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@@ -1,1027 +1,1027 @@
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-/*
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- * CZonePlacer.cpp, part of VCMI engine
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- *
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- * Authors: listed in file AUTHORS in main folder
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- *
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- * License: GNU General Public License v2.0 or later
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- * Full text of license available in license.txt file, in main folder
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- *
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- */
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-
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-#include "StdInc.h"
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-#include "CZonePlacer.h"
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-
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-#include "../TerrainHandler.h"
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-#include "../entities/faction/CFaction.h"
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-#include "../entities/faction/CTownHandler.h"
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-#include "../mapping/CMap.h"
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-#include "../mapping/CMapEditManager.h"
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-#include "../VCMI_Lib.h"
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-#include "CMapGenOptions.h"
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-#include "RmgMap.h"
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-#include "Zone.h"
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-#include "Functions.h"
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-#include "PenroseTiling.h"
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-
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-#include <vstd/RNG.h>
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-
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-VCMI_LIB_NAMESPACE_BEGIN
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-
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-//#define ZONE_PLACEMENT_LOG true
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-
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-CZonePlacer::CZonePlacer(RmgMap & map)
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- : width(0), height(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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-{
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- return int3(static_cast<si32>(std::max(0.f, (f.x * map.width()) - 1)), static_cast<si32>(std::max(0.f, (f.y * map.height() - 1))), f.z);
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-}
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-
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-float CZonePlacer::getDistance (float distance) const
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-{
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- return (distance ? distance * distance : 1e-6f);
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-}
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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& connectedZoneIds = currentZone->getConnections();
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-
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- for (auto & connection : connectedZoneIds)
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- {
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- switch (connection.getConnectionType())
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- {
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- //Do not consider virtual connections for graph distance
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- case rmg::EConnectionType::REPULSIVE:
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- case rmg::EConnectionType::FORCE_PORTAL:
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- continue;
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- }
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- auto neighbor = connection.getOtherZoneId(current);
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-
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- if (current == neighbor)
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- {
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- //Do not consider self-connections
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- continue;
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- }
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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(vstd::RNG* 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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-
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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;
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- size_t 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(0, 3) % 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->getConnectedZoneIds().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(0, 1) == 1)
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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(0, 1) == 1)
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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(0, 1);
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- y = (gridSize / 2) - 1 + rand->nextInt(0, 1);
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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 connectedZoneIds = zone->getConnectedZoneIds();
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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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- localDistance *= scaleForceBetweenZones(zone, existingZone);
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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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-#ifdef ZONE_PLACEMENT_LOG
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- logGlobal->trace("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->trace(s);
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- }
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-#endif
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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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-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(vstd::RNG * rand)
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-{
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- logGlobal->info("Starting zone placement");
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-
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- width = map.getMapGenOptions().getWidth();
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- height = map.getMapGenOptions().getHeight();
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-
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- auto zones = map.getZones();
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- vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
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- {
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- return pr.second->getType() == ETemplateZoneType::WATER;
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- });
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- bool underground = map.getMapGenOptions().getHasTwoLevels();
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-
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- findPathsBetweenZones();
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- placeOnGrid(rand);
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-
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- /*
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- Fruchterman-Reingold algorithm
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-
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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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-
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- TZoneVector zonesVector(zones.begin(), zones.end());
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- assert (zonesVector.size());
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-
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- RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
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-
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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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-
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- std::map<std::shared_ptr<Zone>, float3> bestSolution;
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-
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- TForceVector forces;
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- TForceVector totalForces; // both attraction and pushback, overcomplicated?
