Refactor function names and variables

This commit is contained in:
duncanspumpkin 2019-03-20 19:47:07 +00:00
parent cc57de791a
commit 95b7a90c55
1 changed files with 168 additions and 172 deletions

View File

@ -63,12 +63,12 @@ public:
GameActionResult::Ptr Query() const override
{
return smooth_land(false);
return SmoothLand(false);
}
GameActionResult::Ptr Execute() const override
{
return smooth_land(true);
return SmoothLand(true);
}
private:
@ -79,10 +79,11 @@ private:
return res;
}
money32 smooth_land_tile(int32_t direction, bool isExecuting, int32_t x, int32_t y, TileElement* tileElement) const
GameActionResult::Ptr SmoothLandTile(int32_t direction, bool isExecuting, int32_t x, int32_t y, TileElement* surfaceElement)
const
{
int32_t targetBaseZ = tileElement->base_height;
int32_t slope = tileElement->AsSurface()->GetSlope();
int32_t targetBaseZ = surfaceElement->base_height;
int32_t slope = surfaceElement->AsSurface()->GetSlope();
if (_isLowering)
{
slope = tile_element_lower_styles[direction][slope];
@ -107,92 +108,85 @@ private:
auto res = isExecuting ? GameActions::ExecuteNested(&landSetHeightAction)
: GameActions::QueryNested(&landSetHeightAction);
if (res->Error == GA_ERROR::OK)
{
return res->Cost;
}
else
{
return MONEY32_UNDEFINED;
}
return res;
}
money32 smooth_land_row_by_edge(
bool isExecuting, int32_t x, int32_t y, int32_t expectedLandHeight1, int32_t expectedLandHeight2, int32_t stepX,
int32_t stepY, int32_t direction1, int32_t direction2, int32_t checkDirection1, int32_t checkDirection2) const
money32 SmoothLandRowByEdge(
bool isExecuting, CoordsXY loc, int32_t expectedLandHeight1, int32_t expectedLandHeight2, int32_t stepX, int32_t stepY,
int32_t direction1, int32_t direction2, int32_t checkDirection1, int32_t checkDirection2) const
{
uint8_t shouldContinue = 0xF;
int32_t landChangePerTile = _isLowering ? 2 : -2;
TileElement *tileElement, *nextTileElement;
money32 totalCost = 0;
// check if we need to start at all
if (!map_is_location_valid({ x, y }) || !map_is_location_valid({ x + stepX, y + stepY }))
if (!map_is_location_valid(loc) || !map_is_location_valid({ loc.x + stepX, loc.y + stepY }))
{
return 0;
}
tileElement = map_get_surface_element_at({ x, y });
nextTileElement = map_get_surface_element_at({ x + stepX, y + stepY });
if (tileElement == nullptr || nextTileElement == nullptr)
auto surfaceElement = map_get_surface_element_at(loc);
auto nextSurfaceElement = map_get_surface_element_at({ loc.x + stepX, loc.y + stepY });
if (surfaceElement == nullptr || nextSurfaceElement == nullptr)
{
return 0;
}
if (tile_element_get_corner_height(tileElement, checkDirection1) != expectedLandHeight1 + landChangePerTile)
if (tile_element_get_corner_height(surfaceElement, checkDirection1) != expectedLandHeight1 + landChangePerTile)
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(tileElement, checkDirection2) != expectedLandHeight2 + landChangePerTile)
if (tile_element_get_corner_height(surfaceElement, checkDirection2) != expectedLandHeight2 + landChangePerTile)
{
shouldContinue &= ~0x2;
}
if (tile_element_get_corner_height(tileElement, checkDirection1)
!= tile_element_get_corner_height(nextTileElement, direction1))
if (tile_element_get_corner_height(surfaceElement, checkDirection1)
!= tile_element_get_corner_height(nextSurfaceElement, direction1))
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(tileElement, checkDirection2)
!= tile_element_get_corner_height(nextTileElement, direction2))
if (tile_element_get_corner_height(surfaceElement, checkDirection2)
!= tile_element_get_corner_height(nextSurfaceElement, direction2))
{
shouldContinue &= ~0x2;
}
auto nextLoc = loc;
while ((shouldContinue & 0x3) != 0)
{
shouldContinue = ((shouldContinue << 2) | 0x3) & shouldContinue;
x += stepX;
y += stepY;
nextLoc.x += stepX;
nextLoc.y += stepY;
// check if we need to continue after raising the current tile
// this needs to be checked before the tile is changed
if (!map_is_location_valid({ x + stepX, y + stepY }))
if (!map_is_location_valid({ nextLoc.x + stepX, nextLoc.y + stepY }))
{
shouldContinue &= ~0x3;
}
else
{
tileElement = nextTileElement;
nextTileElement = map_get_surface_element_at({ x + stepX, y + stepY });
if (nextTileElement == nullptr)
surfaceElement = nextSurfaceElement;
nextSurfaceElement = map_get_surface_element_at({ nextLoc.x + stepX, nextLoc.y + stepY });
if (nextSurfaceElement == nullptr)
{
shouldContinue &= ~0x3;
}
if (tile_element_get_corner_height(tileElement, direction1) + landChangePerTile
!= tile_element_get_corner_height(tileElement, checkDirection1))
