示例#1
0
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());
}
示例#2
0
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;
}