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forked from 0ad/0ad
0ad/source/tools/rmgen/simpleconstraints.cpp
Matei 467b14e928 - Added stay-in-tile-class and border-tile-class constraints.
- Made objects snap to terrain (the game does this automatically for
entities but it was a problem with actors)
- Small enhancements to the RMS API
- New version of cantabrian_highlands

This was SVN commit r2688.
2005-09-08 01:20:51 +00:00

108 lines
2.6 KiB
C++

#include "stdafx.h"
#include "simpleconstraints.h"
using namespace std;
// NullConstraint /////////////////////////////////////////////////////////////////////////
bool NullConstraint::allows(Map* m, int x, int y)
{
return true;
}
// AndConstraint /////////////////////////////////////////////////////////////////////////
AndConstraint::AndConstraint(const vector<Constraint*>& constraints) {
this->constraints = constraints;
}
AndConstraint::~AndConstraint() {
for(int i=0; i<constraints.size(); i++) {
delete constraints[i];
}
}
bool AndConstraint::allows(Map* m, int x, int y)
{
for(int i=0; i<constraints.size(); i++) {
if(!constraints[i]->allows(m, x, y)) {
return false;
}
}
return true;
}
// AvoidAreaConstraint //////////////////////////////////////////////////////////////////
AvoidAreaConstraint::AvoidAreaConstraint(Area* area) {
this->area = area;
}
bool AvoidAreaConstraint::allows(Map* m, int x, int y)
{
return m->area[x][y] != area;
}
// AvoidTextureConstraint ///////////////////////////////////////////////////////////////
AvoidTextureConstraint::AvoidTextureConstraint(int textureId) {
this->textureId = textureId;
}
bool AvoidTextureConstraint::allows(Map* m, int x, int y)
{
return m->texture[x][y] != textureId;
}
// AvoidTileClassConstraint /////////////////////////////////////////////////////////////
AvoidTileClassConstraint::AvoidTileClassConstraint(TileClass* tileClass, float distance) {
this->tileClass = tileClass;
this->distance = distance;
}
bool AvoidTileClassConstraint::allows(Map* m, int x, int y)
{
return tileClass->countMembersInRadius(x, y, distance) == 0;
}
// StayInTileClassConstraint /////////////////////////////////////////////////////////////
StayInTileClassConstraint::StayInTileClassConstraint(TileClass* tileClass, float distance) {
this->tileClass = tileClass;
this->distance = distance;
}
bool StayInTileClassConstraint::allows(Map* m, int x, int y)
{
return tileClass->countNonMembersInRadius(x, y, distance) == 0;
}
// BorderTileClassConstraint /////////////////////////////////////////////////////////////
BorderTileClassConstraint::BorderTileClassConstraint(TileClass* tileClass, float distanceInside,
float distanceOutside) {
this->tileClass = tileClass;
this->distanceInside = distanceInside;
this->distanceOutside = distanceOutside;
}
bool BorderTileClassConstraint::allows(Map* m, int x, int y)
{
return tileClass->countMembersInRadius(x, y, distanceOutside) > 0
&& tileClass->countNonMembersInRadius(x, y, distanceInside) > 0;
}