if (tile_element_get_corner_height(surfaceElement, direction1) + landChangePerTile
!= tile_element_get_corner_height(surfaceElement, checkDirection1))
{
shouldContinue &= ~0x1;
}
if (tile_element_get_corner_height(tileElement, direction2) + landChangePerTile
!= tile_element_get_corner_height(tileElement, checkDirection2))
if (tile_element_get_corner_height(surfaceElement, direction2) + landChangePerTile
!= tile_element_get_corner_height(surfaceElement, checkDirection2))
{
shouldContinue &= ~0x2;
}
if ((shouldContinue & 0x1)
&& tile_element_get_corner_height(tileElement, checkDirection1)
!= tile_element_get_corner_height(nextTileElement, direction1))
&& tile_element_get_corner_height(surfaceElement, checkDirection1)
!= tile_element_get_corner_height(nextSurfaceElement, direction1))
{
shouldContinue &= ~0x1;
}
if ((shouldContinue & 0x2)
&& tile_element_get_corner_height(tileElement, checkDirection2)
!= tile_element_get_corner_height(nextTileElement, direction2))
&& tile_element_get_corner_height(surfaceElement, checkDirection2)
!= tile_element_get_corner_height(nextSurfaceElement, direction2))
{
shouldContinue &= ~0x2;
}
@ -200,8 +194,8 @@ private:
expectedLandHeight1 += landChangePerTile;
// change land of current tile
int32_t targetBaseZ = tileElement->base_height;
int32_t slope = tileElement->AsSurface()->GetSlope();
int32_t targetBaseZ = surfaceElement->base_height;
int32_t slope = surfaceElement->AsSurface()->GetSlope();
int32_t oldSlope = slope;
if (_isLowering)
{
@ -215,7 +209,7 @@ private:
}
}
if ((shouldContinue & 0x8)
&& map_get_corner_height(tileElement->base_height, oldSlope, direction2)
&& map_get_corner_height(surfaceElement->base_height, oldSlope, direction2)
== map_get_corner_height(targetBaseZ, slope, direction2))
{
slope = tile_element_lower_styles[direction2][slope];
@ -238,7 +232,7 @@ private:
}
}
if ((shouldContinue & 0x8)
&& map_get_corner_height(tileElement->base_height, oldSlope, direction2)
&& map_get_corner_height(surfaceElement->base_height, oldSlope, direction2)
== map_get_corner_height(targetBaseZ, slope, direction2))
{
slope = tile_element_raise_styles[direction2][slope];
@ -249,7 +243,7 @@ private:
}
}
}
auto landSetHeightAction = LandSetHeightAction({ x, y }, targetBaseZ, slope);
auto landSetHeightAction = LandSetHeightAction(nextLoc, targetBaseZ, slope);
landSetHeightAction.SetFlags(GetFlags());
auto res = isExecuting ? GameActions::ExecuteNested(&landSetHeightAction)
: GameActions::QueryNested(&landSetHeightAction);
@ -261,14 +255,12 @@ private:
return totalCost;
}
money32 smooth_land_row_by_corner(
bool isExecuting, int32_t x, int32_t y, int32_t expectedLandHeight, int32_t stepX, int32_t stepY, int32_t direction,
money32 SmoothLandRowByCorner(
bool isExecuting, CoordsXY loc, int32_t expectedLandHeight, int32_t stepX, int32_t stepY, int32_t direction,
int32_t checkDirection) const
{
bool shouldContinue = true;
TileElement *tileElement, *nextTileElement;
money32 totalCost = 0;
money32 result;
int32_t landChangePerTile;
if (stepX == 0 || stepY == 0)
{
@ -280,74 +272,78 @@ private:
}
// check if we need to start at all
if (!map_is_location_valid({ x, y }) || !map_is_location_valid({ x + stepX, y + stepY }))
if (!map_is_location_valid(loc) || !map_is_location_valid({ loc.x + stepX, loc.y + stepY }))
{
return 0;
}
tileElement = map_get_surface_element_at({ x, y });
nextTileElement = map_get_surface_element_at((x + stepX) >> 5, (y + stepY) >> 5);
if (tileElement == nullptr || nextTileElement == nullptr)
auto surfaceElement = map_get_surface_element_at(loc);
auto nextSurfaceElement = map_get_surface_element_at({ loc.x + stepX, loc.y + stepY });
if (surfaceElement == nullptr || nextSurfaceElement == nullptr)
{
return 0;
}
if (tile_element_get_corner_height(tileElement, checkDirection) != expectedLandHeight + (_isLowering ? 2 : -2))
if (tile_element_get_corner_height(surfaceElement, checkDirection) != expectedLandHeight + (_isLowering ? 2 : -2))
{
return 0;
}
if (tile_element_get_corner_height(tileElement, checkDirection)
!= tile_element_get_corner_height(nextTileElement, direction))
if (tile_element_get_corner_height(surfaceElement, checkDirection)
!= tile_element_get_corner_height(nextSurfaceElement, direction))
{
return 0;
}
auto nextLoc = loc;
while (shouldContinue)
{
x += stepX;
y += stepY;
nextLoc.x += stepX;
nextLoc.y += stepY;
// check if we need to continue after raising the current tile
// this needs to be checked before the tile is changed
if (!map_is_location_valid({ x + stepX, y + stepY }))
