void editor_map::sanity_check()
{
	int errors = 0;
	if (total_width() != static_cast<int>(tiles_.size())) {
		ERR_ED << "total_width is " << total_width() << " but tiles_.size() is " << tiles_.size() << "\n";
		++errors;
	}
	if (total_height() != static_cast<int>(tiles_[0].size())) {
		ERR_ED << "total_height is " << total_height() << " but tiles_[0].size() is " << tiles_.size() << "\n";
		++errors;
	}
	if (w() + 2 * border_size() != total_width()) {
		ERR_ED << "h is " << h_ << " and border_size is " << border_size() << " but total_width is " << total_width() << "\n";
		++errors;
	}
	if (h() + 2 * border_size() != total_height()) {
		ERR_ED << "w is " << w_ << " and border_size is " << border_size() << " but total_height is " << total_height() << "\n";
		++errors;
	}
	for (size_t i = 1; i < tiles_.size(); ++i) {
		if (tiles_[i].size() != tiles_[0].size()) {
			ERR_ED << "tiles_[ " << i << "] has size() " << tiles_[i].size() << " but tiles[0] has size() " << tiles_[0].size() << "\n";
			++errors;
		}
	}
	BOOST_FOREACH(const map_location& loc, selection_) {
		if (!on_board_with_border(loc)) {
			ERR_ED << "Off-map tile in selection: " << loc << "\n";
		}
	}
	if (errors) {
		throw editor_map_integrity_error();
	}
}
Esempio n. 2
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void gamemap::set_terrain(const map_location& loc, const t_translation::t_terrain & terrain, const terrain_type_data::tmerge_mode mode, bool replace_if_failed) {
	if(!on_board_with_border(loc)) {
		// off the map: ignore request
		return;
	}

	t_translation::t_terrain new_terrain = tdata_->merge_terrains(get_terrain(loc), terrain, mode, replace_if_failed);

	if(new_terrain == t_translation::NONE_TERRAIN) {
		return;
	}

	if(on_board(loc)) {
		const bool old_village = is_village(loc);
		const bool new_village = tdata_->is_village(new_terrain);

		if(old_village && !new_village) {
			villages_.erase(std::remove(villages_.begin(),villages_.end(),loc),villages_.end());
		} else if(!old_village && new_village) {
			villages_.push_back(loc);
		}
	}

	tiles_[loc.x + border_size_][loc.y + border_size_] = new_terrain;

	// Update the off-map autogenerated tiles
	map_location adj[6];
	get_adjacent_tiles(loc,adj);

	for(int n = 0; n < 6; ++n) {
		remove_from_border_cache(adj[n]);
	}
}
Esempio n. 3
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void gamemap::set_terrain(const map_location& loc, const t_translation::terrain_code & terrain, const terrain_type_data::merge_mode mode, bool replace_if_failed) {
	if(!on_board_with_border(loc)) {
		DBG_G << "set_terrain: " << loc << " is not on the map.\n";
		// off the map: ignore request
		return;
	}

	t_translation::terrain_code new_terrain = tdata_->merge_terrains(get_terrain(loc), terrain, mode, replace_if_failed);

	if(new_terrain == t_translation::NONE_TERRAIN) {
		return;
	}

	if(on_board(loc)) {
		const bool old_village = is_village(loc);
		const bool new_village = tdata_->is_village(new_terrain);

		if(old_village && !new_village) {
			villages_.erase(std::remove(villages_.begin(),villages_.end(),loc),villages_.end());
		} else if(!old_village && new_village) {
			villages_.push_back(loc);
		}
	}

	(*this)[loc] = new_terrain;
}
Esempio n. 4
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t_translation::terrain_code gamemap::get_terrain(const map_location& loc) const
{

	if(on_board_with_border(loc)) {
		return (*this)[loc];
	}

	return loc == map_location::null_location() ? t_translation::NONE_TERRAIN : t_translation::terrain_code();
}
std::set<map_location> editor_map::get_contiguous_terrain_tiles(const map_location& start) const
{
	t_translation::t_terrain terrain = get_terrain(start);
	std::set<map_location> result;
	std::deque<map_location> queue;
	result.insert(start);
	queue.push_back(start);
	//this is basically a breadth-first search along adjacent hexes
	do {
		map_location adj[6];
		get_adjacent_tiles(queue.front(), adj);
		for (int i = 0; i < 6; ++i) {
			if (on_board_with_border(adj[i]) && get_terrain(adj[i]) == terrain
			&& result.find(adj[i]) == result.end()) {
				result.insert(adj[i]);
				queue.push_back(adj[i]);
			}
		}
		queue.pop_front();
	} while (!queue.empty());
	return result;
}
Esempio n. 6
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t_translation::t_terrain gamemap::get_terrain(const map_location& loc) const
{

	if(on_board_with_border(loc)) {
		return tiles_[loc.x + border_size_][loc.y + border_size_];
	}

	if ( loc == map_location::null_location() ) {
		return t_translation::NONE_TERRAIN;
	}

	const std::map<map_location, t_translation::t_terrain>::const_iterator itor = borderCache_.find(loc);
	if(itor != borderCache_.end())
		return itor->second;

	// If not on the board, decide based on what surrounding terrain is
	t_translation::t_terrain items[6];
	int number_of_items = 0;

	map_location adj[6];
	get_adjacent_tiles(loc,adj);
	for(int n = 0; n != 6; ++n) {
		if(on_board(adj[n])) {
			items[number_of_items] = tiles_[adj[n].x][adj[n].y];
			++number_of_items;
		} else {
			// If the terrain is off map but already in the border cache,
			// this will be used to determine the terrain.
			// This avoids glitches
			// * on map with an even width in the top right corner
			// * on map with an odd height in the bottom left corner.
			// It might also change the result on other map and become random,
			// but the border tiles will be determined in the future, so then
			// this will no longer be used in the game
			// (The editor will use this feature to expand maps in a better way).
			std::map<map_location, t_translation::t_terrain>::const_iterator itor =
				borderCache_.find(adj[n]);

			// Only add if it is in the cache and a valid terrain
			if(itor != borderCache_.end() &&
					itor->second != t_translation::NONE_TERRAIN)  {

				items[number_of_items] = itor->second;
				++number_of_items;
			}
		}

	}

	// Count all the terrain types found,
	// and see which one is the most common, and use it.
	t_translation::t_terrain used_terrain;
	int terrain_count = 0;
	for(int i = 0; i != number_of_items; ++i) {
		if(items[i] != used_terrain && !tdata_->is_village(items[i]) && !tdata_->is_keep(items[i])) {
			const int c = std::count(items+i+1,items+number_of_items,items[i]) + 1;
			if(c > terrain_count) {
				used_terrain = items[i];
				terrain_count = c;
			}
		}
	}

	borderCache_.insert(std::pair<map_location, t_translation::t_terrain>(loc,used_terrain));
	return used_terrain;

}
bool editor_map::add_to_selection(const map_location& loc)
{
	return on_board_with_border(loc) ? selection_.insert(loc).second : false;
}