950aeffff8
Add check for number of empty lines between functions and fix the corresponding failures
96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "MobProximityCounter.h"
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#include "Entities/Entity.h"
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#include "Chunk.h"
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void cMobProximityCounter::CollectMob(cEntity & a_Monster, cChunk & a_Chunk, double a_Distance)
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{
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// LOGD("Collecting monster %s, with distance %f", a_Monster->GetClass(), a_Distance);
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tMonsterToDistance::iterator it = m_MonsterToDistance.find(&a_Monster);
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if (it == m_MonsterToDistance.end())
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{
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sDistanceAndChunk newDistanceAndChunk(a_Distance, a_Chunk);
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std::pair<tMonsterToDistance::iterator, bool> result = m_MonsterToDistance.insert(tMonsterToDistance::value_type(&a_Monster, newDistanceAndChunk));
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if (!result.second)
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{
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ASSERT(!"A collected Monster was not found inside distance map using find(), but insert() said there already is a key for it");
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}
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}
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else
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{
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if (a_Distance < it->second.m_Distance)
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{
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it->second.m_Distance = a_Distance;
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it->second.m_Chunk = &a_Chunk;
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}
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}
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m_EligibleForSpawnChunks.insert(&a_Chunk);
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}
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void cMobProximityCounter::convertMaps()
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{
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for (tMonsterToDistance::const_iterator itr = m_MonsterToDistance.begin(); itr != m_MonsterToDistance.end(); ++itr)
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{
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m_DistanceToMonster.insert(tDistanceToMonster::value_type(itr->second.m_Distance, sMonsterAndChunk(*itr->first, *itr->second.m_Chunk)));
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}
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}
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cMobProximityCounter::sIterablePair cMobProximityCounter::getMobWithinThosesDistances(double a_DistanceMin, double a_DistanceMax)
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{
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sIterablePair toReturn;
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toReturn.m_Count = 0;
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toReturn.m_Begin = m_DistanceToMonster.end();
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toReturn.m_End = m_DistanceToMonster.end();
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a_DistanceMin *= a_DistanceMin;// this is because is use square distance
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a_DistanceMax *= a_DistanceMax;
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if (m_DistanceToMonster.empty())
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{
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convertMaps();
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}
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for (tDistanceToMonster::const_iterator itr = m_DistanceToMonster.begin(); itr != m_DistanceToMonster.end(); ++itr)
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{
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if (toReturn.m_Begin == m_DistanceToMonster.end())
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{
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if ((a_DistanceMin == 1.0) || (itr->first > a_DistanceMin))
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{
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toReturn.m_Begin = itr; // This is the first one with distance > a_DistanceMin;
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}
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}
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if (toReturn.m_Begin != m_DistanceToMonster.end())
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{
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if ((a_DistanceMax != 1.0) && (itr->first > a_DistanceMax))
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{
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toReturn.m_End = itr; // This is just after the last one with distance < a_DistanceMax
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// Note : if we are not going through this, it's ok, toReturn.m_End will be end();
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break;
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}
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else
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{
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toReturn.m_Count ++;
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}
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}
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}
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return toReturn;
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}
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