Просмотр исходного кода

Merge pull request #2025 from vcmi/zone_placement2

No interest or objections - merging.
DjWarmonger 2 лет назад
Родитель
Сommit
1fde8b588b
2 измененных файлов с 403 добавлено и 107 удалено
  1. 389 102
      lib/rmg/CZonePlacer.cpp
  2. 14 5
      lib/rmg/CZonePlacer.h

+ 389 - 102
lib/rmg/CZonePlacer.cpp

@@ -9,6 +9,7 @@
  */
 
 #include "StdInc.h"
+#include <stack>
 #include "../CRandomGenerator.h"
 #include "CZonePlacer.h"
 #include "../TerrainHandler.h"
@@ -24,10 +25,15 @@ VCMI_LIB_NAMESPACE_BEGIN
 class CRandomGenerator;
 
 CZonePlacer::CZonePlacer(RmgMap & map)
-	: width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0),
+	: width(0), height(0), scaleX(0), scaleY(0), mapSize(0),
+	gravityConstant(1e-3f),
+	stiffnessConstant(3e-3f),
+	stifness(0),
+	stiffnessIncreaseFactor(1.03f),
+	bestTotalDistance(1e10),
+	bestTotalOverlap(1e10),
 	map(map)
 {
-
 }
 
 int3 CZonePlacer::cords(const float3 & f) const
@@ -40,6 +46,251 @@ float CZonePlacer::getDistance (float distance) const
 	return (distance ? distance * distance : 1e-6f);
 }
 
