- const world::Planet &planet = c.GetSituation().GetPlanet();
- double side_length = planet.SideLength();
- double offset = side_length * 0.5;
- glm::ivec2 loc = glm::ivec2(c.GetSituation().Position() + offset);
- glm::ivec2 seek_radius(2);
- glm::ivec2 begin(glm::max(glm::ivec2(0), loc - seek_radius));
- glm::ivec2 end(glm::min(glm::ivec2(side_length), loc + seek_radius));
- const world::TileType::Yield *best = nullptr;
- glm::ivec2 best_pos;
- double best_distance = 2 * side_length * side_length;
- for (int y = begin.y; y < end.y; ++y) {
- for (int x = begin.x; x < end.x; ++x) {
- const world::TileType &type = planet.TypeAt(c.GetSituation().Surface(), x, y);
- auto yield = type.FindResource(res);
- if (yield != type.resources.cend()) {
- double dist = glm::length2(glm::dvec3(x - offset + 0.5, y - offset + 0.5, 0.0) - c.GetSituation().Position());
- if (!best) {
- best = &*yield;
- best_pos = glm::ivec2(x, y);
- best_distance = dist;
- } else if (yield->ubiquity + (dist * 0.125) > best->ubiquity + (best_distance * 0.125)) {
- best = &*yield;
- best_pos = glm::ivec2(x, y);
- best_distance = dist;
- }
- }
+ SearchVicinity();
+ }
+ } else {
+ // well, what now?
+ }
+}
+
+void LocateResourceGoal::SearchVicinity() {
+ const world::Planet &planet = GetSituation().GetPlanet();
+ int srf = GetSituation().Surface();
+ const glm::dvec3 &pos = GetSituation().Position();
+
+ glm::ivec2 loc = planet.SurfacePosition(srf, pos);
+ glm::ivec2 seek_radius(2);
+ glm::ivec2 begin(glm::max(glm::ivec2(0), loc - seek_radius));
+ glm::ivec2 end(glm::min(glm::ivec2(planet.SideLength()), loc + seek_radius));
+
+ const world::TileType::Yield *best = nullptr;
+ glm::ivec2 best_pos;
+ double best_distance;
+
+ for (int y = begin.y; y < end.y; ++y) {
+ for (int x = begin.x; x < end.x; ++x) {
+ const world::TileType &type = planet.TypeAt(srf, x, y);
+ auto yield = type.FindResource(res);
+ if (yield != type.resources.cend()) {
+ double dist = glm::length2(planet.TileCenter(srf, x, y) - pos);
+ if (!best) {
+ best = &*yield;
+ best_pos = glm::ivec2(x, y);
+ best_distance = dist;
+ } else if (yield->ubiquity - (dist * 0.125) > best->ubiquity - (best_distance * 0.125)) {
+ best = &*yield;
+ best_pos = glm::ivec2(x, y);
+ best_distance = dist;