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How do I create a list for each noise amount and sort it by distance and for tiles with the same distance, also sort it by the order they were added?
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_tile_queue = null; // Not constant | |
_tile_distances = null; // Not constant | |
_tile_noises = null; // Not constant | |
_tile_priorities = null; // Not constant | |
function MainClass::InitializeTileVariables() | |
{ | |
_map_size = GSMap.GetMapSize(); | |
_tile_N = null; // Initialize as null | |
_tile_W = null; // Initialize as null | |
_tile_S = null; // Initialize as null | |
_tile_E = null; // Initialize as null | |
_tile = _tile_N; | |
_tile_num = 0; // Reset counter | |
if (_tile_queue != null) { | |
_tile_queue.Clear(); | |
} else { | |
_tile_queue = GSList(); | |
_tile_queue.Sort(GSList.SORT_BY_VALUE, GSList.SORT_ASCENDING); | |
} | |
if (_tile_distances != null) { | |
_tile_distances.Clear(); | |
} else { | |
_tile_distances = GSList(); | |
_tile_distances.Sort(GSList.SORT_BY_VALUE, GSList.SORT_DESCENDING); | |
} | |
if (_tile_noises != null) { | |
_tile_noises.Clear(); | |
} else { | |
_tile_noises = GSList(); | |
_tile_noises.Sort(GSList.SORT_BY_VALUE, GSList.SORT_ASCENDING); | |
} | |
_tile_priorities = { }; // Initialize all of them as null | |
for (local noise = 1; noise <= _noisiest_airport_noise; noise++) { | |
_tile_priorities[noise] <- null; | |
} | |
} | |
local proc = function(tile) | |
{ | |
/* The tile to check should not be a repeat */ | |
assert(!_tile_queue.HasItem(tile)); | |
_tile_queue.AddItem(tile, _tile_num++); | |
/* We're only interested in one specific town */ | |
local nearest_town = GSAirport.GetNearestTown(tile, _noisiest_airport_type); | |
if (nearest_town != _town) return false; | |
/* We're only interested in distances that fit in the map */ | |
local airport_distance_to_town = GetAirportMinDistanceToTown(tile, _noisiest_airport_width, _noisiest_airport_height, _town); | |
if (airport_distance_to_town < _max_dist) _tile_distances.AddItem(tile, airport_distance_to_town); | |
/* At this point, all results for noise values should be valid */ | |
local noise = GSAirport.GetNoiseLevelIncrease(tile, _noisiest_airport_type); | |
assert(noise > 0); | |
_tile_noises.AddItem(tile, noise); | |
/* Add the tiles in the order they first appeared */ | |
if (_tile_priorities[noise] != null) { | |
_tile_priorities[noise].AddItem(tile, _tile_priorities[noise].GetValue(_tile_priorities[noise].Begin()) + 1); | |
} else { | |
_tile_priorities[noise] = GSList(); | |
_tile_priorities[noise].AddItem(tile, 0); | |
} | |
// PlaceSign(tile, /*noise + "/" + */airport_distance_to_town + "/" + _tile_num); | |
/* Always return false */ | |
return false; | |
}; | |
function MainClass::CircularTileQueue(min_noise_level_increase = null) | |
{ | |
if (min_noise_level_increase == null) min_noise_level_increase = GSController.GetSetting("min_noise_level_increase"); | |
local distance = min_noise_level_increase == 1 ? _max_dist : min(_max_dist, GetMaxNoiseToleranceLevelDistance(min_noise_level_increase)); | |
if (!AreTileVariablesInitialized()) { | |
_tile_N = GSMap.GetTileIndex(_min_x, _min_y); | |
_tile_S = GSMap.GetTileIndex(_max_x, _max_y); | |
local tile_Nx = GetTileX(_tile_N); | |
local tile_Ny = GetTileY(_tile_N); | |
local tile_Sx = GetTileX(_tile_S); | |
local tile_Sy = GetTileY(_tile_S); | |
local town_location_x = GetTileX(_town_location); | |
local town_location_y = GetTileY(_town_location); | |
_tile = GSMap.GetTileIndex(max(tile_Nx, town_location_x - (_noisiest_airport_width - 1)), max(tile_Ny, town_location_y - (_noisiest_airport_height - 1))); | |
_tile_N = GSMap.GetTileIndex(max(tile_Nx, town_location_x - distance - (_noisiest_airport_width - 1)), max(tile_Ny, town_location_y - distance - (_noisiest_airport_height - 1))); | |
_tile_S = GSMap.GetTileIndex(min(tile_Sx, town_location_x + distance), min(tile_Sy, town_location_y + distance)); | |
// GSLog.Info("_tile: " + _tile + "; _tile_N: " + _tile_N + "; _tile_S: " + _tile_S); | |
// PlaceSign(_tile, "_tile"); | |
// PlaceSign(_tile_N, "_tile_N"); | |
// PlaceSign(_tile_S, "_Tile_S"); | |
} | |
local proc = function(tile) | |
{ | |
/* The tile to check should not be a repeat */ | |
assert(!_tile_queue.HasItem(tile)); | |
_tile_queue.AddItem(tile, _tile_num++); | |