+void CZonePlacer::findPathsBetweenZones()
+{
+	auto zones = map.getZones();
+
+	std::set<std::shared_ptr<Zone>> zonesToCheck;
+
+	// Iterate through each pair of nodes in the graph
+
+	for (const auto& zone : zones)
+	{
+		int start = zone.first;
+		distancesBetweenZones[start][start] = 0; // Distance from a node to itself is 0
+
+		std::queue<int> q;
+		std::map<int, bool> visited;
+		visited[start] = true;
+		q.push(start);
+
+		// Perform Breadth-First Search from the starting node
+		while (!q.empty())
+		{
+			int current = q.front();
+			q.pop();
+
+			const auto& currentZone = zones.at(current);
+			const auto& connections = currentZone->getConnections();
+
+			for (uint32_t neighbor : connections)
+			{
+				if (!visited[neighbor])
+				{
+					visited[neighbor] = true;
+					q.push(neighbor);
+					distancesBetweenZones[start][neighbor] = distancesBetweenZones[start][current] + 1;
+				}
+			}
+		}
+	}
+}
+
+void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
+{
+	auto zones = map.getZones();
+	assert(zones.size());
+
+	//Make sure there are at least as many grid fields as the number of zones
+	size_t gridSize = std::ceil(std::sqrt(zones.size()));
+
+	typedef boost::multi_array<std::shared_ptr<Zone>, 2> GridType;
+	GridType grid(boost::extents[gridSize][gridSize]);
+
+	TZoneVector zonesVector(zones.begin(), zones.end());
+	RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
+
+	//Place first zone
+
+	auto firstZone = zonesVector[0].second;
+	size_t x = 0, y = 0;
+
+	auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
+	{
+		switch (rand->nextInt() % 4)
+		{
+		case 0:
+			x = 0;
+			y = gridSize / 2;
+			break;
+		case 1:
+			x = gridSize - 1;
+			y = gridSize / 2;
+			break;
+		case 2:
+			x = gridSize / 2;
+			y = 0;
+			break;
+		case 3:
+			x = gridSize / 2;
+			y = gridSize - 1;
+			break;
+		}
+	};
+
+	switch (firstZone->getType())
+	{
+		case ETemplateZoneType::PLAYER_START:
+		case ETemplateZoneType::CPU_START:
+			if (firstZone->getConnections().size() > 2)
+			{
+				getRandomEdge(x, y);
+			}
+			else
+			{
+				//Random corner
+				if (rand->nextInt() % 2)
+				{
+					x = 0;
+				}
+				else
+				{
+					x = gridSize - 1;
+				}
+				if (rand->nextInt() % 2)
+				{
+					y = 0;
+				}
+				else
+				{
+					y = gridSize - 1;
+				}
+			}
+			break;
+		case ETemplateZoneType::TREASURE:
+			if (gridSize & 1) //odd
+			{
+				x = y = (gridSize / 2);
+			}
+			else
+			{
+				//One of 4 squares in the middle
+				x = (gridSize / 2) - 1 + rand->nextInt() % 2;
+				y = (gridSize / 2) - 1 + rand->nextInt() % 2;
+			}
+			break;
+		case ETemplateZoneType::JUNCTION:
+			getRandomEdge(x, y);
+			break;
+	}
+	grid[x][y] = firstZone;
+
+	//Ignore z placement for simplicity
+
+	for (size_t i = 1; i < zones.size(); i++)
+	{
+		auto zone = zonesVector[i].second;
+		auto connections = zone->getConnections();
+
+		float maxDistance = -1000.0;
+		int3 mostDistantPlace;
+
+		//Iterate over free positions
+		for (size_t freeX = 0; freeX < gridSize; ++freeX)
+		{
+			for (size_t freeY = 0; freeY < gridSize; ++freeY)
+			{
+				if (!grid[freeX][freeY])
+				{
+					//There is free space left here
+					int3 potentialPos(freeX, freeY, 0);
+					
+					//Compute distance to every existing zone
+
+					float distance = 0;
+					for (size_t existingX = 0; existingX < gridSize; ++existingX)
+					{
+						for (size_t existingY = 0; existingY < gridSize; ++existingY)
+						{
+							auto existingZone = grid[existingX][existingY];
+							if (existingZone)
+							{
+								//There is already zone here
+								float localDistance = 0.0f;
+
+								auto graphDistance = distancesBetweenZones[zone->getId()][existingZone->getId()];
+								if (graphDistance > 1)
+								{
+									//No direct connection
+									localDistance = potentialPos.dist2d(int3(existingX, existingY, 0)) * graphDistance;
+								}
+								else
+								{
+									//Has direct connection - place as close as possible
+									localDistance = -potentialPos.dist2d(int3(existingX, existingY, 0));
+								}
+
+								//Spread apart player starting zones
+
+								auto zoneType = zone->getType();
+								auto existingZoneType = existingZone->getType();
+								if ((zoneType == ETemplateZoneType::PLAYER_START || zoneType == ETemplateZoneType::CPU_START) && 
+									(existingZoneType == ETemplateZoneType::PLAYER_START || existingZoneType == ETemplateZoneType::CPU_START))
+								{
+									int firstPlayer = zone->getOwner().value();
+									int secondPlayer = existingZone->getOwner().value();
+
+									//Players with lower indexes (especially 1 and 2) will be placed further apart
+
+									localDistance *= (1.0f + (2.0f / (firstPlayer * secondPlayer)));
+								}
+
+								distance += localDistance;
+							}
+						}
+					}
+					if (distance > maxDistance)
+					{
+						maxDistance = distance;
+						mostDistantPlace = potentialPos;
+					}
+				}
+			}
+		}
+
+		//Place in a free slot
+		grid[mostDistantPlace.x][mostDistantPlace.y] = zone;
+	}
+
+	//TODO: toggle with a flag
+	logGlobal->info("Initial zone grid:");
+	for (size_t x = 0; x < gridSize; ++x)
+	{
+		std::string s;
+		for (size_t y = 0; y < gridSize; ++y)
+		{
+			if (grid[x][y])
+			{
+				s += (boost::format("%3d ") % grid[x][y]->getId()).str();
+			}
+			else
+			{
+				s += " -- ";
+			}
+		}
+		logGlobal->info(s);
+	}
+
+	//Set initial position for zones - random position in square centered around (x, y)
+	for (size_t x = 0; x < gridSize; ++x)
+	{
+		for (size_t y = 0; y < gridSize; ++y)
+		{
+			auto zone = grid[x][y];
+			if (zone)
+			{
+				//i.e. for grid size 5 we get range (0.25 - 4.75)
+				auto targetX = rand->nextDouble(x + 0.25f, x + 0.75f);
+				vstd::abetween(targetX, 0.5, gridSize - 0.5);
+				auto targetY = rand->nextDouble(y + 0.25f, y + 0.75f);
+				vstd::abetween(targetY, 0.5, gridSize - 0.5);
+
+				zone->setCenter(float3(targetX / gridSize, targetY / gridSize, zone->getPos().z));
+			}
+		}
+	}
+}
+
 void CZonePlacer::placeZones(CRandomGenerator * rand)
 {
 	logGlobal->info("Starting zone placement");
@@ -54,15 +305,16 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
 	});
 	bool underground = map.getMapGenOptions().getHasTwoLevels();
 