if (!map_is_location_valid({ nextLoc.x + stepX, nextLoc.y + stepY }))
{
shouldContinue = false;
}
else
{
tileElement = nextTileElement;
nextTileElement = map_get_surface_element_at((x + stepX) >> 5, (y + stepY) >> 5);
if (nextTileElement == nullptr)
surfaceElement = nextSurfaceElement;
nextSurfaceElement = map_get_surface_element_at({ nextLoc.x + stepX, nextLoc.y + stepY });
if (nextSurfaceElement == nullptr)
{
shouldContinue = false;
}
if (tile_element_get_corner_height(tileElement, direction) + landChangePerTile
!= tile_element_get_corner_height(tileElement, checkDirection))
if (tile_element_get_corner_height(surfaceElement, direction) + landChangePerTile
!= tile_element_get_corner_height(surfaceElement, checkDirection))
{
shouldContinue = false;
}
if (shouldContinue
&& tile_element_get_corner_height(tileElement, checkDirection)
!= tile_element_get_corner_height(nextTileElement, direction))
&& tile_element_get_corner_height(surfaceElement, checkDirection)
!= tile_element_get_corner_height(nextSurfaceElement, direction))
{
shouldContinue = false;
}
}
if (stepX * stepY != 0)
{
totalCost += smooth_land_row_by_corner(
isExecuting, x, y, expectedLandHeight + (landChangePerTile / 2), 0, stepY, direction, checkDirection ^ 3);
totalCost += smooth_land_row_by_corner(
isExecuting, x, y, expectedLandHeight + (landChangePerTile / 2), stepX, 0, direction, checkDirection ^ 1);
totalCost += SmoothLandRowByCorner(
isExecuting, nextLoc, expectedLandHeight + (landChangePerTile / 2), 0, stepY, direction,
checkDirection ^ 3);
totalCost += SmoothLandRowByCorner(
isExecuting, nextLoc, expectedLandHeight + (landChangePerTile / 2), stepX, 0, direction,
checkDirection ^ 1);
}
expectedLandHeight += landChangePerTile;
// change land of current tile
result = smooth_land_tile(direction, isExecuting, x, y, tileElement);
if (result != MONEY32_UNDEFINED)
auto result = SmoothLandTile(direction, isExecuting, nextLoc.x, nextLoc.y, surfaceElement);
if (result->Error == GA_ERROR::OK)
{
totalCost += result;
totalCost += result->Cost;
}
}
return totalCost;
}
GameActionResult::Ptr smooth_land(bool isExecuting) const
GameActionResult::Ptr SmoothLand(bool isExecuting) const
{
// break up information in command
const bool raiseLand = !_isLowering;
@ -385,57 +381,57 @@ private:
// Smooth the 4 corners
{ // top-left
TileElement* tileElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 2), minHeight, maxHeight);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, -32, 0, 2);
auto surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 2), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, -32, 0, 2);
}
{ // bottom-left
TileElement* tileElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetBottom() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 3), minHeight, maxHeight);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetBottom(), z, -32, 32, 1, 3);
auto surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetBottom() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 3), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetBottom() }, z, -32, 32, 1, 3);
}
{ // bottom-right
TileElement* tileElement = map_get_surface_element_at({ validRange.GetRight(), validRange.GetBottom() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 0), minHeight, maxHeight);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetRight(), validRange.GetBottom(), z, 32, 32, 2, 0);
auto surfaceElement = map_get_surface_element_at({ validRange.GetRight(), validRange.GetBottom() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 0), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetRight(), validRange.GetBottom() }, z, 32, 32, 2, 0);
}
{ // top-right
TileElement* tileElement = map_get_surface_element_at({ validRange.GetRight(), validRange.GetTop() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 1), minHeight, maxHeight);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetRight(), validRange.GetTop(), z, 32, -32, 3, 1);
auto surfaceElement = map_get_surface_element_at({ validRange.GetRight(), validRange.GetTop() });
int32_t z = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 1), minHeight, maxHeight);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetRight(), validRange.GetTop() }, z, 32, -32, 3, 1);
}
// Smooth the edges
TileElement* tileElement = nullptr;
TileElement* surfaceElement = nullptr;
int32_t z1, z2;
for (int32_t y = validRange.GetTop(); y <= validRange.GetBottom(); y += 32)
{
tileElement = map_get_surface_element_at({ validRange.GetLeft(), y });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 3), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 2), minHeight, maxHeight);
