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@@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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+#include <stack>
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#include "../CRandomGenerator.h"
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#include "CZonePlacer.h"
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#include "../TerrainHandler.h"
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@@ -40,6 +41,312 @@ float CZonePlacer::getDistance (float distance) const
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return (distance ? distance * distance : 1e-6f);
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}
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+void CZonePlacer::findPathsBetweenZones()
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+{
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+ typedef std::pair<int, int> ConnectionIndex;
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+
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+ auto zones = map.getZones();
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+
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+ std::set<std::shared_ptr<Zone>> zonesToCheck;
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+
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+ //Initialize direct connections
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+ for (auto zone : zones)
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+ {
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+ auto zoneId = zone.second->getId();
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+ for (auto connection : zone.second->getConnections())
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+ {
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+ if (!vstd::contains(distancesBetweenZones[zoneId], connection))
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+ {
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+ distancesBetweenZones[zoneId][connection] = 1;
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+ distancesBetweenZones[connection][zoneId] = 1;
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+ }
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+ }
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+ }
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+
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+ for (auto startZone : zones)
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+ {
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+ size_t start = startZone.second->getId();
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+
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+ for (auto endZone : zones)
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+ {
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+ size_t end = endZone.second->getId();
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+
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+ if (start != end)
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+ {
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+ auto currentEnd = end;
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+ while (!vstd::contains(distancesBetweenZones[start], end))
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+ {
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+ size_t distance = 10; //Some large but not infinite number to not blow up the weights
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+ std::stack<int> nearbyZones;
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+ std::set<int> checkedZones;
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+
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+ //FIXME: we may know the path from previous iterations, but can't be sure if it's optimal :?
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+
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+ for (auto nearbyZone : startZone.second->getConnections())
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+ {
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+ nearbyZones.push(nearbyZone);
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+ }
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+
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+ while (!nearbyZones.empty())
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+ {
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+ auto currentZone = nearbyZones.top();
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+ nearbyZones.pop();
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+
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+ checkedZones.insert(currentZone);
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+
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+ for (auto neighbourZone : distancesBetweenZones[currentZone])
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+ {
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+ if (neighbourZone.first == currentEnd)
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+ {
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+ //This zone has connection to our end zone
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+
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+ if (!vstd::contains(distancesBetweenZones[currentZone], currentEnd))
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+ {
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+ //Initialize the connection of adjacent zones
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+ distancesBetweenZones[currentZone][currentEnd] = 1;
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+ }
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+
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+ if ((distancesBetweenZones[currentZone][currentEnd] + 1) < distance)
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+ {
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+ //We found new, shorter path
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+ distance = distancesBetweenZones[currentZone][currentEnd] + 1;
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+
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+ //Add just found connection
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+ distancesBetweenZones[start][currentEnd] = distance;
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+ //Connection is bidirectional
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+ distancesBetweenZones[currentEnd][start] = distance;
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+
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+ //Unwind the stack, find the path between start previous-to-last zone
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+ currentEnd = currentZone;
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+ }
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+ }
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+ else
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+ {
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+ if (!vstd::contains(checkedZones, neighbourZone.first))
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+ {
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+ //We didn't check that zone yet
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+ nearbyZones.push(neighbourZone.first);
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+ }
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+ }
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+ }
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+ }
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+ //At the very least after this step we will find 1 more step connecting the two zones
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+ }
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+ }
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+ }
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+ }
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+
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+ //Dump debug
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+ for (auto startZone : zones)
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+ {
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+ auto startId = startZone.second->getId();
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+
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+ for (auto endZone : zones)
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+ {
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+ auto endId = endZone.second->getId();
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+
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+ if (startId >= endId)
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+ {
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+ //Print only conections in one way
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+ continue;
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+ }
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+ logGlobal->info((boost::format("Distance between zone %2d and %2d: %d")
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+ % startId % endId % distancesBetweenZones[startId][endId]).str());
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+ }
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+ }
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+}
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+
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+void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
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+{
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+ auto zones = map.getZones();
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+ assert(zones.size());
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+
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+ //TODO: determine all the distances between zones on a graph
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+
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+ //Make sure there are at least as many grid fields as the number of zones
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+ size_t gridSize = std::ceil(std::sqrt(zones.size()));
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+
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+ typedef boost::multi_array<std::shared_ptr<Zone>, 2> GridType;
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+ GridType grid(boost::extents[gridSize][gridSize]);
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+
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+ TZoneVector zonesVector(zones.begin(), zones.end());
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+ RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
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+
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+ //Place first zone
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+
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+ auto firstZone = zonesVector[0].second;
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+ size_t x = 0, y = 0;
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+
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+ auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
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+ {
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+ switch (rand->nextInt() % 4)
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+ {
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+ case 0:
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+ x = 0;
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+ y = gridSize / 2;
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+ break;
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+ case 1:
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+ x = gridSize - 1;
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+ y = gridSize / 2;
