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@ -102,7 +102,6 @@ struct CoordHash {
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};
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static unordered_map<df::coord, int32_t, CoordHash> locationToBuilding;
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static unordered_map<df::coord, vector<int32_t>, CoordHash> locationToCivzones;
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static df::building_extents_type *getExtentTile(df::building_extents &extent, df::coord2d tile)
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{
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@ -167,6 +166,163 @@ void buildings_onUpdate(color_ostream &out)
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}
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}
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static void building_into_zone_unidir(df::building* bld, df::building_civzonest* zone)
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{
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for (size_t bid = 0; bid < zone->contained_buildings.size(); bid++)
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{
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if (zone->contained_buildings[bid] == bld)
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return;
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}
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zone->contained_buildings.push_back(bld);
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std::sort(zone->contained_buildings.begin(), zone->contained_buildings.end(), [](df::building* b1, df::building* b2)
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{
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return b1->id < b2->id;
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});
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}
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static void zone_into_building_unidir(df::building* bld, df::building_civzonest* zone)
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{
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for (size_t bid = 0; bid < bld->relations.size(); bid++)
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{
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if (bld->relations[bid] == zone)
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return;
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}
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bld->relations.push_back(zone);
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std::sort(bld->relations.begin(), bld->relations.end(), [](df::building* b1, df::building* b2)
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{
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return b1->id < b2->id;
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});
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}
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static bool is_suitable_building_for_zoning(df::building* bld)
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{
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return bld->canMakeRoom();
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}
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static void add_building_to_zone(df::building* bld, df::building_civzonest* zone)
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{
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if (!is_suitable_building_for_zoning(bld))
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return;
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building_into_zone_unidir(bld, zone);
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zone_into_building_unidir(bld, zone);
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}
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static void add_building_to_all_zones(df::building* bld)
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{
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if (!is_suitable_building_for_zoning(bld))
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return;
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df::coord coord(bld->centerx, bld->centery, bld->z);
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std::vector<df::building_civzonest*> cv;
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Buildings::findCivzonesAt(&cv, coord);
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for (size_t i=0; i < cv.size(); i++)
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{
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add_building_to_zone(bld, cv[i]);
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}
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}
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static void add_zone_to_all_buildings(df::building* zone_as_building)
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{
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if (zone_as_building->getType() != building_type::Civzone)
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return;
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auto zone = strict_virtual_cast<df::building_civzonest>(zone_as_building);
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if (zone == nullptr)
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return;
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auto& vec = world->buildings.other[buildings_other_id::IN_PLAY];
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for (size_t i = 0; i < vec.size(); i++)
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{
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auto against = vec[i];
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if (zone->z != against->z)
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continue;
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if (!is_suitable_building_for_zoning(against))
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continue;
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int32_t cx = against->centerx;
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int32_t cy = against->centery;
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df::coord2d coord(cx, cy);
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//can a zone without extents exist?
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if (zone->room.extents && zone->isExtentShaped())
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{
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auto etile = getExtentTile(zone->room, coord);
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if (!etile || !*etile)
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continue;
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add_building_to_zone(against, zone);
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}
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}
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}
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static void remove_building_from_zone(df::building* bld, df::building_civzonest* zone)
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{
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for (int bid = 0; bid < (int)zone->contained_buildings.size(); bid++)
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{
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if (zone->contained_buildings[bid] == bld)
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{
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zone->contained_buildings.erase(zone->contained_buildings.begin() + bid);
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bid--;
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}
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}
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for (int bid = 0; bid < (int)bld->relations.size(); bid++)
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{
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if (bld->relations[bid] == zone)
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{
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bld->relations.erase(bld->relations.begin() + bid);
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bid--;
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}
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}
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}
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static void remove_building_from_all_zones(df::building* bld)
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{
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df::coord coord(bld->centerx, bld->centery, bld->z);
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std::vector<df::building_civzonest*> cv;
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Buildings::findCivzonesAt(&cv, coord);
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for (size_t i=0; i < cv.size(); i++)
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{
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remove_building_from_zone(bld, cv[i]);
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}
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}
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static void remove_zone_from_all_buildings(df::building* zone_as_building)
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{
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if (zone_as_building->getType() != building_type::Civzone)
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return;
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auto zone = strict_virtual_cast<df::building_civzonest>(zone_as_building);
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if (zone == nullptr)
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return;
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auto& vec = world->buildings.other[buildings_other_id::IN_PLAY];
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//this is a paranoid check and slower than it could be. Zones contain a list of children
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//good for fixing potentially bad game states when deleting a zone
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for (size_t i = 0; i < vec.size(); i++)
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{
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df::building* bld = vec[i];
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remove_building_from_zone(bld, zone);
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}
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}
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uint32_t Buildings::getNumBuildings()
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{
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return world->buildings.all.size();
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@ -325,78 +481,30 @@ static void cacheBuilding(df::building *building, bool is_civzone) {
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for (int32_t y = p1.y; y <= p2.y; y++) {
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df::coord pt(x, y, building->z);
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if (Buildings::containsTile(building, pt, is_civzone)) {
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if (is_civzone)
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locationToCivzones[pt].push_back(id);
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else
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if (!is_civzone)
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locationToBuilding[pt] = id;
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}
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}
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}
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}
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static int32_t nextCivzone = 0;
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static void cacheNewCivzones() {
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if (!world || !building_next_id)
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return;
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int32_t nextBuildingId = *building_next_id;
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for (int32_t id = nextCivzone; id < nextBuildingId; ++id) {
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auto &vec = world->buildings.other[buildings_other_id::ANY_ZONE];
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int32_t idx = df::building::binsearch_index(vec, id);
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if (idx > -1)
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cacheBuilding(vec[idx], true);
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}
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nextCivzone = nextBuildingId;
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}
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bool Buildings::findCivzonesAt(std::vector<df::building_civzonest*> *pvec,
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df::coord pos) {
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pvec->clear();
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// Tiles have an occupancy->bits.building flag to quickly determine if it is
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// covered by a buildling, but there is no such flag for civzones.
