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@@ -0,0 +1,564 @@
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+/*
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+ * CRoadRandomizer.cpp, part of VCMI engine
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+ *
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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+
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+#include "StdInc.h"
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+#include "CRoadRandomizer.h"
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+
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+#include "RmgMap.h"
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+#include "Zone.h"
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+#include "Functions.h"
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+#include "CRmgTemplate.h"
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+
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+#include <vstd/RNG.h>
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+
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+VCMI_LIB_NAMESPACE_BEGIN
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+
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+CRoadRandomizer::CRoadRandomizer(RmgMap & map)
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+ : map(map)
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+{
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+}
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+
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+TRmgTemplateZoneId findSet(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x)
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+{
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+ if(parent[x] != x)
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+ parent[x] = findSet(parent, parent[x]);
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+ return parent[x];
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+}
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+
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+void unionSets(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x, TRmgTemplateZoneId y)
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+{
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+ TRmgTemplateZoneId rx = findSet(parent, x);
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+ TRmgTemplateZoneId ry = findSet(parent, y);
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+ if(rx != ry)
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+ parent[rx] = ry;
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+}
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+
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+/*
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+Random road generation requirements:
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+- Every town should be connected via road
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+- There should be exactly one road betwen any two towns (connected MST)
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+ - This excludes cases when there are multiple road connetions betwween two zones
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+- Road cannot end in a zone without town
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+- Wide connections should have no road
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+*/
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+
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+void CRoadRandomizer::dropRandomRoads(vstd::RNG * rand)
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+{
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+ logGlobal->info("Starting road randomization");
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+
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+ auto zones = map.getZones();
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+
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+ // Helper lambda to set road option for all instances of a connection
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+ auto setRoadOptionForConnection = [&zones](int connectionId, rmg::ERoadOption roadOption)
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+ {
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+ // Update all instances of this connection (A→B and B→A) to have the same road option
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+ for(auto & zonePtr : zones)
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+ {
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+ for(auto & connection : zonePtr.second->getConnections())
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+ {
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+ if(connection.getId() == connectionId)
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+ {
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+ zonePtr.second->setRoadOption(connectionId, roadOption);
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+ }
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+ }
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+ }
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+ };
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+
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+ // Identify zones with towns
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+ std::set<TRmgTemplateZoneId> zonesWithTowns;
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+ for(const auto & zone : zones)
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+ {
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+ if(zone.second->getPlayerTowns().getTownCount() ||
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+ zone.second->getPlayerTowns().getCastleCount() ||
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+ zone.second->getNeutralTowns().getTownCount() ||
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+ zone.second->getNeutralTowns().getCastleCount())
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+ {
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+ zonesWithTowns.insert(zone.first);
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+ }
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+ }
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+
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+ logGlobal->info("Found %d zones with towns", zonesWithTowns.size());
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+
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+ if(zonesWithTowns.empty())
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+ {
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+ // No towns, no roads needed - mark all RANDOM roads as FALSE
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+ for(auto & zonePtr : zones)
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+ {
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+ for(auto & connection : zonePtr.second->getConnections())
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+ {
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+ if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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+ {
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+ setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_FALSE);