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+ break;
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+ case 2:
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+ x = gridSize / 2;
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+ y = 0;
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+ break;
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+ case 3:
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+ x = gridSize / 2;
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+ y = gridSize - 1;
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+ break;
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+ }
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+ };
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+
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+ switch (firstZone->getType())
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+ {
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+ case ETemplateZoneType::PLAYER_START:
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+ case ETemplateZoneType::CPU_START:
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+ if (firstZone->getConnections().size() > 2)
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+ {
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+ getRandomEdge(x, y);
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+ }
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+ else
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+ {
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+ //Random corner
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+ if (rand->nextInt() % 2)
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+ {
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+ x = 0;
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+ }
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+ else
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+ {
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+ x = gridSize - 1;
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+ }
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+ if (rand->nextInt() % 2)
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+ {
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+ y = 0;
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+ }
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+ else
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+ {
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+ y = gridSize - 1;
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+ }
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+ }
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+ break;
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+ case ETemplateZoneType::TREASURE:
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+ if (gridSize && 1) //odd
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+ {
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+ x = y = (gridSize / 2);
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+ }
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+ else
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+ {
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+ //One of 4 squares in the middle
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+ x = (gridSize / 2) - 1 + rand->nextInt() % 2;
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+ y = (gridSize / 2) - 1 + rand->nextInt() % 2;
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+ }
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+ break;
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+ case ETemplateZoneType::JUNCTION:
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+ getRandomEdge(x, y);
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+ break;
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+ }
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+ grid[x][y] = firstZone;
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+
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+ //Ignore z placement for simplicity
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+
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+ for (size_t i = 1; i < zones.size(); i++)
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+ {
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+ auto zone = zonesVector[i].second;
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+ auto connections = zone->getConnections();
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+
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+ float maxDistance = 0.0;
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+ int3 mostDistantPlace;
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+
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+ //Iterate over free positions
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+ for (size_t freeX = 0; freeX < gridSize; ++freeX)
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+ {
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+ for (size_t freeY = 0; freeY < gridSize; ++freeY)
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+ {
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+ if (!grid[freeX][freeY])
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+ {
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+ //There is free space left here
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+ int3 potentialPos(freeX, freeY, 0);
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+
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+ //Compute distance to every existing zone
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+ for (size_t existingX = 0; existingX < gridSize; ++existingX)
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+ {
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+ for (size_t existingY = 0; existingY < gridSize; ++existingY)
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+ {
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+ float distance = 0.0;
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+ auto existingZone = grid[existingX][existingY];
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+ if (existingZone )
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+ {
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+ //There is already zone here
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+
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+ if (distancesBetweenZones[zone->getId()][existingZone->getId()] > 1)
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+ {
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+ //No direct connection
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+ distance += potentialPos.dist2d(int3(existingX, existingY, 0));
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+ //TODO: Multiply by weight - the distance from A*
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+ }
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+ else
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+ {
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+ //Has direct connection
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+ distance -= (gridSize - 1);
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+ }
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+
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+ //TODO: Multiply if zones belong to players, especially humans.
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+ //Starting zones should be as far away from eahc other as possible
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+
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+ if (distance > maxDistance)
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+ {
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+ distance = maxDistance;
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+ mostDistantPlace = potentialPos;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ //Place in a free slot
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+ grid[mostDistantPlace.x][mostDistantPlace.y] = zone;
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+ }
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+
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+ //TODO: toggle with a flag
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+ logGlobal->info("Initial zone grid:");
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+ for (size_t x = 0; x < gridSize; ++x)
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+ {
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+ std::string s;
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+ for (size_t y = 0; y < gridSize; ++y)
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+ {
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+ if (grid[x][y])
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+ {
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+ s += (boost::format("%3d ") % grid[x][y]->getId()).str();
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+ }
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+ else
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+ {
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+ s += " -- ";
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+ }
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+ }
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+ logGlobal->info(s);
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+ }
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+
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+ //Set initial position for zones - random position in square centered around (x, y)
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+ for (size_t x = 0; x < gridSize; ++x)
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+ {
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+ for (size_t y = 0; y < gridSize; ++y)
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+ {
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+ auto zone = grid[x][y];
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+ if (zone)
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+ {
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+ auto targetX = rand->nextDouble(x - 0.5f, x + 0.5f);
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+ vstd::clamp(targetX, 0, gridSize);
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+ auto targetY = rand->nextDouble(y - 0.5f, y + 0.5f);
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+ vstd::clamp(targetY, 0, gridSize);
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+
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+ zone->setCenter(float3(targetX / gridSize, targetY / gridSize, zone->getPos().z));
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+ }
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+ }
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+ }
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+}
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+
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void CZonePlacer::placeZones(CRandomGenerator * rand)
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{
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logGlobal->info("Starting zone placement");
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@@ -54,6 +361,9 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
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});
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bool underground = map.getMapGenOptions().getHasTwoLevels();
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+ findPathsBetweenZones();
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+ placeOnGrid(rand);
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+
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/*
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gravity-based algorithm
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