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237 lines
6.2 KiB
C++
237 lines
6.2 KiB
C++
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/*
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* CZonePlacer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../CRandomGenerator.h"
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#include "CZonePlacer.h"
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#include "CRmgTemplateZone.h"
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#include "CZoneGraphGenerator.h"
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class CRandomGenerator;
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CPlacedZone::CPlacedZone(const CRmgTemplateZone * zone) : zone(zone)
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{
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}
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CZonePlacer::CZonePlacer(CMapGenerator * Gen) : gen(Gen)
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{
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}
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CZonePlacer::~CZonePlacer()
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{
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}
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int3 CZonePlacer::cords (const float3 f) const
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{
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return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
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}
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void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGenerator * rand)
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{
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//some relaxation-simmulated annealing algorithm
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const int iterations = 100;
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float temperature = 1e-2;;
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const float temperatureModifier = 0.99;
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logGlobal->infoStream() << "Starting zone placement";
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int width = mapGenOptions->getWidth();
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int height = mapGenOptions->getHeight();
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auto zones = gen->getZones();
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//TODO: consider underground zones
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/*
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let's assume we try to fit N circular zones with radius = size on a map
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formula: sum((prescaler*n)^2)*pi = WH
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prescaler = sqrt((WH)/(sum(n^2)*pi))
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*/
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float totalSize = 0;
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for (auto zone : zones)
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{
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totalSize += (zone.second->getSize() * zone.second->getSize());
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zone.second->setCenter (float3(rand->nextDouble(0.2,0.8), rand->nextDouble(0.2,0.8), 0)); //start away from borders
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}
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//prescale zones
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float prescaler = sqrt ((width * height) / (totalSize * 3.14f));
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float mapSize = sqrt (width * height);
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for (auto zone : zones)
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{
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zone.second->setSize (zone.second->getSize() * prescaler);
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}
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//gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
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auto getDistance = [](float distance) -> float
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{
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return (distance ? distance * distance : 1e-6);
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};
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std::map <CRmgTemplateZone *, float3> forces;
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for (int i = 0; i < iterations; ++i)
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{
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for (auto zone : zones)
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{
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float3 forceVector(0,0,0);
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float3 pos = zone.second->getCenter();
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//attract connected zones
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for (auto con : zone.second->getConnections())
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{
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auto otherZone = zones[con];
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float distance = pos.dist2d (otherZone->getCenter());
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float minDistance = (zone.second->getSize() + otherZone->getSize())/mapSize; //scale down to (0,1) coordinates
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if (distance > minDistance)
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{
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forceVector += (otherZone->getCenter() - pos) / getDistance(distance); //positive value
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}
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}
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//separate overlaping zones
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for (auto otherZone : zones)
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{
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if (zone == otherZone)
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continue;
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float distance = pos.dist2d (otherZone.second->getCenter());
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float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize;
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if (distance < minDistance)
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{
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forceVector -= (otherZone.second->getCenter() - pos) / getDistance(distance); //negative value
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}
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}
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//move zones away from boundaries
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float3 boundary(0,0,pos.z);
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float size = zone.second->getSize() / mapSize;
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if (pos.x < size)
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{
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boundary = float3 (0, pos.y, pos.z);
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float distance = pos.dist2d(boundary);
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forceVector -= (boundary - pos) / getDistance(distance); //negative value
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}
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if (pos.x > 1-size)
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{
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boundary = float3 (1, pos.y, pos.z);
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float distance = pos.dist2d(boundary);
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forceVector -= (boundary - pos) / getDistance(distance); //negative value
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}
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if (pos.y < size)
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{
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boundary = float3 (pos.x, 0, pos.z);
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float distance = pos.dist2d(boundary);
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forceVector -= (boundary - pos) / getDistance(distance); //negative value
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}
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if (pos.y > 1-size)
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{
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boundary = float3 (pos.x, 1, pos.z);
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float distance = pos.dist2d(boundary);
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forceVector -= (boundary - pos) / getDistance(distance); //negative value
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}
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forces[zone.second] = forceVector;
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}
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//update positions
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for (auto zone : forces)
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{
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zone.first->setCenter (zone.first->getCenter() + zone.second * temperature);
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}
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temperature *= temperatureModifier; //decrease temperature (needed?)
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}
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for (auto zone : zones) //finalize zone positions
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{
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zone.second->setPos(cords(zone.second->getCenter()));
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logGlobal->infoStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
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}
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}
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float CZonePlacer::metric (const int3 &A, const int3 &B) const
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{
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/*
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Matlab code
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dx = abs(A(1) - B(1)); %distance must be symmetric
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dy = abs(A(2) - B(2));
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d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
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0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
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*/
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float dx = abs(A.x - B.x) * scaleX;
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float dy = abs(A.y - B.y) * scaleY;
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//Horner scheme
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return dx * (1 + dx * (0.1 + dx * 0.01)) + dy * (1.618 + dy * (-0.1618 + dy * 0.01618));
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}
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void CZonePlacer::assignZones(shared_ptr<CMapGenOptions> mapGenOptions)
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{
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logGlobal->infoStream() << "Starting zone colouring";
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auto width = mapGenOptions->getWidth();
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auto height = mapGenOptions->getHeight();
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//scale to Medium map to ensure smooth results
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scaleX = 72.f / width;
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scaleY = 72.f / height;
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auto zones = gen->getZones();
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typedef std::pair<CRmgTemplateZone *, float> Dpair;
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std::vector <Dpair> distances;
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distances.reserve(zones.size());
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auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
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{
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return lhs.second < rhs.second;
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};
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int levels = gen->map->twoLevel ? 2 : 1;
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for (int i=0; i<width; i++)
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{
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for(int j=0; j<height; j++)
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{
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for (int k = 0; k < levels; k++)
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{
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distances.clear();
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int3 pos(i, j, k);
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for (auto zone : zones)
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{
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distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
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}
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boost::sort (distances, compareByDistance);
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distances.front().first->addTile(pos); //closest tile belongs to zone
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}
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}
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}
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//set position to center of mass
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for (auto zone : zones)
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{
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int3 total(0,0,0);
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auto tiles = zone.second->getTileInfo();
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for (auto tile : tiles)
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{
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total += tile;
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}
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int size = tiles.size();
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zone.second->setPos (int3(total.x/size, total.y/size, total.z/size));
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}
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logGlobal->infoStream() << "Finished zone colouring";
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}
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