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+ }
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+ }
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+ }
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+ return;
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+ }
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+
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+ // Track direct connections between zones (both TRUE and RANDOM)
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+ std::map<TRmgTemplateZoneId, std::map<TRmgTemplateZoneId, bool>> directConnections;
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+
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+ // First pass: find all TRUE connections
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+ for(auto & zonePtr : zones)
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+ {
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+ for(auto & connection : zonePtr.second->getConnections())
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+ {
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+ auto zoneA = connection.getZoneA();
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+ auto zoneB = connection.getZoneB();
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+
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+ if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
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+ {
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+ // Mark that these zones are directly connected by a TRUE road
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+ directConnections[zoneA][zoneB] = true;
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+ directConnections[zoneB][zoneA] = true;
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+ }
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+ }
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+ }
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+
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+ // Track all available connections in the template (for graph connectivity analysis)
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+ std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> allConnections;
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+ std::map<std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>, int> connectionIds;
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+
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+ // Build adjacency list for available connections and track connection IDs
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+ for(auto & zonePtr : zones)
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+ {
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+ for(auto & connection : zonePtr.second->getConnections())
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+ {
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+ auto zoneA = connection.getZoneA();
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+ auto zoneB = connection.getZoneB();
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+
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+ if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE ||
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+ connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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+ {
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+ // Only include TRUE and RANDOM roads in connectivity analysis
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+ allConnections[zoneA].insert(zoneB);
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+ allConnections[zoneB].insert(zoneA);
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+
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+ // Track connection ID for later use
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+ connectionIds[{std::min(zoneA, zoneB), std::max(zoneA, zoneB)}] = connection.getId();
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+ }
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+ }
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+ }
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+
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+ // Check if there's a path between all town zones using all available connections
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+ // This is to verify if global connectivity is even possible
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+ std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> reachableTowns;
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+
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+ for(auto startTown : zonesWithTowns)
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+ {
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+ std::queue<TRmgTemplateZoneId> q;
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+ std::set<TRmgTemplateZoneId> visited;
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+
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+ q.push(startTown);
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+ visited.insert(startTown);
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+
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+ while(!q.empty())
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+ {
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+ auto current = q.front();
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+ q.pop();
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+
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+ for(auto neighbor : allConnections[current])
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+ {
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+ if(!vstd::contains(visited, neighbor))
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+ {
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+ visited.insert(neighbor);
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+ q.push(neighbor);
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+
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+ if(vstd::contains(zonesWithTowns, neighbor))
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+ {
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+ reachableTowns[startTown].insert(neighbor);
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ // Initialize Union-Find for MST tracking
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+ std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
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+ for(auto townZone : zonesWithTowns)
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+ {
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+ parent[townZone] = townZone;
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+ }
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+
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+ // Add all TRUE roads connecting town zones to MST
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+ for(auto & zonePtr : zones)
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+ {
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+ for(auto & connection : zonePtr.second->getConnections())
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+ {
