| 416 | } |
| 417 | |
| 418 | bool isMapComplete(std::vector<sp<BattleMapSector>> &sec_map, const Vec3<int> &map_size) |
| 419 | { |
| 420 | // We check if every single cell of a map intersects with at least some sector |
| 421 | bool complete = true; |
| 422 | for (int x1 = 0; x1 < map_size.x; x1++) |
| 423 | for (int y1 = 0; y1 < map_size.y; y1++) |
| 424 | for (int z1 = 0; z1 < map_size.z; z1++) |
| 425 | complete = complete && doesCellIntersectSomething(sec_map, map_size, x1, y1, z1); |
| 426 | return complete; |
| 427 | } |
| 428 | |
| 429 | bool placeSector(GameState &state, std::vector<sp<BattleMapSector>> &sec_map, |
| 430 | const Vec3<int> &map_size, const sp<BattleMapSector> sector, bool force = false, |
no test coverage detected