forked from 0ad/0ad
Matei
bd53b14f58
- Created binaries/data/mods/official/maps/random folder to store maps and also moved rmlibrary.js to maps (though perhaps it should be somewhere in system?). - RM generator now uses "logical terrains" that can have units attached to them in addition to textures, for things like forests. - Added basic clump placer, avoid constraints, layered painter, and random terrains (each tile is chosen between several options). - Misc. infrastructure changes. This was SVN commit r2378.
45 lines
832 B
C++
45 lines
832 B
C++
#include "stdafx.h"
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#include "simpleconstraints.h"
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using namespace std;
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// NullConstraint
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bool NullConstraint::allows(Map* m, int x, int y)
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{
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return true;
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}
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// AvoidAreaConstraint
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AvoidAreaConstraint::AvoidAreaConstraint(Area* area) {
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this->area = area;
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}
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bool AvoidAreaConstraint::allows(Map* m, int x, int y)
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{
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return m->area[x][y] != area;
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}
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// AvoidTerrainConstraint
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AvoidTerrainConstraint::AvoidTerrainConstraint(int textureId) {
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this->textureId = textureId;
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}
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bool AvoidTerrainConstraint::allows(Map* m, int x, int y)
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{
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return m->texture[x][y] != textureId;
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}
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// AndConstraint
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AndConstraint::AndConstraint(Constraint* a, Constraint*b) {
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this->a = a;
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this->b = b;
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}
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bool AndConstraint::allows(Map* m, int x, int y)
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{
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return a->allows(m,x,y) && b->allows(m,x,y);
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} |