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+ if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
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+ {
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+ auto zoneA = connection.getZoneA();
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+ auto zoneB = connection.getZoneB();
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+
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+ // If both zones have towns, add to MST
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+ if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
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+ {
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+ unionSets(parent, zoneA, zoneB);
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+ }
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+ }
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+ }
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+ }
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+
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+ // Process all paths through true roads (BFS)
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+ for(auto townZone : zonesWithTowns)
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+ {
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+ std::queue<TRmgTemplateZoneId> q;
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+ std::set<TRmgTemplateZoneId> visited;
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+
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+ q.push(townZone);
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+ visited.insert(townZone);
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+
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+ while(!q.empty())
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+ {
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+ auto current = q.front();
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+ q.pop();
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+
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+ for(auto & otherZone : directConnections[current])
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+ {
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+ if(otherZone.second && !vstd::contains(visited, otherZone.first))
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+ {
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+ visited.insert(otherZone.first);
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+ q.push(otherZone.first);
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+
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+ // If this is another town, update MST
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+ if(vstd::contains(zonesWithTowns, otherZone.first))
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+ {
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+ unionSets(parent, townZone, otherZone.first);
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ // Process RANDOM connections
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+ // First, ensure each town has at least one connection
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+ for(auto townZone : zonesWithTowns)
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+ {
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+ // Skip if already has a TRUE road
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+ if(!directConnections[townZone].empty())
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+ continue;
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+
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+ // Find a random connection to upgrade to TRUE
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+ for(auto & zonePtr : zones)
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+ {
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+ for(auto & connection : zonePtr.second->getConnections())
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+ {
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+ if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM &&
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+ (connection.getZoneA() == townZone || connection.getZoneB() == townZone))
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+ {
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+ auto zoneA = connection.getZoneA();
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+ auto zoneB = connection.getZoneB();
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+
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+ // Don't upgrade if these zones are already directly connected by a TRUE road
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+ if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
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+ continue;
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+
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+ // Upgrade to TRUE
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+ setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
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+ directConnections[zoneA][zoneB] = true;
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+ directConnections[zoneB][zoneA] = true;
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+
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+ auto otherZone = (zoneA == townZone) ? zoneB : zoneA;
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+ logGlobal->info("Setting RANDOM road to TRUE for connection %d to ensure town zone %d has at least one connection (to zone %d)",
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+ connection.getId(), townZone, otherZone);
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+
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+ break;
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+ }
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+ }
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+
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+ // Stop if we've found a connection
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+ if(!directConnections[townZone].empty())
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+ break;
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+ }
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+ }
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+
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+ // Process remaining RANDOM roads - prioritize town connectivity
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+ // First collect all RANDOM roads
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+ std::vector<std::pair<int, std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>>> randomRoads;
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+
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+ for(auto & zonePtr : zones)
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+ {
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+ for(auto & connection : zonePtr.second->getConnections())
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+ {
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+ if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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+ {
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+ auto id = connection.getId();
