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