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@@ -1118,6 +1118,64 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
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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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@@ -1273,6 +1331,8 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
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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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@@ -1280,6 +1340,31 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
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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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// Update all zones with this connection
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@@ -1292,6 +1377,183 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
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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);
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+ }
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+
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+ // For each pair of components, try to find a path between them
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+ for(size_t i = 0; i < components.size() - 1; i++)
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+ {
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+ bool foundBridge = false;
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+
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+ for(size_t j = i + 1; j < components.size() && !foundBridge; j++)
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+ {
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+ // Try to find a path between any two towns in different components
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+ for(auto townA : components[i])
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+ {
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+ if(foundBridge) break;
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+
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+ for(auto townB : components[j])
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+ {
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+ // Check if there's a path between townA and townB in the original template
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+ if(vstd::contains(reachableTowns[townA], townB))
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+ {
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+ // There's a path, now find the specific path to enable roads on
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+ std::queue<TRmgTemplateZoneId> q;
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+ std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> prev;
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+
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+ q.push(townA);
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+ prev[townA] = 0; // Mark as visited with no predecessor
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+
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+ bool found = false;
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+ while(!q.empty() && !found)
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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 next : allConnections[current])
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+ {
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+ if(!vstd::contains(prev, next))
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+ {
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+ prev[next] = current;
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+ q.push(next);
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+
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+ if(next == townB)
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+ {
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+ found = true;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+
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+ // Now reconstruct the path and set all roads on this path to TRUE
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+ if(found)
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+ {
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+ std::vector<TRmgTemplateZoneId> path;
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+ TRmgTemplateZoneId current = townB;
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+
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+ while(current != townA)
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+ {
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+ path.push_back(current);
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+ current = prev[current];
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+ }
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+ path.push_back(townA);
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+
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+ // Reverse to get path from townA to townB
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+ std::reverse(path.begin(), path.end());
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+
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+ logGlobal->info("Found path between town zones %d and %d, enabling all roads on this path", townA, townB);
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+
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+ // Enable all roads on this path
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+ for(size_t k = 0; k < path.size() - 1; k++)
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+ {
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+ auto zoneA = path[k];
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+ auto zoneB = path[k+1];
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+
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+ auto minZone = std::min(zoneA, zoneB);
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+ auto maxZone = std::max(zoneA, zoneB);
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+
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+ if(vstd::contains(connectionIds, std::make_pair(minZone, maxZone)))
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+ {
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+ auto connectionId = connectionIds[std::make_pair(minZone, maxZone)];
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+
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+ // Enable this road if it's not already 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.getId() == connectionId &&
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+ connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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+ {
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+ setRoadOptionForConnection(connectionId, 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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+ logGlobal->info("Setting RANDOM road to TRUE for connection %d to connect components - part of path between towns %d and %d",
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+ connectionId, townA, townB);
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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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+ }
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+ }
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+
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+ // Update Union-Find to merge components
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+ unionSets(parent, townA, townB);
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+ foundBridge = true;
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+ break;
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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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+ if(!foundBridge)
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+ {
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+ logGlobal->warn("Could not find a path between component with towns [%s] and other components",
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+ [&components, i]() {
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+ std::string result;
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+ for(auto town : components[i])
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+ {
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+ if(!result.empty()) result += ", ";
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+ result += std::to_string(town);
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+ }
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+ return result;
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+ }().c_str());
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+ }
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+ }
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+ }
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+
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+ // Final check for connectivity between town zones
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+ std::set<TRmgTemplateZoneId> connectedTowns;
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+ if(!zonesWithTowns.empty())
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+ {
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+ auto firstTown = *zonesWithTowns.begin();
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+ for(auto town : zonesWithTowns)
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+ {
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+ if(findSet(parent, firstTown) == findSet(parent, town))
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+ {
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+ connectedTowns.insert(town);
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+ }
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+ }
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+ }
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+
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+ logGlobal->info("Final town connectivity: %d connected out of %d total town zones",
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+ connectedTowns.size(), zonesWithTowns.size());
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+
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logGlobal->info("Finished road generation - created minimal spanning tree connecting all towns");
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}
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