res->Cost += smooth_land_row_by_edge(isExecuting, validRange.GetLeft(), y, z1, z2, -32, 0, 0, 1, 3, 2);
surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), y });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 3), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 2), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(isExecuting, { validRange.GetLeft(), y }, z1, z2, -32, 0, 0, 1, 3, 2);
tileElement = map_get_surface_element_at({ validRange.GetRight(), y });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 1), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 0), minHeight, maxHeight);
res->Cost += smooth_land_row_by_edge(isExecuting, validRange.GetRight(), y, z1, z2, 32, 0, 2, 3, 1, 0);
surfaceElement = map_get_surface_element_at({ validRange.GetRight(), y });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 1), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 0), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(isExecuting, { validRange.GetRight(), y }, z1, z2, 32, 0, 2, 3, 1, 0);
}
for (int32_t x = validRange.GetLeft(); x <= validRange.GetRight(); x += 32)
{
tileElement = map_get_surface_element_at({ x, validRange.GetTop() });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 1), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 2), minHeight, maxHeight);
res->Cost += smooth_land_row_by_edge(isExecuting, x, validRange.GetTop(), z1, z2, 0, -32, 0, 3, 1, 2);
surfaceElement = map_get_surface_element_at({ x, validRange.GetTop() });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 1), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 2), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(isExecuting, { x, validRange.GetTop() }, z1, z2, 0, -32, 0, 3, 1, 2);
tileElement = map_get_surface_element_at({ x, validRange.GetBottom() });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 0), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(tileElement, 3), minHeight, maxHeight);
res->Cost += smooth_land_row_by_edge(isExecuting, x, validRange.GetBottom(), z1, z2, 0, 32, 1, 2, 0, 3);
surfaceElement = map_get_surface_element_at({ x, validRange.GetBottom() });
z1 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 0), minHeight, maxHeight);
z2 = std::clamp((uint8_t)tile_element_get_corner_height(surfaceElement, 3), minHeight, maxHeight);
res->Cost += SmoothLandRowByEdge(isExecuting, { x, validRange.GetBottom() }, z1, z2, 0, 32, 1, 2, 0, 3);
}
break;
}
@ -444,9 +440,9 @@ private:
case MAP_SELECT_TYPE_CORNER_2:
case MAP_SELECT_TYPE_CORNER_3:
{
TileElement* tileElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
uint8_t newBaseZ = tileElement->base_height;
uint8_t newSlope = tileElement->AsSurface()->GetSlope();
auto surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
uint8_t newBaseZ = surfaceElement->base_height;
uint8_t newSlope = surfaceElement->AsSurface()->GetSlope();
if (raiseLand)
{
@ -465,71 +461,71 @@ private:
// Smooth the corners
int32_t z = map_get_corner_height(newBaseZ, newSlope, 2);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, -32, 0, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, -32, 0, 2);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 32, 2, 0);
res->Cost += SmoothLandRowByCorner(isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 32, 2, 0);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 32, 1, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 32, 1, 3);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, -32, 3, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, -32, 3, 1);
// Smooth the edges
switch (selectionType)
{
case MAP_SELECT_TYPE_CORNER_0:
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 3, 0);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 1, 0);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 3, 0);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, 32, 1, 0);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 0, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 0, 3);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 0, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, -32, 0, 1);
break;
case MAP_SELECT_TYPE_CORNER_1:
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 2, 1);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 0, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 2, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, -32, 0, 1);