+	findPathsBetweenZones();
+	placeOnGrid(rand);
+
 	/*
-	gravity-based algorithm
+	Fruchterman-Reingold algorithm
 
-	let's assume we try to fit N circular zones with radius = size on a map
+	Let's assume we try to fit N circular zones with radius = size on a map
+	Connected zones attract, intersecting zones and map boundaries push back
 	*/
 
-	gravityConstant = 4e-3f;
-	stiffnessConstant = 4e-3f;
-
 	TZoneVector zonesVector(zones.begin(), zones.end());
 	assert (zonesVector.size());
 
@@ -71,12 +323,6 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
 	//0. set zone sizes and surface / underground level
 	prepareZones(zones, zonesVector, underground, rand);
 
-	//gravity-based algorithm. connected zones attract, intersecting zones and map boundaries push back
-
-	//remember best solution
-	float bestTotalDistance = 1e10;
-	float bestTotalOverlap = 1e10;
-
 	std::map<std::shared_ptr<Zone>, float3> bestSolution;
 
 	TForceVector forces;
@@ -84,8 +330,8 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
 	TDistanceVector distances;
 	TDistanceVector overlaps;
 
-	const int MAX_ITERATIONS = 100;
-	for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
+	 //Start with low stiffness. Bigger graphs need more time and more flexibility
+	for (stifness = stiffnessConstant / zones.size(); stifness <= stiffnessConstant; stifness *= stiffnessIncreaseFactor)
 	{
 		//1. attract connected zones
 		attractConnectedZones(zones, forces, distances);
@@ -122,15 +368,10 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
 
 		//check fitness function
 		bool improvement = false;
-		if (bestTotalDistance > 0 && bestTotalOverlap > 0)
+		if ((totalDistance + 1) * (totalOverlap + 1) < (bestTotalDistance + 1) * (bestTotalOverlap + 1))
 		{
-			if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
-				improvement = true;
-		}
-		else
-		{
-			if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
-				improvement = true;
+			//multiplication is better for auto-scaling, but stops working if one factor is 0
+			improvement = true;
 		}
 
 		logGlobal->trace("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s", totalDistance, totalOverlap , improvement);
@@ -158,9 +399,6 @@ void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const
 {
 	std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
 
-	const float radius = 0.4f;
-	const float pi2 = 6.28f;
-
 	int zonesOnLevel[2] = { 0, 0 };
 
 	//even distribution for surface / underground zones. Surface zones always have priority.
@@ -235,12 +473,14 @@ void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const
 		else
 			levels[zone.first] = 0;
 	}
+
 	for(const auto & zone : zonesVector)
 	{
 		int level = levels[zone.first];
 		totalSize[level] += (zone.second->getSize() * zone.second->getSize());
-		auto randomAngle = static_cast<float>(rand->nextDouble(0, pi2));
-		zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
+		float3 center = zone.second->getCenter();
+		center.z = level;
+		zone.second->setCenter(center);
 	}
 
 	/*
@@ -274,6 +514,11 @@ void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces,
 			auto otherZone = zones[con];
 			float3 otherZoneCenter = otherZone->getCenter();
 			auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
+			
+			forceVector += (otherZoneCenter - pos) * distance * gravityConstant; //positive value
+
+			//Attract zone centers always
+
 			float minDistance = 0;
 
 			if (pos.z != otherZoneCenter.z)
@@ -282,12 +527,7 @@ void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces,
 				minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
 
 			if (distance > minDistance)
-			{
-				//WARNING: compiler used to 'optimize' that line so it never actually worked
-				float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
-				forceVector += ((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance)) * gravityConstant; //positive value
 				totalDistance += (distance - minDistance);
-			}
 		}
 		distances[zone.second] = totalDistance;
 		forceVector.z = 0; //operator - doesn't preserve z coordinate :/
@@ -315,7 +555,9 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
 			float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
 			if (distance < minDistance)
 			{
-				forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stiffnessConstant; //negative value
+				float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
+				//negative value
+				forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f);
 				overlap += (minDistance - distance); //overlapping of small zones hurts us more
 			}
 		}
@@ -329,7 +571,7 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
 			float3 boundary = float3(x, y, pos.z);
 			auto distance = static_cast<float>(pos.dist2d(boundary));
 			overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
-			forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
+			forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stifness; //negative value
 		};
 		if (pos.x < size)
 		{
@@ -353,107 +595,152 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
 	}
 }
 