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- TDistanceVector distances;
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- TDistanceVector overlaps;
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-
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- auto evaluateSolution = [this, zones, &distances, &overlaps, &bestSolution]() -> bool
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- {
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- bool improvement = false;
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-
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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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- {
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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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- }
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-
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- //check fitness function
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- if ((totalDistance + 1) * (totalOverlap + 1) < (bestTotalDistance + 1) * (bestTotalOverlap + 1))
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- {
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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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- }
|
|
|
|
-
|
|
|
|
- //Save best solution
|
|
|
|
- if (improvement)
|
|
|
|
- {
|
|
|
|
- bestTotalDistance = totalDistance;
|
|
|
|
- bestTotalOverlap = totalOverlap;
|
|
|
|
-
|
|
|
|
- for (const auto& zone : zones)
|
|
|
|
- bestSolution[zone.second] = zone.second->getCenter();
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
-#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
- logGlobal->trace("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s", totalDistance, totalOverlap , improvement);
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
- return improvement;
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- //Start with low stiffness. Bigger graphs need more time and more flexibility
|
|
|
|
- for (stifness = stiffnessConstant / zones.size(); stifness <= stiffnessConstant;)
|
|
|
|
- {
|
|
|
|
- //1. attract connected zones
|
|
|
|
- attractConnectedZones(zones, forces, distances);
|
|
|
|
- for(const auto & zone : forces)
|
|
|
|
- {
|
|
|
|
- zone.first->setCenter (zone.first->getCenter() + zone.second);
|
|
|
|
- totalForces[zone.first] = zone.second; //override
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //2. separate overlapping zones
|
|
|
|
- separateOverlappingZones(zones, forces, overlaps);
|
|
|
|
- for(const auto & zone : forces)
|
|
|
|
- {
|
|
|
|
- zone.first->setCenter (zone.first->getCenter() + zone.second);
|
|
|
|
- totalForces[zone.first] += zone.second; //accumulate
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- bool improved = evaluateSolution();
|
|
|
|
-
|
|
|
|
- if (!improved)
|
|
|
|
- {
|
|
|
|
- //3. now perform drastic movement of zone that is completely not linked
|
|
|
|
- //TODO: Don't do this is fitness was improved
|
|
|
|
- moveOneZone(zones, totalForces, distances, overlaps);
|
|
|
|
-
|
|
|
|
- improved |= evaluateSolution();
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (!improved)
|
|
|
|
- {
|
|
|
|
- //Only cool down if we didn't see any improvement
|
|
|
|
- stifness *= stiffnessIncreaseFactor;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- logGlobal->trace("Best fitness reached: total distance %2.4f, total overlap %2.4f", bestTotalDistance, bestTotalOverlap);
|
|
|
|
- for(const auto & zone : zones) //finalize zone positions
|
|
|
|
- {
|
|
|
|
- zone.second->setPos (cords (bestSolution[zone.second]));
|
|
|
|
-#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
- logGlobal->trace("Placed zone %d at relative position %s and coordinates %s", zone.first, zone.second->getCenter().toString(), zone.second->getPos().toString());
|
|
|
|
-#endif
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, vstd::RNG * rand)
|
|
|
|
-{
|
|
|
|
- std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
|
|
|
|
-
|
|
|
|
- int zonesOnLevel[2] = { 0, 0 };
|
|
|
|
-
|
|
|
|
- //even distribution for surface / underground zones. Surface zones always have priority.