z = map_get_corner_height(newBaseZ, newSlope, 2);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 1, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 1, 2);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 1, 0);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, 32, 1, 0);
break;
case MAP_SELECT_TYPE_CORNER_2:
z = map_get_corner_height(newBaseZ, newSlope, 2);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 1, 2);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 3, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 1, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, -32, 3, 2);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 2, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 2, 1);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 2, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, 32, 2, 3);
break;
case MAP_SELECT_TYPE_CORNER_3:
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 0, 0, 3);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, 32, 2, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 0, 0, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, 32, 2, 3);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 0, 3, 0);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 0, 3, 0);
z = map_get_corner_height(newBaseZ, newSlope, 2);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 0, -32, 3, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 0, -32, 3, 2);
break;
}
break;
@ -541,7 +537,7 @@ private:
{
// TODO: Handle smoothing by edge
// Get the two corners to raise
TileElement* surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
auto surfaceElement = map_get_surface_element_at({ validRange.GetLeft(), validRange.GetTop() });
uint8_t newBaseZ = surfaceElement->base_height;
uint8_t oldSlope = surfaceElement->AsSurface()->GetSlope();
uint8_t newSlope = oldSlope;
@ -565,8 +561,8 @@ private:
const uint8_t edge = selectionType - MAP_SELECT_TYPE_EDGE_0;
// Table with corners for each edge selection. The first two are the selected corners, the latter two are the
// opposites
// Table with corners for each edge selection. The first two are the selected corners, the latter
// two are the opposites
static constexpr uint8_t cornerIndices[][4] = {
{ 2, 3, 1, 0 }, // MAP_SELECT_TYPE_EDGE_0
{ 3, 0, 2, 1 }, // MAP_SELECT_TYPE_EDGE_1
@ -591,32 +587,32 @@ private:
uint8_t z3 = map_get_corner_height(newBaseZ, newSlope, c3);
uint8_t z4 = map_get_corner_height(newBaseZ, newSlope, c4);
// Smooth the edge at the top of the new slope
res->Cost += smooth_land_row_by_edge(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z1, z2, stepOffsets[edge].x, stepOffsets[edge].y,
c3, c4, c1, c2);
res->Cost += SmoothLandRowByEdge(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z1, z2, stepOffsets[edge].x,
stepOffsets[edge].y, c3, c4, c1, c2);
// Smooth the edge at the bottom of the new slope
res->Cost += smooth_land_row_by_edge(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z3, z4, -stepOffsets[edge].x, -stepOffsets[edge].y,
c1, c2, c3, c4);
res->Cost += SmoothLandRowByEdge(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z3, z4, -stepOffsets[edge].x,
-stepOffsets[edge].y, c1, c2, c3, c4);
// Smooth corners
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z1, -stepOffsets[edge].y, stepOffsets[edge].x, c2,
c1);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z2, stepOffsets[edge].y, -stepOffsets[edge].x, c1,
c2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z1, -stepOffsets[edge].y, stepOffsets[edge].x,
c2, c1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z2, stepOffsets[edge].y, -stepOffsets[edge].x,
c1, c2);
int32_t z = map_get_corner_height(newBaseZ, newSlope, 2);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, -32, 0, 2);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, -32, 0, 2);
z = map_get_corner_height(newBaseZ, newSlope, 0);
res->Cost += smooth_land_row_by_corner(isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, 32, 2, 0);
res->Cost += SmoothLandRowByCorner(isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, 32, 2, 0);
z = map_get_corner_height(newBaseZ, newSlope, 3);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, -32, 32, 1, 3);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, -32, 32, 1, 3);
z = map_get_corner_height(newBaseZ, newSlope, 1);
res->Cost += smooth_land_row_by_corner(
isExecuting, validRange.GetLeft(), validRange.GetTop(), z, 32, -32, 3, 1);
res->Cost += SmoothLandRowByCorner(
isExecuting, { validRange.GetLeft(), validRange.GetTop() }, z, 32, -32, 3, 1);
break;
}
} // switch selectionType