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First part of Subterranean Gates rework. Fixes #http://bugs.vcmi.eu/view.php?id=2450

This commit is contained in:
DjWarmonger
2016-08-13 19:48:44 +02:00
parent 8186fcae99
commit f995756973
4 changed files with 57 additions and 25 deletions

View File

@ -272,19 +272,20 @@ void CMapGenerator::fillZones()
//initialize possible tiles before any object is actually placed
for (auto it : zones)
{
it.second->initFreeTiles(this);
}
findZonesForQuestArts();
createConnections();
createDirectConnections(); //direct
//make sure all connections are passable before creating borders
for (auto it : zones)
{
it.second->createBorder(this);
//we need info about all town types to evaluate dwellings and pandoras with creatures properly
it.second->createBorder(this); //once direct connections are done
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;
for (auto it : zones)
{
@ -462,7 +463,7 @@ void CMapGenerator::findZonesForQuestArts()
}
}
void CMapGenerator::createConnections()
void CMapGenerator::createDirectConnections()
{
for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
{
@ -531,17 +532,40 @@ void CMapGenerator::createConnections()
}
}
}
else //create subterranean gates between two zones
if (!guardPos.valid())
connectionsLeft.push_back(connection);
}
}
void CMapGenerator::createConnections2()
{
for (auto & connection : connectionsLeft)
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
auto tileSetA = zoneA->getPossibleTiles(),
tileSetB = zoneB->getPossibleTiles();
std::vector<int3> tilesA(tileSetA.begin(), tileSetA.end()),
tilesB(tileSetB.begin(), tileSetB.end());
int3 guardPos(-1, -1, -1);
int3 posA = zoneA->getPos();
int3 posB = zoneB->getPos();
auto zoneAid = zoneA->getId();
auto zoneBid = zoneB->getId();
if (posA.z != posB.z) //try to place subterranean gates
{
//find common tiles for both zones
std::vector<int3> commonTiles;
auto tileSetA = zoneA->getTileInfo(),
tileSetB = zoneB->getTileInfo();
std::vector<int3> tilesA (tileSetA.begin(), tileSetA.end()),
tilesB (tileSetB.begin(), tileSetB.end());
boost::sort(tilesA),
boost::sort(tilesB);
boost::sort(tilesB);
boost::set_intersection(tilesA, tilesB, std::back_inserter(commonTiles), [](const int3 &lhs, const int3 &rhs) -> bool
{
@ -572,25 +596,24 @@ void CMapGenerator::createConnections()
if (distanceFromA > 5 && distanceFromB > 5)
{
//all neightbouring tiles also belong to zone
if (getZoneID(tile) == zoneAid && getZoneID(otherTile) == zoneBid)
if (getZoneID(tile) == zoneAid && getZoneID(otherTile) == zoneBid)
{
bool withinZone = true;
foreach_neighbour (tile, [&withinZone, &tiles, zoneAid, this](int3 &pos)
foreach_neighbour(tile, [&withinZone, zoneAid, this](int3 &pos)
{
if (getZoneID(pos) != zoneAid)
withinZone = false;
});
foreach_neighbour (otherTile, [&withinZone, &otherZoneTiles, zoneBid, this](int3 &pos)
foreach_neighbour(otherTile, [&withinZone, zoneBid, this](int3 &pos)
{
if (getZoneID(pos) != zoneBid)
withinZone = false;
});
//make sure both gates has some free tiles below them
if (zoneA->getAccessibleOffset(this, sgt, tile).valid() && zoneB->getAccessibleOffset(this, sgt, otherTile).valid())
if (withinZone)
{
if (withinZone)
//make sure both gates has some free tiles below them
if (zoneA->getAccessibleOffset(this, sgt, tile).valid() && zoneB->getAccessibleOffset(this, sgt, otherTile).valid())
{
zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength());
zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength());
@ -609,8 +632,8 @@ void CMapGenerator::createConnections()
auto teleport2 = factory->create(ObjectTemplate());
zoneA->addRequiredObject (teleport1, connection.getGuardStrength());
zoneB->addRequiredObject (teleport2, connection.getGuardStrength());
zoneA->addRequiredObject(teleport1, connection.getGuardStrength());
zoneB->addRequiredObject(teleport2, connection.getGuardStrength());
}
}
}