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							- /*
 
-  * CZonePlacer.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "../CRandomGenerator.h"
 
- #include "CZonePlacer.h"
 
- #include "CRmgTemplateZone.h"
 
- #include "../mapping/CMap.h"
 
- #include "../mapping/CMapEditManager.h"
 
- class CRandomGenerator;
 
- CZonePlacer::CZonePlacer(CMapGenerator * Gen)
 
- 	: width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0),
 
- 	gen(Gen)
 
- {
 
- }
 
- CZonePlacer::~CZonePlacer()
 
- {
 
- }
 
- int3 CZonePlacer::cords (const float3 f) const
 
- {
 
- 	return int3((si32)std::max(0.f, (f.x * gen->map->width)-1), (si32)std::max(0.f, (f.y * gen->map->height-1)), f.z);
 
- }
 
- float CZonePlacer::getDistance (float distance) const
 
- {
 
- 	return (distance ? distance * distance : 1e-6f);
 
- }
 
- void CZonePlacer::placeZones(CRandomGenerator * rand)
 
- {
 
- 	logGlobal->info("Starting zone placement");
 
- 	width = gen->getMapGenOptions().getWidth();
 
- 	height = gen->getMapGenOptions().getHeight();
 
- 	auto zones = gen->getZones();
 
- 	bool underground = gen->getMapGenOptions().getHasTwoLevels();
 
- 	/*
 
- 	gravity-based algorithm
 
- 	let's assume we try to fit N circular zones with radius = size on a map
 
- 	*/
 
- 	gravityConstant = 4e-3f;
 
- 	stiffnessConstant = 4e-3f;
 
- 	TZoneVector zonesVector(zones.begin(), zones.end());
 
- 	assert (zonesVector.size());
 
- 	RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
 
- 	//0. set zone sizes and surface / underground level
 
- 	prepareZones(zones, zonesVector, underground, rand);
 
- 	//gravity-based algorithm. connected zones attract, intersecting zones and map boundaries push back
 
- 	//remember best solution
 
- 	float bestTotalDistance = 1e10;
 
- 	float bestTotalOverlap = 1e10;
 
- 	std::map<std::shared_ptr<CRmgTemplateZone>, float3> bestSolution;
 
- 	TForceVector forces;
 
- 	TForceVector totalForces; //  both attraction and pushback, overcomplicated?
 
- 	TDistanceVector distances;
 
- 	TDistanceVector overlaps;
 
- 	const int MAX_ITERATIONS = 100;
 
- 	for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
 
- 	{
 
- 		//1. attract connected zones
 
- 		attractConnectedZones(zones, forces, distances);
 
- 		for (auto zone : forces)
 
- 		{
 
- 			zone.first->setCenter (zone.first->getCenter() + zone.second);
 
- 			totalForces[zone.first] = zone.second; //override
 
- 		}
 
- 		//2. separate overlapping zones
 
- 		separateOverlappingZones(zones, forces, overlaps);
 
- 		for (auto zone : forces)
 
- 		{
 
- 			zone.first->setCenter (zone.first->getCenter() + zone.second);
 
- 			totalForces[zone.first] += zone.second; //accumulate
 
- 		}
 
- 		//3. now perform drastic movement of zone that is completely not linked
 
- 		moveOneZone(zones, totalForces, distances, overlaps);
 
- 		//4. NOW after everything was moved, re-evaluate zone positions
 
- 		attractConnectedZones(zones, forces, distances);
 
- 		separateOverlappingZones(zones, forces, overlaps);
 
- 		float totalDistance = 0;
 
- 		float totalOverlap = 0;
 
- 		for (auto zone : distances) //find most misplaced zone
 
- 		{
 
- 			totalDistance += zone.second;
 
- 			float overlap = overlaps[zone.first];
 
- 			totalOverlap += overlap;
 
- 		}
 
- 		//check fitness function
 
- 		bool improvement = false;
 
- 		if (bestTotalDistance > 0 && bestTotalOverlap > 0)
 
- 		{
 
- 			if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
 
- 				improvement = true;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
 
- 				improvement = true;
 
