forked from 0ad/0ad
204 lines
10 KiB
JavaScript
204 lines
10 KiB
JavaScript
/**
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* Returns the wall piece entities needed to construct a wall between start.pos and end.pos. Assumes start.pos != end.pos.
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* The result is an array of objects, each one containing the following information about a single wall piece entity:
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* - 'template': the template name of the entity
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* - 'pos': position of the entity, as an object with keys 'x' and 'z'
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* - 'angle': orientation of the entity, as an angle in radians
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*
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* All the pieces in the resulting array are ordered left-to-right (or right-to-left) as they appear in the physical wall.
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*
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* @param placementData Object that associates the wall piece template names with information about those kinds of pieces.
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* Expects placementData[templateName].templateData to contain the parsed template information about
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* the template whose filename is <i>templateName</i>.
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* @param wallSet Object that primarily holds the template names for the supported wall pieces in this set (under the
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* 'templates' key), as well as the min and max allowed overlap factors (see GetWallSegmentsRec). Expected
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* to contain template names for keys "long" (long wall segment), "medium" (medium wall segment), "short"
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* (short wall segment), "tower" (intermediate tower between wall segments), "gate" (replacement for long
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* walls).
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* @param start Object holding the starting position of the wall. Must contain keys 'x' and 'z'.
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* @param end Object holding the ending position of the wall. Must contains keys 'x' and 'z'.
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*/
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function GetWallPlacement(placementData, wallSet, start, end)
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{
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var result = [];
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var candidateSegments = [
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{"template": wallSet.templates.long, "len": placementData[wallSet.templates.long].templateData.wallPiece.length},
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{"template": wallSet.templates.medium, "len": placementData[wallSet.templates.medium].templateData.wallPiece.length},
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{"template": wallSet.templates.short, "len": placementData[wallSet.templates.short].templateData.wallPiece.length},
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];
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var towerWidth = placementData[wallSet.templates.tower].templateData.wallPiece.length;
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var dir = {"x": end.pos.x - start.pos.x, "z": end.pos.z - start.pos.z};
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var len = Math.sqrt(dir.x * dir.x + dir.z * dir.z);
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// we'll need room for at least our starting and ending towers to fit next to eachother
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if (len <= towerWidth)
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return result;
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var placement = GetWallSegmentsRec(len, candidateSegments, wallSet.minTowerOverlap, wallSet.maxTowerOverlap, towerWidth, 0, []);
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// TODO: make sure intermediate towers are spaced out far enough for their obstructions to not overlap, implying that
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// tower's wallpiece lengths should be > their obstruction width, which is undesirable because it prevents towers with
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// wide bases
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if (placement)
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{
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var placedEntities = placement.segments; // list of chosen candidate segments
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var r = placement.r; // remaining distance to target without towers (must be <= (N-1) * towerWidth)
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var s = r / (2 * placedEntities.length); // spacing
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var dirNormalized = {"x": dir.x / len, "z": dir.z / len};
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var angle = -Math.atan2(dir.z, dir.x); // angle of this wall segment (relative to world-space X/Z axes)
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var progress = 0;
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for (var i = 0; i < placedEntities.length; i++)
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{
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var placedEntity = placedEntities[i];
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var targetX = start.pos.x + (progress + s + placedEntity.len/2) * dirNormalized.x;
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var targetZ = start.pos.z + (progress + s + placedEntity.len/2) * dirNormalized.z;
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result.push({
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"template": placedEntity.template,
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"pos": {"x": targetX, "z": targetZ},
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"angle": angle,
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});
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if (i < placedEntities.length - 1)
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{
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var towerX = start.pos.x + (progress + placedEntity.len + 2*s) * dirNormalized.x;
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var towerZ = start.pos.z + (progress + placedEntity.len + 2*s) * dirNormalized.z;
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result.push({
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"template": wallSet.templates.tower,
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"pos": {"x": towerX, "z": towerZ},
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"angle": angle,
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});
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}
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progress += placedEntity.len + 2*s;
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}
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}
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else
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{
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error("No placement possible for distance=" + Math.round(len*1000)/1000.0 + ", minOverlap=" + wallSet.minTowerOverlap + ", maxOverlap=" + wallSet.maxTowerOverlap);
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}
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return result;
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}
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/**
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* Helper function for GetWallPlacement. Finds a list of wall segments and the corresponding remaining spacing/overlap
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* distance "r" that will suffice to construct a wall of the given distance. It is understood that two extra towers will
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* be placed centered at the starting and ending points of the wall.
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*
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* @param d Total distance between starting and ending points (constant throughout calls).
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* @param candidateSegments List of candidate segments (constant throughout calls). Should be ordered longer-to-shorter
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* for better execution speed.
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* @param minOverlap Minimum overlap factor (constant throughout calls). Must have a value between 0 (meaning walls are
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* not allowed to overlap towers) and 1 (meaning they're allowed to overlap towers entirely).
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* Must be <= maxOverlap.
