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desirability.c
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#include "desirability.h"
#include "building/building.h"
#include "building/model.h"
#include "core/calc.h"
#include "map/data.h"
#include "map/grid.h"
#include "map/property.h"
#include "map/ring.h"
#include "map/terrain.h"
static grid_i8 desirability_grid;
void map_desirability_clear(void)
{
map_grid_clear_i8(desirability_grid.items);
}
static void add_desirability_at_distance(int x, int y, int size, int distance, int desirability)
{
int partially_outside_map = 0;
if (x - distance < -1 || x + distance + size - 1 > map_data.width) {
partially_outside_map = 1;
}
if (y - distance < -1 || y + distance + size - 1 > map_data.height) {
partially_outside_map = 1;
}
int base_offset = map_grid_offset(x, y);
int start = map_ring_start(size, distance);
int end = map_ring_end(size, distance);
if (partially_outside_map) {
for (int i = start; i < end; i++) {
const ring_tile *tile = map_ring_tile(i);
if (map_ring_is_inside_map(x + tile->x, y + tile->y)) {
desirability_grid.items[base_offset + tile->grid_offset] += desirability;
// BUG: bounding on wrong tile:
desirability_grid.items[base_offset] = calc_bound(desirability_grid.items[base_offset], -100, 100);
}
}
} else {
for (int i = start; i < end; i++) {
const ring_tile *tile = map_ring_tile(i);
desirability_grid.items[base_offset + tile->grid_offset] =
calc_bound(desirability_grid.items[base_offset + tile->grid_offset] + desirability, -100, 100);
}
}
}
static void add_to_terrain(int x, int y, int size, int desirability, int step, int step_size, int range)
{
if (size > 0) {
if (range > 6) range = 6;
int tiles_within_step = 0;
int distance = 1;
while (range > 0) {
add_desirability_at_distance(x, y, size, distance, desirability);
distance++;
range--;
tiles_within_step++;
if (tiles_within_step >= step) {
desirability += step_size;
tiles_within_step = 0;
}
}
}
}
static void update_buildings(void)
{
int max_id = building_get_highest_id();
for (int i = 1; i <= max_id; i++) {
building *b = building_get(i);
if (b->state == BUILDING_STATE_IN_USE) {
const model_building *model = model_get_building(b->type);
add_to_terrain(
b->x, b->y, b->size,
model->desirability_value,
model->desirability_step,
model->desirability_step_size,
model->desirability_range);
}
}
}
static void update_terrain(void)
{
int grid_offset = map_data.start_offset;
for (int y = 0; y < map_data.height; y++, grid_offset += map_data.border_size) {
for (int x = 0; x < map_data.width; x++, grid_offset++) {
int terrain = map_terrain_get(grid_offset);
if (map_property_is_plaza_or_earthquake(grid_offset)) {
int type;
if (terrain & TERRAIN_ROAD) {
type = BUILDING_PLAZA;
} else if (terrain & TERRAIN_ROCK) {
// earthquake fault line: slight negative
type = BUILDING_HOUSE_VACANT_LOT;
} else {
// invalid plaza/earthquake flag
map_property_clear_plaza_or_earthquake(grid_offset);
continue;
}
const model_building *model = model_get_building(type);
add_to_terrain(x, y, 1,
model->desirability_value,
model->desirability_step,
model->desirability_step_size,
model->desirability_range);
} else if (terrain & TERRAIN_GARDEN) {
const model_building *model = model_get_building(BUILDING_GARDENS);
add_to_terrain(x, y, 1,
model->desirability_value,
model->desirability_step,
model->desirability_step_size,
model->desirability_range);
} else if (terrain & TERRAIN_RUBBLE) {
add_to_terrain(x, y, 1, -2, 1, 1, 2);
}
}
}
}
void map_desirability_update(void)
{
map_desirability_clear();
update_buildings();
update_terrain();
}
int map_desirability_get(int grid_offset)
{
return desirability_grid.items[grid_offset];
}
int map_desirability_get_max(int x, int y, int size)
{
if (size == 1) {
return desirability_grid.items[map_grid_offset(x, y)];
}
int max = -9999;
for (int dy = 0; dy < size; dy++) {
for (int dx = 0; dx < size; dx++) {
int grid_offset = map_grid_offset(x + dx, y + dy);
if (desirability_grid.items[grid_offset] > max) {
max = desirability_grid.items[grid_offset];
}
}
}
return max;
}
void map_desirability_save_state(buffer *buf)
{
map_grid_save_state_i8(desirability_grid.items, buf);
}
void map_desirability_load_state(buffer *buf)
{
map_grid_load_state_i8(desirability_grid.items, buf);
}