- 		}
 
- 		logGlobal->trace("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s", totalDistance, totalOverlap , improvement);
 
- 		//save best solution
 
- 		if (improvement)
 
- 		{
 
- 			bestTotalDistance = totalDistance;
 
- 			bestTotalOverlap = totalOverlap;
 
- 			for (auto zone : zones)
 
- 				bestSolution[zone.second] = zone.second->getCenter();
 
- 		}
 
- 	}
 
- 	logGlobal->trace("Best fitness reached: total distance %2.4f, total overlap %2.4f", bestTotalDistance, bestTotalOverlap);
 
- 	for (auto zone : zones) //finalize zone positions
 
- 	{
 
- 		zone.second->setPos (cords (bestSolution[zone.second]));
 
- 		logGlobal->trace("Placed zone %d at relative position %s and coordinates %s", zone.first, zone.second->getCenter().toString(), zone.second->getPos().toString());
 
- 	}
 
- }
 
- void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand)
 
- {
 
- 	std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
 
- 	const float radius = 0.4f;
 
- 	const float pi2 = 6.28f;
 
- 	int zonesOnLevel[2] = { 0, 0 };
 
- 	//even distribution for surface / underground zones. Surface zones always have priority.
 
- 	TZoneVector zonesToPlace;
 
- 	std::map<TRmgTemplateZoneId, int> levels;
 
- 	//first pass - determine fixed surface for zones
 
- 	for (auto zone : zonesVector)
 
- 	{
 
- 		if (!underground) //this step is ignored
 
- 			zonesToPlace.push_back(zone);
 
- 		else //place players depending on their factions
 
- 		{
 
- 			if (boost::optional<int> owner = zone.second->getOwner())
 
- 			{
 
- 				auto player = PlayerColor(*owner - 1);
 
- 				auto playerSettings = gen->getMapGenOptions().getPlayersSettings();
 
- 				si32 faction = CMapGenOptions::CPlayerSettings::RANDOM_TOWN;
 
- 				if (vstd::contains(playerSettings, player))
 
- 					faction = playerSettings[player].getStartingTown();
 
- 				else
 
- 					logGlobal->error("Can't find info for player %d (starting zone)", player.getNum());
 
- 				if (faction == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) //TODO: check this after a town has already been randomized
 
- 					zonesToPlace.push_back(zone);
 
- 				else
 
- 				{
 
- 					auto & tt = (*VLC->townh)[faction]->nativeTerrain;
 
- 					if(tt == Terrain("dirt"))
 
- 					{
 
- 						//any / random
 
- 						zonesToPlace.push_back(zone);
 
- 					}
 
- 					else
 
- 					{
 
- 						if(tt.isUnderground())
 
- 						{
 
- 							//underground
 
- 							zonesOnLevel[1]++;
 
- 							levels[zone.first] = 1;
 
- 						}
 
- 						else
 
- 						{
 
- 							//surface
 
- 							zonesOnLevel[0]++;
 
- 							levels[zone.first] = 0;
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			else //no starting zone or no underground altogether
 
- 			{
 
- 				zonesToPlace.push_back(zone);
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto zone : zonesToPlace)
 
- 	{
 
- 		if (underground) //only then consider underground zones
 
- 		{
 
- 			int level = 0;
 
- 			if (zonesOnLevel[1] < zonesOnLevel[0]) //only if there are less underground zones
 
- 				level = 1;
 
- 			else
 
- 				level = 0;
 
- 			levels[zone.first] = level;
 
- 			zonesOnLevel[level]++;
 
- 		}
 
- 		else
 
- 			levels[zone.first] = 0;
 
- 	}
 
- 	for (auto zone : zonesVector)
 
- 	{
 
- 		int level = levels[zone.first];
 
- 		totalSize[level] += (zone.second->getSize() * zone.second->getSize());
 
- 		float randomAngle = static_cast<float>(rand->nextDouble(0, pi2));
 