/* We're only interested in one specific town */ | |
local nearest_town = GSAirport.GetNearestTown(tile, _noisiest_airport_type); | |
if (nearest_town != _town) return false; | |
/* We're only interested in distances that fit in the map */ | |
local airport_distance_to_town = GetAirportMinDistanceToTown(tile, _noisiest_airport_width, _noisiest_airport_height, _town); | |
if (airport_distance_to_town < _max_dist) _tile_distances.AddItem(tile, airport_distance_to_town); | |
/* At this point, all results for noise values should be valid */ | |
local noise = GSAirport.GetNoiseLevelIncrease(tile, _noisiest_airport_type); | |
assert(noise > 0); | |
_tile_noises.AddItem(tile, noise); | |
/* Add the tiles in the order they first appeared */ | |
if (_tile_priorities[noise] != null) { | |
_tile_priorities[noise].AddItem(tile, _tile_priorities[noise].GetValue(_tile_priorities[noise].Begin()) + 1); | |
} else { | |
_tile_priorities[noise] = GSList(); | |
_tile_priorities[noise].AddItem(tile, 0); | |
} | |
// PlaceSign(tile, /*noise + "/" + */airport_distance_to_town + "/" + _tile_num); | |
/* Always return false */ | |
return false; | |
}; | |
if (_tile_distances.IsEmpty()) { | |
// GSLog.Info("distance: " + distance); | |
local search = CircularTileSearch(_tile, _tile_N, _tile_S, distance, _noisiest_airport_width, _noisiest_airport_height, proc); | |
} | |
return true; | |
} | |
function MainClass::CircularTileSearch(tile, tile_N, tile_S, distance, width, height, proc) | |
{ | |
assert(proc != null); | |
assert(distance > 0); | |
local d = abs(width - height); | |
local w = 0; | |
local h = 0; | |
if (d) { | |
if (width > height) { | |
w = d; | |
} else { | |
h = d; | |
} | |
} | |
local tile_x = GetTileX(tile); | |
local tile_y = GetTileY(tile); | |
local x = tile_x + w + 1; | |
local y = tile_y; | |
local min_x = max(0, GetTileX(tile_N)); | |
local max_x = min(GetTileX(tile_S), _map_size_x - 1); | |
local min_y = max(0, GetTileY(tile_N)); | |
local max_y = min(GetTileY(tile_S), _map_size_y - 1); | |
local extent = [ w, h, w, h ]; | |
distance += min(width, height); | |
for (local n = 0; n < distance; n++) { | |
for (local dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { | |
/* Is the tile within the map? */ | |
for (local j = extent[dir] + n * 2 + 1; j != 0; j--) { | |
if (x >= min_x && x <= max_x && y >= min_y && y <= max_y) { | |
local t = GSMap.GetTileIndex(x, y); | |
/* Is the callback successful? */ | |
if (proc(t)) { | |
/* Stop the search */ | |
return true; | |
} | |
} | |
/* Step to the next 'neighbour' in the circular line */ | |
x += _tileoffs_by_diagdir[dir].x; | |
y += _tileoffs_by_diagdir[dir].y; | |
} | |
} | |
/* Jump to next circle to test */ | |
x += 1; | |
y -= 1; | |
} | |
return false; | |
} |
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/* I did it! It's some sort of ring sort priority. */ | |
if (_tile_priorities[noise] != null) { | |
/* Keep only a list of tiles for the current noise level */ | |
local tile_noises = GSList(); | |
tile_noises.AddList(_tile_noises); | |
tile_noises.KeepValue(noise); | |
/* Get the distances of the tiles kept */ | |
local tile_distances = GSList(); | |
tile_distances.AddList(_tile_distances); | |
tile_distances.KeepList(tile_noises); | |
assert(tile_noises.Count() == tile_distances.Count()); | |
/* Create lists of tiles for each distance and store each tile priority in them | |
* Also create a list of distances */ | |
local distances_table = { }; | |
local distances_list = GSList(); | |
foreach (tile, distance in tile_distances) { | |
if (!distances_table.rawin(distance)) { | |
distances_table[distance] <- null; | |
distances_table[distance] = GSList(); | |
} | |
assert(_tile_priorities[noise].HasItem(tile)); | |
distances_table[distance].AddItem(tile, _tile_priorities[noise].GetValue(tile)); | |
if (!distances_list.HasItem(distance)) { | |
distances_list.AddItem(distance, 0); | |
} else { | |
distances_list.AddItem(distance, distances_list.GetValue(distance) + 1); | |
} | |
} | |
/* Finally place signs */ | |
foreach (distance, _ in distances_list) { | |
foreach (tile, priority in distances_table[distance]) { | |
PlaceSign(tile, noise + "/" + distance + "/" + priority); | |
} | |
GSController.Sleep(10); | |
MassRemoveSigns(); | |
} | |
} |
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