135 lines
4.9 KiB
C++
135 lines
4.9 KiB
C++
/*
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https://github.com/peterix/dfhack
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Copyright (c) 2009-2011 Petr Mrázek (peterix@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include "Internal.h"
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#include "TileTypes.h"
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#include "Export.h"
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namespace DFHack
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{
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df::tiletype findSimilarTileType (const df::tiletype sourceTileType, const df::tiletype_shape tshape)
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{
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df::tiletype match = tiletype::Void;
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int value = 0, matchv = 0;
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const df::tiletype_shape cur_shape = tileShape(sourceTileType);
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const df::tiletype_material cur_material = tileMaterial(sourceTileType);
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const df::tiletype_special cur_special = tileSpecial(sourceTileType);
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const df::tiletype_variant cur_variant = tileVariant(sourceTileType);
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const TileDirection cur_direction = tileDirection(sourceTileType);
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//Shortcut.
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//If the current tile is already a shape match, leave.
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if (tshape == cur_shape)
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return sourceTileType;
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#ifdef assert
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assert(is_valid_enum_item(sourceTileType));
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#endif
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// Special case for smooth pillars.
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// When you want a smooth wall, no need to search for best match. Just use a pillar instead.
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// Choosing the right direction would require knowing neighbors.
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if ((tshape == tiletype_shape::WALL) && ((cur_special == tiletype_special::SMOOTH) || (cur_material == tiletype_material::CONSTRUCTION)))
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{
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switch (cur_material)
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{
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case tiletype_material::CONSTRUCTION:
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return tiletype::ConstructedPillar;
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case tiletype_material::FROZEN_LIQUID:
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return tiletype::FrozenPillar;
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case tiletype_material::MINERAL:
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return tiletype::MineralPillar;
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case tiletype_material::FEATURE:
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return tiletype::FeaturePillar;
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case tiletype_material::LAVA_STONE:
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return tiletype::LavaPillar;
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case tiletype_material::STONE:
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return tiletype::StonePillar;
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default:
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break;
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}
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}
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// Run through until perfect match found or hit end.
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FOR_ENUM_ITEMS(tiletype, tt)
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{
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if (value == (8|4|1))
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break;
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if (tileShape(tt) == tshape)
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{
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// Special flag match is mandatory, but only if it might possibly make a difference
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if (tileSpecial(tt) != tiletype_special::NONE && cur_special != tiletype_special::NONE && tileSpecial(tt) != cur_special)
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continue;
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// Special case for constructions.
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// Never turn a construction into a non-contruction.
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if ((cur_material == tiletype_material::CONSTRUCTION) && (tileMaterial(tt) != cur_material))
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continue;
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value = 0;
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//Material is high-value match
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if (cur_material == tileMaterial(tt))
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value |= 8;
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// Direction is medium value match
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if (cur_direction == tileDirection(tt))
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value |= 4;
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// Variant is low-value match
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if (cur_variant == tileVariant(tt))
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value |= 1;
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// Check value against last match.
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if (value > matchv)
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{
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match = tt;
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matchv = value;
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}
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}
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}
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// If the selected tile has a variant, then pick a random one
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match = findRandomVariant(match);
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if (match)
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return match;
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return sourceTileType;
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}
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df::tiletype findRandomVariant (const df::tiletype tile)
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{
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if (tileVariant(tile) == tiletype_variant::NONE)
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return tile;
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std::vector<df::tiletype> matches;
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FOR_ENUM_ITEMS(tiletype, tt)
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{
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if (tileShape(tt) == tileShape(tile) &&
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tileMaterial(tt) == tileMaterial(tile) &&
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tileSpecial(tt) == tileSpecial(tile))
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matches.push_back(tt);
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}
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return matches[rand() % matches.size()];
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}
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}
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