Fix bee targeting fail across wrap world edge
Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge.
How the bee works now:
1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning.
1a) Place target in light area: bee aims for target light area
1b) Place target in gray area: bee aims for target, but flies to gray area first
2) Bee target is recalculated whenever bee passes the wrap world edge.
unit uLandUtils;
interface
procedure ResizeLand(width, height: LongWord);
procedure InitWorldEdges();
implementation
uses uUtils, uConsts, uVariables, uTypes;
procedure ResizeLand(width, height: LongWord);
var potW, potH: LongInt;
begin
potW:= toPowerOf2(width);
potH:= toPowerOf2(height);
if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then
begin
LAND_WIDTH:= potW;
LAND_HEIGHT:= potH;
LAND_WIDTH_MASK:= not(LAND_WIDTH-1);
LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1);
cWaterLine:= LAND_HEIGHT;
if (cReducedQuality and rqBlurryLand) = 0 then
SetLength(LandPixels, LAND_HEIGHT, LAND_WIDTH)
else
SetLength(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2);
SetLength(Land, LAND_HEIGHT, LAND_WIDTH);
SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32));
// 0.5 is already approaching on unplayable
if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= cMaxZoomLevel/2;
cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
end;
initScreenSpaceVars();
end;
procedure InitWorldEdges();
var cy, cx, lx, ly: LongInt;
found: boolean;
begin
playHeight:= LAND_HEIGHT;
topY:= 0;
lx:= LongInt(LAND_WIDTH) - 1;
// use maximum available map width if there is no special world edge
if WorldEdge = weNone then
begin
playWidth:= LAND_WIDTH;
leftX := 0;
rightX:= lx;
EXIT;
end;
// keep fort distance consistent if we're in wrap mode on fort map
if (cMapGen = mgForts) and (WorldEdge = weWrap) then
begin
// edges were adjusted already in MakeFortsMap() in uLand
EXIT;
end;
ly:= LongInt(LAND_HEIGHT) - 1;
// find most left land pixels and set leftX accordingly
found:= false;
for cx:= 0 to lx do
begin
for cy:= ly downto 0 do
if Land[cy, cx] <> 0 then
begin
leftX:= max(0, cx - cWorldEdgeDist);
// break out of both loops
found:= true;
break;
end;
if found then break;
end;
// find most right land pixels and set rightX accordingly
found:= false;
for cx:= lx downto 0 do
begin
for cy:= ly downto 0 do
if Land[cy, cx] <> 0 then
begin
rightX:= min(lx, cx + cWorldEdgeDist);
// break out of both loops
found:= true;
break;
end;
if found then break;
end;
playWidth := rightX + 1 - leftX;
end;
end.