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Changed Subterranean Gate placement algorithm - now they are meant to be equidistant from both zone centers.
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@ -507,37 +507,48 @@ void CMapGenerator::createConnections()
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}
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else //create subterranean gates between two zones
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{
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//find point on the path between zones
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float3 offset (posB.x - posA.x, posB.y - posA.y, 0);
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//find common tiles for both zones
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float distance = posB.dist2d(posA);
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vstd::amax (distance, 0.5f);
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offset /= distance; //get unit vector
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float3 vec (0, 0, 0);
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//use reduced size of underground zone - make sure gate does not stand on rock
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int3 tile = posA;
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int3 otherTile = tile;
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std::vector<int3> commonTiles;
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auto tileSetA = zoneA->getTileInfo(),
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tileSetB = zoneB->getTileInfo();
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std::vector<int3> tilesA (tileSetA.begin(), tileSetA.end()),
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tilesB (tileSetB.begin(), tileSetB.end());
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boost::sort(tilesA),
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boost::sort(tilesB);
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boost::set_intersection(tilesA, tilesB, std::back_inserter(commonTiles), [](const int3 &lhs, const int3 &rhs) -> bool
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{
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//ignore z coordinate
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if (lhs.x < rhs.x)
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return true;
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else
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return lhs.y < rhs.y;
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});
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boost::sort(commonTiles, [posA, posB](const int3 &lhs, const int3 &rhs) -> bool
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{
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//choose tiles which are equidistant to zone centers
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return (std::abs<double>(posA.dist2dSQ(lhs) - posB.dist2dSQ(lhs)) < std::abs<double>((posA.dist2dSQ(rhs) - posB.dist2dSQ(rhs))));
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});
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auto sgt = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0)->getTemplates().front();
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bool stop = false;
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while (!stop)
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for (auto tile : commonTiles)
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{
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vec += offset; //this vector may extend beyond line between zone centers, in case they are directly over each other
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tile = posA + int3(vec.x, vec.y, 0);
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float distanceFromA = posA.dist2d(tile);
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float distanceFromB = posB.dist2d(tile);
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tile.z = posA.z;
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int3 otherTile = tile;
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otherTile.z = posB.z;
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if (distanceFromA + distanceFromB > std::max<int>(zoneA->getSize() + zoneB->getSize(), distance))
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break; //we are too far away to ever connect
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float distanceFromA = posA.dist2d(tile);
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float distanceFromB = posB.dist2d(otherTile);
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//if zone is underground, gate must fit within its (reduced) radius
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if (distanceFromA > 5 && (!posA.z || distanceFromA < zoneA->getSize() - 3) &&
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distanceFromB > 5 && (!posB.z || distanceFromB < zoneB->getSize() - 3))
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{
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otherTile = tile;
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otherTile.z = posB.z;
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//all neightbouring tiles also belong to zone
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if (vstd::contains(tiles, tile) && vstd::contains(otherZoneTiles, otherTile))
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{
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bool withinZone = true;
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@ -560,14 +571,13 @@ void CMapGenerator::createConnections()
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{
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zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength());
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zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength());
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stop = true; //we are done, go to next connection
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guardPos = tile; //just any valid value
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break; //we're done
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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 (stop)
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continue;
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}
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if (!guardPos.valid())
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{
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