-void CZonePlacer::moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps) const
+void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDistanceVector& distances, TDistanceVector& overlaps)
 {
-	float maxRatio = 0;
-	const int maxDistanceMovementRatio = static_cast<int>(zones.size() * zones.size()); //experimental - the more zones, the greater total distance expected
-	std::shared_ptr<Zone> misplacedZone;
+	const int maxDistanceMovementRatio = zones.size() * zones.size(); //The more zones, the greater total distance expected
+
+	typedef std::pair<float, std::shared_ptr<Zone>> Misplacement;
+	std::vector<Misplacement> misplacedZones;
 
 	float totalDistance = 0;
 	float totalOverlap = 0;
-	for(const auto & zone : distances) //find most misplaced zone
+	for (const auto& zone : distances) //find most misplaced zone
 	{
+		if (vstd::contains(lastSwappedZones, zone.first->getId()))
+		{
+			continue;
+		}
 		totalDistance += zone.second;
 		float overlap = overlaps[zone.first];
 		totalOverlap += overlap;
-		float ratio = (zone.second + overlap) / static_cast<float>(totalForces[zone.first].mag()); //if distance to actual movement is long, the zone is misplaced
-		if (ratio > maxRatio)
+		//if distance to actual movement is long, the zone is misplaced
+		float ratio = (zone.second + overlap) / static_cast<float>(totalForces[zone.first].mag());
+		if (ratio > maxDistanceMovementRatio)
 		{
-			maxRatio = ratio;
-			misplacedZone = zone.first;
+			misplacedZones.emplace_back(std::make_pair(ratio, zone.first));
 		}
 	}
-	logGlobal->trace("Worst misplacement/movement ratio: %3.2f", maxRatio);
 
-	if (maxRatio > maxDistanceMovementRatio && misplacedZone)
+	if (misplacedZones.empty())
+		return;
+
+	boost::sort(misplacedZones, [](const Misplacement& lhs, Misplacement& rhs)
+	{
+		return lhs.first > rhs.first; //Biggest first
+	});
+
+	logGlobal->trace("Worst misplacement/movement ratio: %3.2f", misplacedZones.front().first);
+
+	if (misplacedZones.size() >= 2)
 	{
-		std::shared_ptr<Zone> targetZone;
-		float3 ourCenter = misplacedZone->getCenter();
+		//Swap 2 misplaced zones
 
-		if (totalDistance > totalOverlap)
+		auto firstZone = misplacedZones.front().second;
+		std::shared_ptr<Zone> secondZone;
+
+		auto level = firstZone->getCenter().z;
+		for (size_t i = 1; i < misplacedZones.size(); i++)
 		{
-			//find most distant zone that should be attracted and move inside it
-			float maxDistance = 0;
-			for (auto con : misplacedZone->getConnections())
+			//Only swap zones on the same level
+			//Don't swap zones that should be connected (Jebus)
+			if (misplacedZones[i].second->getCenter().z == level &&
+				!vstd::contains(firstZone->getConnections(), misplacedZones[i].second->getId()))
 			{
-				auto otherZone = zones[con];
-				float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
-				if (distance > maxDistance)
-				{
-					maxDistance = distance;
-					targetZone = otherZone;
-				}
+				secondZone = misplacedZones[i].second;
+				break;
 			}
-			if (targetZone) //TODO: consider refactoring duplicated code
-			{
-				float3 vec = targetZone->getCenter() - ourCenter;
-				float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
-				logGlobal->trace("Trying to move zone %d %s towards %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxDistance);
-				logGlobal->trace("direction is %s", vec.toString());
+		}
+		if (secondZone)
+		{
+			logGlobal->trace("Swapping two misplaced zones %d and %d", firstZone->getId(), secondZone->getId());
 
-				misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
-				logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
-			}
+			auto firstCenter = firstZone->getCenter();
+			auto secondCenter = secondZone->getCenter();
+			firstZone->setCenter(secondCenter);
+			secondZone->setCenter(firstCenter);
+
+			lastSwappedZones.insert(firstZone->getId());
+			lastSwappedZones.insert(secondZone->getId());
+			return;
 		}
-		else
+	}
+	lastSwappedZones.clear(); //If we didn't swap zones in this iteration, we can do it in the next
+
+	//find most distant zone that should be attracted and move inside it
+	std::shared_ptr<Zone> targetZone;
+	auto misplacedZone = misplacedZones.front().second;
+	float3 ourCenter = misplacedZone->getCenter();
+		
+	if ((totalDistance / (bestTotalDistance + 1)) > (totalOverlap / (bestTotalOverlap + 1)))
+	{
+		//Move one zone towards most distant zone to reduce distance
+
+		float maxDistance = 0;
+		for (auto con : misplacedZone->getConnections())
 		{
-			float maxOverlap = 0;
-			for(const auto & otherZone : zones)
+			auto otherZone = zones[con];
+			float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
+			if (distance > maxDistance)
 			{
-				float3 otherZoneCenter = otherZone.second->getCenter();
+				maxDistance = distance;
+				targetZone = otherZone;
+			}
+		}
+		if (targetZone)
+		{
+			float3 vec = targetZone->getCenter() - ourCenter;
+			float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
+			logGlobal->trace("Trying to move zone %d %s towards %d %s. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
 