- 		zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
 
- 	}
 
- 	/*
 
- 	prescale zones
 
- 	formula: sum((prescaler*n)^2)*pi = WH
 
- 	prescaler = sqrt((WH)/(sum(n^2)*pi))
 
- 	*/
 
- 	std::vector<float> prescaler = { 0, 0 };
 
- 	for (int i = 0; i < 2; i++)
 
- 		prescaler[i] = sqrt((width * height) / (totalSize[i] * 3.14f));
 
- 	mapSize = static_cast<float>(sqrt(width * height));
 
- 	for (auto zone : zones)
 
- 	{
 
- 		zone.second->setSize((int)(zone.second->getSize() * prescaler[zone.second->getCenter().z]));
 
- 	}
 
- }
 
- void CZonePlacer::attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances)
 
- {
 
- 	for (auto zone : zones)
 
- 	{
 
- 		float3 forceVector(0, 0, 0);
 
- 		float3 pos = zone.second->getCenter();
 
- 		float totalDistance = 0;
 
- 		for (auto con : zone.second->getConnections())
 
- 		{
 
- 			auto otherZone = zones[con];
 
- 			float3 otherZoneCenter = otherZone->getCenter();
 
- 			float distance = static_cast<float>(pos.dist2d(otherZoneCenter));
 
- 			float minDistance = 0;
 
- 			if (pos.z != otherZoneCenter.z)
 
- 				minDistance = 0; //zones on different levels can overlap completely
 
- 			else
 
- 				minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
 
- 			if (distance > minDistance)
 
- 			{
 
- 				//WARNING: compiler used to 'optimize' that line so it never actually worked
 
- 				float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
 
- 				forceVector += ((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance)) * gravityConstant; //positive value
 
- 				totalDistance += (distance - minDistance);
 
- 			}
 
- 		}
 
- 		distances[zone.second] = totalDistance;
 
- 		forceVector.z = 0; //operator - doesn't preserve z coordinate :/
 
- 		forces[zone.second] = forceVector;
 
- 	}
 
- }
 
- void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
 
- {
 
- 	for (auto zone : zones)
 
- 	{
 
- 		float3 forceVector(0, 0, 0);
 
- 		float3 pos = zone.second->getCenter();
 
- 		float overlap = 0;
 
- 		//separate overlapping zones
 
- 		for (auto otherZone : zones)
 
- 		{
 
- 			float3 otherZoneCenter = otherZone.second->getCenter();
 
- 			//zones on different levels don't push away
 
- 			if (zone == otherZone || pos.z != otherZoneCenter.z)
 
- 				continue;
 
- 			float distance = static_cast<float>(pos.dist2d(otherZoneCenter));
 
- 			float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
 
- 			if (distance < minDistance)
 
- 			{
 
- 				forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stiffnessConstant; //negative value
 
- 				overlap += (minDistance - distance); //overlapping of small zones hurts us more
 
- 			}
 
- 		}
 
- 		//move zones away from boundaries
 
- 		//do not scale boundary distance - zones tend to get squashed
 
- 		float size = zone.second->getSize() / mapSize;
 
- 		auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
 
- 		{
 
- 			float3 boundary = float3(x, y, pos.z);
 
- 			float distance = static_cast<float>(pos.dist2d(boundary));
 
- 			overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
 
- 			forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
 
- 		};
 
- 		if (pos.x < size)
 
- 		{
 
- 			pushAwayFromBoundary(0, pos.y);
 
- 		}
 
- 		if (pos.x > 1 - size)
 
- 		{
 
- 			pushAwayFromBoundary(1, pos.y);
 
- 		}
 
- 		if (pos.y < size)
 
- 		{
 
- 			pushAwayFromBoundary(pos.x, 0);
 
- 		}
 
- 		if (pos.y > 1 - size)
 
- 		{
 
- 			pushAwayFromBoundary(pos.x, 1);
 
- 		}
 
- 		overlaps[zone.second] = overlap;
 
- 		forceVector.z = 0; //operator - doesn't preserve z coordinate :/
 
- 		forces[zone.second] = forceVector;
 
