1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-07-15 01:24:45 +02:00

- Remove obstacle in front of player-owned towns

- Allow obstacles to touch town object
This commit is contained in:
DjWarmonger
2016-12-20 15:23:47 +01:00
parent e37c35e439
commit f78b524731
3 changed files with 26 additions and 27 deletions

View File

@ -1319,17 +1319,11 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
{
//cut contour around town in case it was placed in a middle of path. TODO: find better solution
for (auto tile : town->getBlockedPos())
//cut contour around town entrance
for (auto pos: getAccessibleOffsets(gen, town))
{
gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
{
if (gen->isPossible(pos))
{
gen->setOccupied(pos, ETileType::FREE);
}
});
}
gen->setOccupied(pos, ETileType::FREE);
};
};
auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
@ -1369,9 +1363,9 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
//register MAIN town of zone
gen->registerZone(town->subID);
//first town in zone goes in the middle
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
placeObject(gen, town, getPos() + town->getVisitableOffset(), true);
cutPathAroundTown(town);
setPos(town->visitablePos() + int3(0, 1, 0)); //new center of zone that paths connect to
setPos(town->pos + int3(0, 1, 0)); //roads lead to tile below the town
}
else
addRequiredObject (town);
@ -1414,9 +1408,9 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
town->possibleSpells.push_back(spell->id);
}
//towns are big objects and should be centered around visitable position
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
placeObject(gen, town, getPos() + town->getVisitableOffset(), true);
cutPathAroundTown(town);
setPos(town->visitablePos() + int3(0, 1, 0)); //new center of zone that paths connect to
setPos(town->pos + int3(0, 1, 0)); //roads lead to tile below the town
totalTowns++;
//register MAIN town of zone only
@ -1902,7 +1896,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
initTerrainType(gen);
//zone center should be always clear to allow other tiles to connect
gen->setOccupied(this->getPos(), ETileType::FREE);
gen->setOccupied(pos, ETileType::FREE);
freePaths.insert(pos);
addAllPossibleObjects (gen);
@ -2156,7 +2150,7 @@ void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32
guardObject (gen, gate, guardStrength, true);
}
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, const CGObjectInstance* object)
{
//get all tiles from which this object can be accessed
int3 visitable = object->visitablePos();