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Return-To-The-Roots / s25client / 4621997437

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82.86
/libs/s25main/mapGenerator/Rivers.cpp
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// Copyright (C) 2005 - 2021 Settlers Freaks (sf-team at siedler25.org)
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//
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "mapGenerator/Rivers.h"
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#include "mapGenerator/Terrain.h"
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#include "mapGenerator/TextureHelper.h"
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namespace rttr { namespace mapGenerator {
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    River CreateStream(RandomUtility& rnd, Map& map, const MapPoint& source, Direction direction, unsigned length,
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                       unsigned splitRate)
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    {
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        const MapExtent& size = map.size;
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        River river;
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        std::vector<Direction> exlcuded{direction + 2, direction + 3, direction + 4};
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        auto& textures = map.textureMap;
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        const auto water = textures.Find(IsWater);
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        MapPoint currentNode = source;
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        Direction currentDir = direction;
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        for(unsigned node = 0; node < length; ++node)
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        {
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            const auto& triangles = GetTriangles(currentNode, size, currentDir);
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            for(const auto& triangle : triangles)
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            {
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                textures.Set(triangle, water);
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                const auto& edges = GetTriangleEdges(triangle, size);
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                for(const MapPoint& edge : edges)
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                {
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                    river.insert(edge);
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                }
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            }
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            if(map.z[currentNode] == map.height.minimum)
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            {
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                return river;
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            }
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            const auto lastDir = currentDir;
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            while(currentDir == lastDir || helpers::contains(exlcuded, currentDir))
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            {
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                currentDir = lastDir + (rnd.ByChance(50) ? 5 : 1);
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            }
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            currentNode = map.getTextures().GetNeighbour(currentNode, lastDir);
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            if(rnd.ByChance(splitRate))
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            {
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                auto splitDirection = direction + (rnd.ByChance(50) ? 5 : 1);
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                auto anotherRivers = CreateStream(rnd, map, currentNode, splitDirection, length / 2, splitRate / 2);
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                for(const MapPoint& node : anotherRivers)
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                {
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                    river.insert(node);
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                }
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            }
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        }
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        auto seaLevel = static_cast<unsigned>(map.height.minimum);
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        auto& z = map.z;
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        for(const MapPoint& node : river)
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        {
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            if(z[node] > 0)
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            {
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                z[node] = std::max(static_cast<unsigned>(z[node] - 1), seaLevel);
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            } else
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            {
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                z[node] = seaLevel;
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            }
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        }
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        return river;
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    }
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}} // namespace rttr::mapGenerator
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