- 	}
 
- }
 
- void CZonePlacer::moveOneZone(TZoneMap &zones, TForceVector &totalForces, TDistanceVector &distances, TDistanceVector &overlaps)
 
- {
 
- 	float maxRatio = 0;
 
- 	const int maxDistanceMovementRatio = static_cast<int>(zones.size() * zones.size()); //experimental - the more zones, the greater total distance expected
 
- 	std::shared_ptr<CRmgTemplateZone> misplacedZone;
 
- 	float totalDistance = 0;
 
- 	float totalOverlap = 0;
 
- 	for (auto zone : distances) //find most misplaced zone
 
- 	{
 
- 		totalDistance += zone.second;
 
- 		float overlap = overlaps[zone.first];
 
- 		totalOverlap += overlap;
 
- 		float ratio = (zone.second + overlap) / (float)totalForces[zone.first].mag(); //if distance to actual movement is long, the zone is misplaced
 
- 		if (ratio > maxRatio)
 
- 		{
 
- 			maxRatio = ratio;
 
- 			misplacedZone = zone.first;
 
- 		}
 
- 	}
 
- 	logGlobal->trace("Worst misplacement/movement ratio: %3.2f", maxRatio);
 
- 	if (maxRatio > maxDistanceMovementRatio && misplacedZone)
 
- 	{
 
- 		std::shared_ptr<CRmgTemplateZone> targetZone;
 
- 		float3 ourCenter = misplacedZone->getCenter();
 
- 		if (totalDistance > totalOverlap)
 
- 		{
 
- 			//find most distant zone that should be attracted and move inside it
 
- 			float maxDistance = 0;
 
- 			for (auto con : misplacedZone->getConnections())
 
- 			{
 
- 				auto otherZone = zones[con];
 
- 				float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
 
- 				if (distance > maxDistance)
 
- 				{
 
- 					maxDistance = distance;
 
- 					targetZone = otherZone;
 
- 				}
 
- 			}
 
- 			if (targetZone) //TODO: consider refactoring duplicated code
 
- 			{
 
- 				float3 vec = targetZone->getCenter() - ourCenter;
 
- 				float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
 
- 				logGlobal->trace("Trying to move zone %d %s towards %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxDistance);
 
- 				logGlobal->trace("direction is %s", vec.toString());
 
- 				misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
 
- 				logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			float maxOverlap = 0;
 
- 			for (auto otherZone : zones)
 
- 			{
 
- 				float3 otherZoneCenter = otherZone.second->getCenter();
 
- 				if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
 
- 					continue;
 
- 				float distance = static_cast<float>(otherZoneCenter.dist2dSQ(ourCenter));
 
- 				if (distance > maxOverlap)
 
- 				{
 
- 					maxOverlap = distance;
 
- 					targetZone = otherZone.second;
 
- 				}
 
- 			}
 
- 			if (targetZone)
 
- 			{
 
- 				float3 vec = ourCenter - targetZone->getCenter();
 
- 				float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
 
- 				logGlobal->trace("Trying to move zone %d %s away from %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxOverlap);
 
- 				logGlobal->trace("direction is %s", vec.toString());
 
- 				misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
 
- 				logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- float CZonePlacer::metric (const int3 &A, const int3 &B) const
 
- {
 
- /*
 
- Matlab code
 
- 	dx = abs(A(1) - B(1)); %distance must be symmetric
 
- 	dy = abs(A(2) - B(2));
 
- d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
 
-     0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
 
- */
 
- 	float dx = abs(A.x - B.x) * scaleX;
 
- 	float dy = abs(A.y - B.y) * scaleY;
 
- 	//Horner scheme
 
- 	return dx * (1.0f + dx * (0.1f + dx * 0.01f)) + dy * (1.618f + dy * (-0.1618f + dy * 0.01618f));
 
- }
 
- void CZonePlacer::assignZones()
 
- {
 
- 	logGlobal->info("Starting zone colouring");
 
- 	auto width = gen->getMapGenOptions().getWidth();
 
- 	auto height = gen->getMapGenOptions().getHeight();
 
