remove gamema::bordercache and gamema::terrainfrequencycache

Both are not used anymore because maps now always include a border and
gamemap::get_weighted_terrain_frequencies() was removed.
This commit is contained in:
gfgtdf 2016-09-16 19:19:46 +02:00
parent 296faefa20
commit 94611c6967
2 changed files with 4 additions and 81 deletions

View File

@ -109,8 +109,6 @@ gamemap::gamemap(const tdata_cache& tdata, const std::string& data):
tiles_(1, 1),
tdata_(tdata),
villages_(),
borderCache_(),
terrainFrequencyCache_(),
w_(-1),
h_(-1)
{
@ -312,65 +310,7 @@ t_translation::t_terrain gamemap::get_terrain(const map_location& loc) const
return (*this)[loc];
}
if ( loc == map_location::null_location() ) {
return t_translation::NONE_TERRAIN;
}
const std::map<map_location, t_translation::t_terrain>::const_iterator itor = borderCache_.find(loc);
if(itor != borderCache_.end())
return itor->second;
// If not on the board, decide based on what surrounding terrain is
t_translation::t_terrain items[6];
int number_of_items = 0;
map_location adj[6];
get_adjacent_tiles(loc,adj);
for(int n = 0; n != 6; ++n) {
if(on_board(adj[n])) {
items[number_of_items] = tiles_[adj[n].x][adj[n].y];
++number_of_items;
} else {
// If the terrain is off map but already in the border cache,
// this will be used to determine the terrain.
// This avoids glitches
// * on map with an even width in the top right corner
// * on map with an odd height in the bottom left corner.
// It might also change the result on other map and become random,
// but the border tiles will be determined in the future, so then
// this will no longer be used in the game
// (The editor will use this feature to expand maps in a better way).
std::map<map_location, t_translation::t_terrain>::const_iterator itor =
borderCache_.find(adj[n]);
// Only add if it is in the cache and a valid terrain
if(itor != borderCache_.end() &&
itor->second != t_translation::NONE_TERRAIN) {
items[number_of_items] = itor->second;
++number_of_items;
}
}
}
// Count all the terrain types found,
// and see which one is the most common, and use it.
t_translation::t_terrain used_terrain;
int terrain_count = 0;
for(int i = 0; i != number_of_items; ++i) {
if(items[i] != used_terrain && !tdata_->is_village(items[i]) && !tdata_->is_keep(items[i])) {
const int c = std::count(items+i+1,items+number_of_items,items[i]) + 1;
if(c > terrain_count) {
used_terrain = items[i];
terrain_count = c;
}
}
}
borderCache_.insert(std::pair<map_location, t_translation::t_terrain>(loc,used_terrain));
return used_terrain;
return loc == map_location::null_location() ? t_translation::NONE_TERRAIN : t_translation::t_terrain();
}
map_location gamemap::special_location(const std::string& id) const
@ -467,14 +407,6 @@ void gamemap::set_terrain(const map_location& loc, const t_translation::t_terrai
}
(*this)[loc] = new_terrain;
// Update the off-map autogenerated tiles
map_location adj[6];
get_adjacent_tiles(loc,adj);
for(int n = 0; n < 6; ++n) {
remove_from_border_cache(adj[n]);
}
}
std::vector<map_location> gamemap::parse_location_range(const std::string &x, const std::string &y,

View File

@ -106,10 +106,13 @@ public:
{
return tiles_.get(loc.x + border_size(), loc.y + border_size());
}
private:
//private method, use set_terrain instead which also updates villages_.
t_translation::t_terrain& operator[](const map_location& loc)
{
return tiles_.get(loc.x + border_size(), loc.y + border_size());
}
public:
/**
* Looks up terrain at a particular location.
@ -166,15 +169,6 @@ public:
*/
void set_terrain(const map_location& loc, const t_translation::t_terrain & terrain, const terrain_type_data::tmerge_mode mode=terrain_type_data::BOTH, bool replace_if_failed = false);
/**
* Remove the cached border terrain at loc.
*
* Needed by the editor to make tiles at the border update correctly when
* drawing other tiles.
*/
void remove_from_border_cache(const map_location &loc)
{ borderCache_.erase(loc); }
/**
* Maximum number of players supported.
*
@ -230,9 +224,6 @@ private:
tdata_cache tdata_;
std::vector<map_location> villages_;
mutable std::map<map_location, t_translation::t_terrain> borderCache_;
mutable std::map<t_translation::t_terrain, size_t> terrainFrequencyCache_;
protected:
/** Sizes of the map area. */
int w_;