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- 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

@ -283,7 +283,12 @@ void CMapGenerator::fillZones()
logGlobal->infoStream() << "Started filling zones"; logGlobal->infoStream() << "Started filling zones";
//initialize possible tiles before any object is actually placed //we need info about all town types to evaluate dwellings and pandoras with creatures properly
//place main town in the middle
for (auto it : zones)
it.second->initTownType(this);
//make sure there are some free tiles in the zone
for (auto it : zones) for (auto it : zones)
it.second->initFreeTiles(this); it.second->initFreeTiles(this);
@ -294,10 +299,6 @@ void CMapGenerator::fillZones()
createConnections2(); //subterranean gates and monoliths createConnections2(); //subterranean gates and monoliths
//we need info about all town types to evaluate dwellings and pandoras with creatures properly
for (auto it : zones)
it.second->initTownType(this);
std::vector<CRmgTemplateZone*> treasureZones; std::vector<CRmgTemplateZone*> treasureZones;
for (auto it : zones) for (auto it : zones)
{ {
@ -532,12 +533,16 @@ void CMapGenerator::createDirectConnections()
guardPos = tile; guardPos = tile;
if (guardPos.valid()) if (guardPos.valid())
{ {
setOccupied(guardPos, ETileType::FREE); //just in case monster is too weak to spawn
zoneA->addMonster(this, guardPos, connection.getGuardStrength(), false, true);
zoneB->updateDistances(this, guardPos); //place next objects away from guard in both zones
//zones can make paths only in their own area //zones can make paths only in their own area
zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center zoneA->connectWithCenter(this, guardPos, true);
zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center zoneB->connectWithCenter(this, guardPos, true);
bool monsterPresent = zoneA->addMonster(this, guardPos, connection.getGuardStrength(), false, true);
zoneB->updateDistances(this, guardPos); //place next objects away from guard in both zones
//set free tile only after connection is made to the center of the zone
if (!monsterPresent)
setOccupied(guardPos, ETileType::FREE); //just in case monster is too weak to spawn
zoneA->addRoadNode(guardPos); zoneA->addRoadNode(guardPos);
zoneB->addRoadNode(guardPos); zoneB->addRoadNode(guardPos);

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@ -1319,17 +1319,11 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
auto cutPathAroundTown = [gen, this](const CGTownInstance * town) 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 //cut contour around town entrance
for (auto tile : town->getBlockedPos()) for (auto pos: getAccessibleOffsets(gen, town))
{ {
gen->foreach_neighbour(tile, [gen, &tile](int3& pos) gen->setOccupied(pos, ETileType::FREE);
{ };
if (gen->isPossible(pos))
{
gen->setOccupied(pos, ETileType::FREE);
}
});
}
}; };
auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player) 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 //register MAIN town of zone
gen->registerZone(town->subID); gen->registerZone(town->subID);
//first town in zone goes in the middle //first town in zone goes in the middle
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); placeObject(gen, town, getPos() + town->getVisitableOffset(), true);
cutPathAroundTown(town); 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 else
addRequiredObject (town); addRequiredObject (town);
@ -1414,9 +1408,9 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
town->possibleSpells.push_back(spell->id); town->possibleSpells.push_back(spell->id);
} }
//towns are big objects and should be centered around visitable position //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); 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++; totalTowns++;
//register MAIN town of zone only //register MAIN town of zone only
@ -1902,7 +1896,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
initTerrainType(gen); initTerrainType(gen);
//zone center should be always clear to allow other tiles to connect //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); freePaths.insert(pos);
addAllPossibleObjects (gen); addAllPossibleObjects (gen);
@ -2156,7 +2150,7 @@ void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32
guardObject (gen, gate, guardStrength, true); 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 //get all tiles from which this object can be accessed
int3 visitable = object->visitablePos(); int3 visitable = object->visitablePos();

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@ -194,7 +194,7 @@ public:
bool connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight); bool connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight);
void updateDistances(CMapGenerator* gen, const int3 & pos); void updateDistances(CMapGenerator* gen, const int3 & pos);
std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object); std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, const CGObjectInstance* object);
bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const; bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
void addConnection(TRmgTemplateZoneId otherZone); void addConnection(TRmgTemplateZoneId otherZone);