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@@ -75,9 +75,9 @@ void CZonePlacer::findPathsBetweenZones()
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for (auto & connection : connectedZoneIds)
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{
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- //TODO: Access information about connection type
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if (connection.getConnectionType() == EConnectionType::EConnectionType::REPULSIVE)
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{
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+ //Do not consider virtual connections for graph distance
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continue;
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}
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auto neighbor = connection.getOtherZoneId(current);
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@@ -225,16 +225,7 @@ void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
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localDistance = -potentialPos.dist2d(int3(existingX, existingY, 0));
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}
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- //Spread apart player starting zones
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- if (zone->getOwner() && existingZone->getOwner()) //Players participate in game
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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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+ localDistance *= scaleForceBetweenZones(zone, existingZone);
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distance += localDistance;
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}
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@@ -292,6 +283,23 @@ void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
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}
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}
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+float CZonePlacer::scaleForceBetweenZones(const std::shared_ptr<Zone> zoneA, const std::shared_ptr<Zone> zoneB) const
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+{
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+ if (zoneA->getOwner() && zoneB->getOwner()) //Players participate in game
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+ {
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+ int firstPlayer = zoneA->getOwner().value();
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+ int secondPlayer = zoneB->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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+ return (1.0f + (2.0f / (firstPlayer * secondPlayer)));
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+ }
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+ else
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+ {
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+ return 1;
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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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@@ -537,7 +545,7 @@ void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces,
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float3 otherZoneCenter = otherZone->getCenter();
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auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
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- forceVector += (otherZoneCenter - pos) * distance * gravityConstant; //positive value
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+ forceVector += (otherZoneCenter - pos) * distance * gravityConstant * scaleForceBetweenZones(zone.second, otherZone); //positive value
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//Attract zone centers always
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@@ -579,6 +587,7 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
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{
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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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+ localForce *= scaleForceBetweenZones(zone.second, otherZone.second);
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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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@@ -625,7 +634,8 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
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auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
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float minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize;
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float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
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- forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone->getId()]);
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+ localForce *= (distancesBetweenZones[zone.second->getId()][otherZone->getId()]);
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+ forceVector -= localForce * scaleForceBetweenZones(zone.second, otherZone);
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}
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}
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@@ -637,7 +647,9 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
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void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDistanceVector& distances, TDistanceVector& overlaps)
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{
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- const int maxDistanceMovementRatio = zones.size() * zones.size(); //The more zones, the greater total distance expected
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+ //The more zones, the greater total distance expected
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+ //Also, higher stiffness make expected movement lower
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+ const int maxDistanceMovementRatio = zones.size() * zones.size() * (stiffnessConstant / stifness);
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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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@@ -666,7 +678,7 @@ void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDista
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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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+ return lhs.first > rhs.first; //Largest dispalcement first
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});
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logGlobal->trace("Worst misplacement/movement ratio: %3.2f", misplacedZones.front().first);
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@@ -677,14 +689,24 @@ void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDista
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auto firstZone = misplacedZones.front().second;
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std::shared_ptr<Zone> secondZone;
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+ std::set<TRmgTemplateZoneId> connectedZones;
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+ for (const auto& connection : firstZone->getConnections())
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+ {
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+ //FIXME: Should we also exclude fictive connections?
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+ if (connection.getConnectionType() != EConnectionType::EConnectionType::REPULSIVE)
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+ {
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+ connectedZones.insert(connection.getOtherZoneId(firstZone->getId()));
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+ }
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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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//Only swap zones on the same level
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//Don't swap zones that should be connected (Jebus)
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+
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if (misplacedZones[i].second->getCenter().z == level &&
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- !vstd::contains(firstZone->getConnectedZoneIds(), misplacedZones[i].second->getId()))
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+ !vstd::contains(connectedZones, misplacedZones[i].second->getId()))
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{
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secondZone = misplacedZones[i].second;
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break;
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@@ -716,9 +738,14 @@ void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDista
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//Move one zone towards most distant zone to reduce distance
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float maxDistance = 0;
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- for (auto con : misplacedZone->getConnectedZoneIds())
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+ for (auto con : misplacedZone->getConnections())
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{
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- auto otherZone = zones[con];
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+ if (con.getConnectionType() == EConnectionType::EConnectionType::REPULSIVE)
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+ {
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+ continue;
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+ }
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+
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+ auto otherZone = zones[con.getOtherZoneId(misplacedZone->getId())];
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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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