void Web::Calc(const Vector2I* exclude) { static Vector2I origin = { NUM_SECTORS / 2, NUM_SECTORS / 2 }; CArray<Vector2I, NUM_SECTORS * NUM_SECTORS> cores; cores.Push(origin); int n = 0; CoreScript** list = CoreScript::GetCoreList(&n); for (int i = 0; i < n; ++i) { CoreScript* cs = list[i]; Vector2I sector = ToSector(cs->ParentChit()->Position()); if ( (sector != origin) && cs && cs->InUse() && Team::Instance()->GetRelationship(cs->ParentChit()->Team(), TEAM_VISITOR) != ERelate::ENEMY) { GLASSERT(cores.HasCap()); if (!exclude || (*exclude != sector)) { cores.Push(sector); } } } tree.Calc(cores.Mem(), cores.Size()); }
int CoreScript::GetPave() { if (pave) { return pave; } // OLD: Pavement is used as a flag for "this is a road" by the AI. // It's important to use the least common pave in a domain // so that building isn't interfered with. // NOW: Just use least common pave to spread things out. CArray<int, WorldGrid::NUM_PAVE> nPave; for (int i = 0; i < WorldGrid::NUM_PAVE; ++i) nPave.Push(0); if (pave == 0) { Rectangle2I inner = InnerSectorBounds(ToSector(parentChit->Position())); for (Rectangle2IIterator it(inner); !it.Done(); it.Next()) { const WorldGrid& wg = Context()->worldMap->GetWorldGrid(it.Pos()); nPave[wg.Pave()] += 1; } } nPave[0] = 0; int maxPave = nPave[nPave.FindMax(0, [](int, int count) { return count; })]; if (maxPave == 0) { pave = 1 + parentChit->random.Rand(WorldGrid::NUM_PAVE - 1); } else { pave = 1 + ArrayFindMax(nPave.Mem()+1, nPave.Size() - 1, 0, [](int, int count) { return -count; }); } GLASSERT(pave > 0 && pave < nPave.Size()); if (pave == 0) { pave = 1; } return pave; }