- 	//scale to Medium map to ensure smooth results
 
- 	scaleX = 72.f / width;
 
- 	scaleY = 72.f / height;
 
- 	auto zones = gen->getZones();
 
- 	typedef std::pair<std::shared_ptr<CRmgTemplateZone>, float> Dpair;
 
- 	std::vector <Dpair> distances;
 
- 	distances.reserve(zones.size());
 
- 	//now place zones correctly and assign tiles to each zone
 
- 	auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
 
- 	{
 
- 		//bigger zones have smaller distance
 
- 		return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize();
 
- 	};
 
- 	auto moveZoneToCenterOfMass = [](std::shared_ptr<CRmgTemplateZone> zone) -> void
 
- 	{
 
- 		int3 total(0, 0, 0);
 
- 		auto tiles = zone->getTileInfo();
 
- 		for (auto tile : tiles)
 
- 		{
 
- 			total += tile;
 
- 		}
 
- 		int size = static_cast<int>(tiles.size());
 
- 		assert(size);
 
- 		zone->setPos(int3(total.x / size, total.y / size, total.z / size));
 
- 	};
 
- 	int levels = gen->map->twoLevel ? 2 : 1;
 
- 	/*
 
- 	1. Create Voronoi diagram
 
- 	2. find current center of mass for each zone. Move zone to that center to balance zones sizes
 
- 	*/
 
- 	for (int i = 0; i<width; i++)
 
- 	{
 
- 		for (int j = 0; j<height; j++)
 
- 		{
 
- 			for (int k = 0; k < levels; k++)
 
- 			{
 
- 				distances.clear();
 
- 				int3 pos(i, j, k);
 
- 				for (auto zone : zones)
 
- 				{
 
- 					if (zone.second->getPos().z == k)
 
- 						distances.push_back(std::make_pair(zone.second, (float)pos.dist2dSQ(zone.second->getPos())));
 
- 					else
 
- 						distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
 
- 				}
 
- 				boost::min_element(distances, compareByDistance)->first->addTile(pos); //closest tile belongs to zone
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto zone : zones)
 
- 		moveZoneToCenterOfMass(zone.second);
 
- 	//assign actual tiles to each zone using nonlinear norm for fine edges
 
- 	for (auto zone : zones)
 
- 		zone.second->clearTiles(); //now populate them again
 
- 	for (int i=0; i<width; i++)
 
- 	{
 
- 		for(int j=0; j<height; j++)
 
- 		{
 
- 			for (int k = 0; k < levels; k++)
 
- 			{
 
- 				distances.clear();
 
- 				int3 pos(i, j, k);
 
- 				for (auto zone : zones)
 
- 				{
 
- 					if (zone.second->getPos().z == k)
 
- 						distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
 
- 					else
 
- 						distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));
 
- 				}
 
- 				auto zone = boost::min_element(distances, compareByDistance)->first; //closest tile belongs to zone
 
- 				zone->addTile(pos);
 
- 				gen->setZoneID(pos, zone->getId());
 
- 			}
 
- 		}
 
- 	}
 
- 	//set position (town position) to center of mass of irregular zone
 
- 	for (auto zone : zones)
 
- 	{
 
- 		moveZoneToCenterOfMass(zone.second);
 
- 		//TODO: similiar for islands
 
- 		#define	CREATE_FULL_UNDERGROUND true //consider linking this with water amount
 
- 		if (zone.second->isUnderground())
 
- 		{
 
- 			if (!CREATE_FULL_UNDERGROUND)
 
- 			{
 
- 				auto discardTile = zone.second->collectDistantTiles((float)(zone.second->getSize() + 1));
 
- 				for(auto& t : discardTile)
 
- 					zone.second->removeTile(t);
 
- 			}
 
- 			//make sure that terrain inside zone is not a rock
 
- 			//FIXME: reorder actions?
 
- 			zone.second->paintZoneTerrain (Terrain("subterra"));
 
- 		}
 
- 	}
 
- 	logGlobal->info("Finished zone colouring");
 
- }
 
 
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