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+ auto zoneA = connection.getZoneA();
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+ auto zoneB = connection.getZoneB();
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+
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+ // Skip if these zones are already directly connected by a TRUE road
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+ if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
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+ {
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+ setRoadOptionForConnection(id, rmg::ERoadOption::ROAD_FALSE);
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+ logGlobal->info("Setting RANDOM road to FALSE for connection %d - duplicate of TRUE road between zones %d and %d",
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+ id, zoneA, zoneB);
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+ continue;
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+ }
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+
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+ randomRoads.push_back(std::make_pair(id, std::make_pair(zoneA, zoneB)));
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+ }
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+ }
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+ }
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+
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+ RandomGeneratorUtil::randomShuffle(randomRoads, *rand);
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+
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+ // Process random roads - first connect town zones
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+ for(auto& road : randomRoads)
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+ {
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+ auto id = road.first;
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+ auto zoneA = road.second.first;
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+ auto zoneB = road.second.second;
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+
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+ bool setToTrue = false;
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+
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+ // If both zones have towns, check if they're already connected in the MST
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+ if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
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+ {
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+ if(findSet(parent, zoneA) != findSet(parent, zoneB))
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+ {
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+ // Not connected, add this road to MST
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+ unionSets(parent, zoneA, zoneB);
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+ setToTrue = true;
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+
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+ logGlobal->info("Setting RANDOM road to TRUE for connection %d between town zones %d and %d",
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+ id, zoneA, zoneB);
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+ }
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+ }
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+ // If one zone has a town and one doesn't
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+ else if(vstd::contains(zonesWithTowns, zoneA) || vstd::contains(zonesWithTowns, zoneB))
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+ {
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+ TRmgTemplateZoneId townZone = vstd::contains(zonesWithTowns, zoneA) ? zoneA : zoneB;
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+ TRmgTemplateZoneId nonTownZone = vstd::contains(zonesWithTowns, zoneA) ? zoneB : zoneA;
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+
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+ // Check if this town already has at least one TRUE connection
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+ if(directConnections[townZone].empty())
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+ {
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+ setToTrue = true;
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+ logGlobal->info("Setting RANDOM road to TRUE for connection %d - only connection for town zone %d",
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+ id, townZone);
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+ }
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+ else
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+ {
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+ // See if this non-town zone connects to another town zone
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+ // This could be a potential bridge zone to connect towns
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+ bool connectsToOtherTown = false;
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+ TRmgTemplateZoneId otherTownZone = 0;
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+
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+ for(auto connectedZone : allConnections[nonTownZone])
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+ {
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+ if(vstd::contains(zonesWithTowns, connectedZone) && connectedZone != townZone)
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+ {
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+ otherTownZone = connectedZone;
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+ connectsToOtherTown = true;
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+ break;
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+ }
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+ }
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+
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+ if(connectsToOtherTown && findSet(parent, townZone) != findSet(parent, otherTownZone))
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+ {
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+ // This non-town zone can help connect two town zones that are not yet connected
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+ setToTrue = true;
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+ logGlobal->info("Setting RANDOM road to TRUE for connection %d - bridge through non-town zone %d to connect towns %d and %d",
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+ id, nonTownZone, townZone, otherTownZone);
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+ }
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+ }
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+ }
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+
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+ // Update all zones with this connection
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+ setRoadOptionForConnection(id, setToTrue ? rmg::ERoadOption::ROAD_TRUE : rmg::ERoadOption::ROAD_FALSE);
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+
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+ if(setToTrue)
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+ {
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+ directConnections[zoneA][zoneB] = true;
