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() - 1), loc + seek_radius));
+ glm::ivec2 end(glm::min(glm::ivec2(planet.SideLength()), loc + seek_radius + glm::ivec2(1)));
- const world::TileType::Yield *best = nullptr;
- glm::ivec2 best_pos;
- double best_distance;
+ double rating[end.y - begin.y][end.x - begin.x] { 0.0 };
- for (int y = begin.y; y <= end.y; ++y) {
- for (int x = begin.x; x <= end.x; ++x) {
+ // find close and rich field
+ 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;
- }
+ // TODO: subtract minimum yield
+ rating[y - begin.y][x - begin.x] = yield->ubiquity;
+ double dist = 1.0 - 0.25 * glm::length2(planet.TileCenter(srf, x, y) - pos);
+ rating[y - begin.y][x - begin.x] /= dist;
}
}
}
- if (best) {
+
+ // demote crowded tiles
+ for (auto &c : planet.Creatures()) {
+ if (&*c == &GetCreature()) continue;
+ if (c->GetSituation().Surface() != srf) continue;
+ glm::ivec2 coords(c->GetSituation().SurfacePosition());
+ if (coords.x < begin.x || coords.x >= end.x) continue;
+ if (coords.y < begin.y || coords.y >= end.y) continue;
+ rating[coords.y - begin.y][coords.x - begin.x] *= 0.9;
+ }
+
+ glm::ivec2 best_pos(0);
+ double best_rating = -1.0;
+
+ for (int y = begin.y; y < end.y; ++y) {
+ for (int x = begin.x; x < end.x; ++x) {
+ if (rating[y - begin.y][x - begin.x] > best_rating) {
+ best_pos = glm::ivec2(x, y);
+ best_rating = rating[y - begin.y][x - begin.x];
+ }
+ }
+ }
+
+ if (best_rating) {
found = true;
searching = false;
target_pos = planet.TileCenter(srf, best_pos.x, best_pos.y);