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- Created binaries/data/mods/official/maps/random folder to store maps and also moved rmlibrary.js to maps (though perhaps it should be somewhere in system?). - RM generator now uses "logical terrains" that can have units attached to them in addition to textures, for things like forests. - Added basic clump placer, avoid constraints, layered painter, and random terrains (each tile is chosen between several options). - Misc. infrastructure changes. This was SVN commit r2378.
47 lines
No EOL
1.1 KiB
C++
47 lines
No EOL
1.1 KiB
C++
#include "stdafx.h"
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#include "simpleplacers.h"
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#include "random.h"
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using namespace std;
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// ExactPlacer
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ExactPlacer::ExactPlacer(CenteredPlacer* centeredPlacer, int x, int y) {
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this->centeredPlacer = centeredPlacer;
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this->x = x;
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this->y = y;
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}
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ExactPlacer::~ExactPlacer() {
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}
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bool ExactPlacer::place(Map* m, Constraint* constr, std::vector<Point>& ret) {
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return centeredPlacer->place(m, constr, ret, x, y);
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}
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// MultiPlacer
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MultiPlacer::MultiPlacer(CenteredPlacer* centeredPlacer, int numToPlace, int maxFail) {
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this->centeredPlacer = centeredPlacer;
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this->numToPlace = numToPlace;
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this->maxFail = maxFail;
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}
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MultiPlacer::~MultiPlacer() {
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}
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bool MultiPlacer::place(Map* m, Constraint* constr, std::vector<Point>& ret) {
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int failed = 0;
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int placed = 0;
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while(placed < numToPlace && failed <= maxFail) {
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int x = RandInt(m->size);
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int y = RandInt(m->size);
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if(constr->allows(m,x,y) && centeredPlacer->place(m, constr, ret, x, y)) {
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placed++;
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}
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else {
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failed++;
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}
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}
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return placed == numToPlace;
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} |