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+ directConnections[zoneB][zoneA] = true;
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+ }
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+ }
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+
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+ // Check if we have a connected graph for town zones after initial MST
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+ std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> connectedComponents;
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+ std::set<TRmgTemplateZoneId> processedTowns;
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+
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+ for(auto townZone : zonesWithTowns)
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+ {
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+ if(vstd::contains(processedTowns, townZone))
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+ continue;
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+
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+ std::set<TRmgTemplateZoneId> component;
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+ for(auto otherTown : zonesWithTowns)
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+ {
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+ if(findSet(parent, townZone) == findSet(parent, otherTown))
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+ {
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+ component.insert(otherTown);
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+ processedTowns.insert(otherTown);
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+ }
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+ }
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+
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+ if(!component.empty())
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+ connectedComponents[townZone] = component;
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+ }
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+
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+ // If we have more than one component, try to connect them if possible
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+ if(connectedComponents.size() > 1)
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+ {
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+ logGlobal->warn("Found %d disconnected town components, trying to connect them", connectedComponents.size());
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+
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+ // Create a list of components
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+ std::vector<std::set<TRmgTemplateZoneId>> components;
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+ for(auto & component : connectedComponents)
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+ {
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+ components.push_back(component.second);
|
|
|
+ }
|
|
|
+
|
|
|
+ // For each pair of components, try to find a path between them
|
|
|
+ for(size_t i = 0; i < components.size() - 1; i++)
|
|
|
+ {
|
|
|
+ bool foundBridge = false;
|
|
|
+
|
|
|
+ for(size_t j = i + 1; j < components.size() && !foundBridge; j++)
|
|
|
+ {
|
|
|
+ // Try to find a path between any two towns in different components
|
|
|
+ for(auto townA : components[i])
|
|
|
+ {
|
|
|
+ if(foundBridge) break;
|
|
|
+
|
|
|
+ for(auto townB : components[j])
|
|
|
+ {
|
|
|
+ // Check if there's a path between townA and townB in the original template
|
|
|
+ if(vstd::contains(reachableTowns[townA], townB))
|
|
|
+ {
|
|
|
+ // There's a path, now find the specific path to enable roads on
|
|
|
+ std::queue<TRmgTemplateZoneId> q;
|
|
|
+ std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> prev;
|
|
|
+
|
|
|
+ q.push(townA);
|
|
|
+ prev[townA] = 0; // Mark as visited with no predecessor
|
|
|
+
|
|
|
+ bool found = false;
|
|
|
+ while(!q.empty() && !found)
|
|
|
+ {
|
|
|
+ auto current = q.front();
|
|
|
+ q.pop();
|
|
|
+
|
|
|
+ for(auto next : allConnections[current])
|
|
|
+ {
|
|
|
+ if(!vstd::contains(prev, next))
|
|
|
+ {
|
|
|
+ prev[next] = current;
|
|
|
+ q.push(next);
|
|
|
+
|
|
|
+ if(next == townB)
|
|
|
+ {
|
|
|
+ found = true;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Now reconstruct the path and set all roads on this path to TRUE
|
|
|
+ if(found)
|
|
|
+ {
|
|
|
+ std::vector<TRmgTemplateZoneId> path;
|
|
|
+ TRmgTemplateZoneId current = townB;
|
|
|
+
|
|
|
+ while(current != townA)
|
|
|
+ {
|
|
|
+ path.push_back(current);
|
|
|
+ current = prev[current];
|
|
|
+ }
|
|
|
+ path.push_back(townA);
|
|
|
+
|
|
|
+ // Reverse to get path from townA to townB
|
|
|
+ std::reverse(path.begin(), path.end());
|
|
|
+
|
|
|
+ logGlobal->info("Found path between town zones %d and %d, enabling all roads on this path", townA, townB);
|
|
|
+
|
|
|
+ // Enable all roads on this path
|
|
|
+ for(size_t k = 0; k < path.size() - 1; k++)
|
|
|
+ {
|
|
|
+ auto zoneA = path[k];
|
|
|
+ auto zoneB = path[k+1];
|
|
|
+
|
|
|
+ auto minZone = std::min(zoneA, zoneB);
|
|
|
+ auto maxZone = std::max(zoneA, zoneB);
|
|
|
+
|
|
|
+ if(vstd::contains(connectionIds, std::make_pair(minZone, maxZone)))
|
|
|
+ {
|
|
|
+ auto connectionId = connectionIds[std::make_pair(minZone, maxZone)];
|
|
|
+
|
|
|
+ // Enable this road if it's not already TRUE
|
|
|
+ for(auto & zonePtr : zones)
|
|
|
+ {
|
|
|
+ for(auto & connection : zonePtr.second->getConnections())
|
|
|
+ {
|
|
|
+ if(connection.getId() == connectionId &&
|
|
|
+ connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
|
|
|
+ {
|
|
|
+ setRoadOptionForConnection(connectionId, rmg::ERoadOption::ROAD_TRUE);
|
|
|
+ directConnections[zoneA][zoneB] = true;
|
|
|
+ directConnections[zoneB][zoneA] = true;
|
|
|
+
|
|
|
+ logGlobal->info("Setting RANDOM road to TRUE for connection %d to connect components - part of path between towns %d and %d",
|
|
|
+ connectionId, townA, townB);
|
|
|
+
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update Union-Find to merge components
|
|
|
+ unionSets(parent, townA, townB);
|
|
|
+ foundBridge = true;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!foundBridge)
|
|
|
+ {
|
|
|
+ logGlobal->warn("Could not find a path between component with towns [%s] and other components",
|
|
|
+ [&components, i]() {
|
|
|
+ std::string result;
|
|
|
+ for(auto town : components[i])
|
|
|
+ {
|
|
|
+ if(!result.empty()) result += ", ";
|
|
|
+ result += std::to_string(town);
|
|
|
+ }
|
|
|
+ return result;
|
|
|
+ }().c_str());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Final check for connectivity between town zones
|
|
|
+ std::set<TRmgTemplateZoneId> connectedTowns;
|
|
|
+ if(!zonesWithTowns.empty())
|
|
|
+ {
|
|
|
+ auto firstTown = *zonesWithTowns.begin();
|
|
|
+ for(auto town : zonesWithTowns)
|
|
|
+ {
|
|
|
+ if(findSet(parent, firstTown) == findSet(parent, town))
|
|
|
+ {
|
|
|
+ connectedTowns.insert(town);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ logGlobal->info("Final town connectivity: %d connected out of %d total town zones",
|
|
|
+ connectedTowns.size(), zonesWithTowns.size());
|
|
|
+
|
|
|
+ logGlobal->info("Finished road generation - created minimal spanning tree connecting all towns");
|
|
|
+}
|
|
|
+
|
|
|
+VCMI_LIB_NAMESPACE_END
|