-				if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
-					continue;
+			misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
+		}
+	}
+	else
+	{
+		//Move misplaced zone away from overlapping zone
 
-				auto distance = static_cast<float>(otherZoneCenter.dist2dSQ(ourCenter));
-				if (distance > maxOverlap)
-				{
-					maxOverlap = distance;
-					targetZone = otherZone.second;
-				}
-			}
-			if (targetZone)
-			{
-				float3 vec = ourCenter - targetZone->getCenter();
-				float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
-				logGlobal->trace("Trying to move zone %d %s away from %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxOverlap);
-				logGlobal->trace("direction is %s", vec.toString());
+		float maxOverlap = 0;
+		for(const auto & otherZone : zones)
+		{
+			float3 otherZoneCenter = otherZone.second->getCenter();
+
+			if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
+				continue;
 
-				misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
-				logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
+			auto distance = static_cast<float>(otherZoneCenter.dist2dSQ(ourCenter));
+			if (distance > maxOverlap)
+			{
+				maxOverlap = distance;
+				targetZone = otherZone.second;
 			}
 		}
+		if (targetZone)
+		{
+			float3 vec = ourCenter - targetZone->getCenter();
+			float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
+			logGlobal->trace("Trying to move zone %d %s away from %d %s. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
+
+			misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
+		}
 	}
+	//Don't swap that zone in next iteration
+	lastSwappedZones.insert(misplacedZone->getId());
 }
 
 float CZonePlacer::metric (const int3 &A, const int3 &B) const
 {
-/*
-
-Matlab code
-
-	dx = abs(A(1) - B(1)); %distance must be symmetric
-	dy = abs(A(2) - B(2));
-
-d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
-    0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
-*/
-
 	float dx = abs(A.x - B.x) * scaleX;
 	float dy = abs(A.y - B.y) * scaleY;
 
-	//Horner scheme
-	return dx * (1.0f + dx * (0.1f + dx * 0.01f)) + dy * (1.618f + dy * (-0.1618f + dy * 0.01618f));
+	/*
+	1. Normal euclidean distance
+	2. Sinus for extra curves
+	3. Nonlinear mess for fuzzy edges
+	*/
+
+	return dx * dx + dy * dy +
+		5 * std::sin(dx * dy / 10) +
+		25 * std::sin (std::sqrt(A.x * B.x) * (A.y - B.y) / 100 * (scaleX * scaleY));
 }
 
 void CZonePlacer::assignZones(CRandomGenerator * rand)

+ 14 - 5
lib/rmg/CZonePlacer.h

@@ -37,27 +37,36 @@ public:
 	~CZonePlacer() = default;
 
 	void placeZones(CRandomGenerator * rand);
+	void findPathsBetweenZones();
+	void placeOnGrid(CRandomGenerator* rand);
 	void assignZones(CRandomGenerator * rand);
 	
 private:
 	void prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand);
 	void attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const;
 	void separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps);
-	void moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps) const;
+	void moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps);
 
 private:
 	int width;
 	int height;
-	//metric coefiicients
+	//metric coeficients
 	float scaleX;
 	float scaleY;
 	float mapSize;
 
 	float gravityConstant;
 	float stiffnessConstant;
-    //float a1, b1, c1, a2, b2, c2;
-	//CMap * map;
-	//std::unique_ptr<CZoneGraph> graph;
+	float stifness;
+	float stiffnessIncreaseFactor;
+
+	//remember best solution
+	float bestTotalDistance;
+	float bestTotalOverlap;
+
+	//distance [a][b] = number of zone connections required to travel between the zones
+	std::map<int, std::map<int, size_t>> distancesBetweenZones;
+	std::set<TRmgTemplateZoneId> lastSwappedZones;
 	RmgMap & map;
 };