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* @param maxOverlap Maximum overlap factor (constant throughout calls). Must have a value between 0 (meaning walls are
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* not allowed to overlap towers) and 1 (meaning they're allowed to overlap towers entirely).
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* Must be >= minOverlap.
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* @param t Length of a single tower (constant throughout calls). Acts as buffer space for wall segments (see comments).
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* @param distSoFar Sum of all the wall segments' lengths in 'segments'.
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* @param segments Current list of wall segments placed.
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*/
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function GetWallSegmentsRec(d, candidateSegments, minOverlap, maxOverlap, t, distSoFar, segments)
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{
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// The idea is to find a number N of wall segments (excluding towers) so that the sum of their lengths adds up to a
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// value that is within certain bounds of the distance 'd' between the starting and ending points of the wall. This
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// creates either a positive or negative 'buffer' of space, that can be compensated for by spacing the wall segments
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// out away from each other, or inwards, overlapping each other. The spaces or overlaps can then be covered up by
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// placing towers on top of them. In this way, the same set of wall segments can be used to span a wider range of
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// target distances.
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//
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// In this function, it is understood that two extra towers will be placed centered at the starting and ending points.
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// They are allowed to contribute to the buffer space.
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//
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// The buffer space equals the difference between d and the sum of the lengths of all the wall segments, and is denoted
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// 'r' for 'remaining space'. Positive values of r mean that the walls will need to be spaced out, negative values of r
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// mean that they will need to overlap. Clearly, there are limits to how far wall segments can be spaced out or
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// overlapped, depending on how much 'buffer space' each tower provides, and how far 'into' towers the wall segments are
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// allowed to overlap.
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//
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// Let 't' signify the width of a tower. When there are N wall segments, then the maximum distance that can be covered
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// using only these walls (plus the towers covering up any gaps) is achieved when the walls and towers touch outer-border-
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// to-outer-border. Therefore, the maximum value of r is then given by:
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//
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// rMax = t/2 + (N-1)*t + t/2
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// = N*t
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//
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// where the two half-tower widths are buffer space contributed by the implied towers on the starting and ending points.
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// Similarly, a value rMin = -N*t can be derived for the minimal value of r. Note that a value of r = 0 means that the
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// wall segment lengths add up to exactly d, meaning that each one starts and ends right in the center of a tower.
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//
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// Thus, we establish:
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// -Nt <= r <= Nt
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//
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// We can further generalize this by adding in parameters to control the depth to within which wall segments are allowed to
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// overlap with a tower. The bounds above assume that a wall segment is allowed to overlap across the entire range of 0
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// (not overlapping at all, as in the upper boundary) to 1 (overlapping maximally, as in the lower boundary).
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//
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// By requiring that walls overlap towers to a degree of at least 0 < minOverlap <= 1, it is clear that this lowers the
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// distance that can be maximally reached by the same set of wall segments, compared to the value of minOverlap = 0 that
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// we assumed to initially find Nt.
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//
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// Consider a value of minOverlap = 0.5, meaning that any wall segment must protrude at least halfway into towers; in this
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// situation, wall segments must at least touch boundaries or overlap mutually, implying that the sum of their lengths
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// must equal or exceed 'd', establishing an upper bound of 0 for r.
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// Similarly, consider a value of minOverlap = 1, meaning that any wall segment must overlap towers maximally; this situation
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// is equivalent to the one for finding the lower bound -Nt on r.
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//
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// With the implicit value minOverlap = 0 that yielded the upper bound Nt above, simple interpolation and a similar exercise
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// for maxOverlap, we find:
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// (1-2*maxOverlap) * Nt <= r <= (1-2*minOverlap) * Nt
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//
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// To find N segments that satisfy this requirement, we try placing L, M and S wall segments in turn and continue recursively
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// as long as the value of r is not within the bounds. If continuing recursively returns an impossible configuration, we
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// backtrack and try a wall segment of the next length instead. Note that we should prefer to use the long segments first since
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// they can be replaced by gates.
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for each (var candSegment in candidateSegments)
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{
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segments.push(candSegment);
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var newDistSoFar = distSoFar + candSegment.len;
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var r = d - newDistSoFar;
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var rLowerBound = (1 - 2 * maxOverlap) * segments.length * t;
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var rUpperBound = (1 - 2 * minOverlap) * segments.length * t;
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if (r < rLowerBound)
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{
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// we've allocated too much wall length, pop the last segment and try the next
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//warn("Distance so far exceeds target, trying next level");
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segments.pop();
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continue;
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}
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else if (r > rUpperBound)
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{
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var recursiveResult = GetWallSegmentsRec(d, candidateSegments, minOverlap, maxOverlap, t, newDistSoFar, segments);
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if (!recursiveResult)
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{
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// recursive search with this piece yielded no results, pop it and try the next one
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segments.pop();
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continue;
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}
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else
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return recursiveResult;
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}
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else
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{
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// found a placement
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return {"segments": segments, "r": r};
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}
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}
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// no placement possible :(
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return false;
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}
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Engine.RegisterGlobal("GetWallPlacement", GetWallPlacement);
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