen, this->pos, pos + obj.first->getVisitableOffset(), &freePaths);
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}
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break;
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default:
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break;
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}
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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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@ -1434,7 +1483,7 @@ void CRmgTemplateZone::createObstacles2(CMapGenerator* gen)
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void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
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{
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std::vector<int3> tiles;
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for (auto tile : freePaths)
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for (auto tile : roads)
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{
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tiles.push_back (tile);
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}
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@ -1715,7 +1764,7 @@ bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object,
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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), id, addToFreePaths ? &freePaths : nullptr))
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if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr))
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{
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guardTile = tile;
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break;
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