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// Therefore, we need to make sure that our cache is authoratative.
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// Otherwise, we would have to fall back to linearly scanning the list of
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// all civzones on a cache miss.
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//
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// Since we guarantee our cache contains *at least* all tiles that are
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// currently covered by civzones, we can conclude that if a tile is not in
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// the cache, there is no civzone there. Civzones *can* be dynamically
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// shrunk, so we still need to verify that civzones that once covered this
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// tile continue to cover this tile.
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cacheNewCivzones();
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auto civzones_it = locationToCivzones.find(pos);
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if (civzones_it == locationToCivzones.end())
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return false;
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set<int32_t> ids_to_remove;
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auto &civzones = civzones_it->second;
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for (int32_t id : civzones) {
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int32_t idx = df::building::binsearch_index(
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world->buildings.other[buildings_other_id::ANY_ZONE], id);
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df::building_civzonest *civzone = NULL;
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if (idx > -1)
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civzone = world->buildings.other.ANY_ZONE[idx];
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if (!civzone || civzone->z != pos.z ||
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!containsTile(civzone, pos, true)) {
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ids_to_remove.insert(id);
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for (df::building_civzonest* zone : world->buildings.other.ACTIVITY_ZONE)
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{
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if (pos.z != zone->z)
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continue;
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}
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pvec->push_back(civzone);
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}
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// civzone no longer occupies this tile; update the cache
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if (!ids_to_remove.empty()) {
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for (auto it = civzones.begin(); it != civzones.end(); ) {
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if (ids_to_remove.count(*it)) {
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it = civzones.erase(it);
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if (zone->room.extents && zone->isExtentShaped())
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{
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auto etile = getExtentTile(zone->room, pos);
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if (!etile || !*etile)
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continue;
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}
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++it;
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pvec->push_back(zone);
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}
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if (civzones.empty())
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locationToCivzones.erase(pos);
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}
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return !pvec->empty();
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@ -1053,7 +1161,6 @@ static int getMaxStockpileId()
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return max_id;
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}
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/* TODO: understand how this changes for v50
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static int getMaxCivzoneId()
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{
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auto &vec = world->buildings.other[buildings_other_id::ANY_ZONE];
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@ -1068,7 +1175,6 @@ static int getMaxCivzoneId()
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return max_id;
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}
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*/
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bool Buildings::constructAbstract(df::building *bld)
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{
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@ -1087,12 +1193,14 @@ bool Buildings::constructAbstract(df::building *bld)
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stock->stockpile_number = getMaxStockpileId() + 1;
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break;
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/* TODO: understand how this changes for v50
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case building_type::Civzone:
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if (auto zone = strict_virtual_cast<df::building_civzonest>(bld))
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{
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zone->zone_num = getMaxCivzoneId() + 1;
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add_zone_to_all_buildings(zone);
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}
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break;
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*/
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default:
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break;
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@ -1186,6 +1294,8 @@ bool Buildings::constructWithItems(df::building *bld, std::vector<df::item*> ite
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bld->mat_index = items[i]->getMaterialIndex();
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}
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add_building_to_all_zones(bld);
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createDesign(bld, rough);
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return true;
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}
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@ -1232,6 +1342,8 @@ bool Buildings::constructWithFilters(df::building *bld, std::vector<df::job_item
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buildings_do_onupdate = true;
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add_building_to_all_zones(bld);
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createDesign(bld, rough);
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return true;
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}
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@ -1272,6 +1384,10 @@ bool Buildings::deconstruct(df::building *bld)
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// Don't clear arrows.
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bld->uncategorize();
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remove_building_from_all_zones(bld);
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remove_zone_from_all_buildings(bld);
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delete bld;
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if (world->selected_building == bld)
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@ -1310,12 +1426,20 @@ bool Buildings::markedForRemoval(df::building *bld)
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return false;
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}
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void Buildings::notifyCivzoneModified(df::building* bld)
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{
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if (bld->getType() != building_type::Civzone)
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return;
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//remove zone here needs to be the slow method
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remove_zone_from_all_buildings(bld);
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add_zone_to_all_buildings(bld);
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}
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void Buildings::clearBuildings(color_ostream& out) {
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corner1.clear();
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corner2.clear();
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locationToBuilding.clear();
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locationToCivzones.clear();
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nextCivzone = 0;
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}
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void Buildings::updateBuildings(color_ostream&, void* ptr)
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