|
|
|
|
-
|
|
|
|
- TZoneVector zonesToPlace;
|
|
|
|
- std::map<TRmgTemplateZoneId, int> levels;
|
|
|
|
-
|
|
|
|
- //first pass - determine fixed surface for zones
|
|
|
|
- for(const auto & zone : zonesVector)
|
|
|
|
- {
|
|
|
|
- if (!underground) //this step is ignored
|
|
|
|
- zonesToPlace.push_back(zone);
|
|
|
|
- else //place players depending on their factions
|
|
|
|
- {
|
|
|
|
- if(std::optional<int> owner = zone.second->getOwner())
|
|
|
|
- {
|
|
|
|
- auto player = PlayerColor(*owner - 1);
|
|
|
|
- auto playerSettings = map.getMapGenOptions().getPlayersSettings();
|
|
|
|
- FactionID faction = FactionID::RANDOM;
|
|
|
|
- if (playerSettings.size() > player)
|
|
|
|
- {
|
|
|
|
- faction = std::next(playerSettings.begin(), player)->second.getStartingTown();
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- logGlobal->trace("Player %d (starting zone %d) does not participate in game", player.getNum(), zone.first);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (faction == FactionID::RANDOM) //TODO: check this after a town has already been randomized
|
|
|
|
- zonesToPlace.push_back(zone);
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- auto & tt = (*VLC->townh)[faction]->nativeTerrain;
|
|
|
|
- if(tt == ETerrainId::NONE)
|
|
|
|
- {
|
|
|
|
- //any / random
|
|
|
|
- zonesToPlace.push_back(zone);
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- const auto & terrainType = VLC->terrainTypeHandler->getById(tt);
|
|
|
|
- if(terrainType->isUnderground() && !terrainType->isSurface())
|
|
|
|
- {
|
|
|
|
- //underground only
|
|
|
|
- zonesOnLevel[1]++;
|
|
|
|
- levels[zone.first] = 1;
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- //surface
|
|
|
|
- zonesOnLevel[0]++;
|
|
|
|
- levels[zone.first] = 0;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- else //no starting zone or no underground altogether
|
|
|
|
- {
|
|
|
|
- zonesToPlace.push_back(zone);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- for(const auto & zone : zonesToPlace)
|
|
|
|
- {
|
|
|
|
- if (underground) //only then consider underground zones
|
|
|
|
- {
|
|
|
|
- int level = 0;
|
|
|
|
- if (zonesOnLevel[1] < zonesOnLevel[0]) //only if there are less underground zones
|
|
|
|
- level = 1;
|
|
|
|
- else
|
|
|
|
- level = 0;
|
|
|
|
-
|
|
|
|
- levels[zone.first] = level;
|
|
|
|
- zonesOnLevel[level]++;
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- levels[zone.first] = 0;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- for(const auto & zone : zonesVector)
|
|
|
|
- {
|
|
|
|
- int level = levels[zone.first];
|
|
|
|
- totalSize[level] += (zone.second->getSize() * zone.second->getSize());
|
|
|
|
- float3 center = zone.second->getCenter();
|
|
|
|
- center.z = level;
|
|
|
|
- zone.second->setCenter(center);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- /*
|
|
|
|
- prescale zones
|
|
|
|
-
|
|
|
|
- formula: sum((prescaler*n)^2)*pi = WH
|
|
|
|
-
|
|
|
|
- prescaler = sqrt((WH)/(sum(n^2)*pi))
|
|
|
|
- */
|
|
|
|
-
|
|
|
|
- std::vector<float> prescaler = { 0, 0 };
|
|
|
|
- for (int i = 0; i < 2; i++)
|
|
|
|
- prescaler[i] = std::sqrt((width * height) / (totalSize[i] * PI_CONSTANT));
|
|
|
|
- mapSize = static_cast<float>(sqrt(width * height));
|
|
|
|
- for(const auto & zone : zones)
|
|
|
|
- {
|
|
|
|
- zone.second->setSize(static_cast<int>(zone.second->getSize() * prescaler[zone.second->getCenter().z]));
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const
|
|
|
|
-{
|
|
|
|
- for(const auto & zone : zones)
|
|
|
|
- {
|
|
|
|
- float3 forceVector(0, 0, 0);
|
|
|
|
- float3 pos = zone.second->getCenter();
|
|
|
|
- float totalDistance = 0;
|
|
|
|
-
|
|
|
|
- for (const auto & connection : zone.second->getConnections())
|
|
|
|
- {
|
|
|
|
- switch (connection.getConnectionType())
|
|
|
|
- {
|
|
|
|
- //Do not consider virtual connections for graph distance
|
|
|
|
- case rmg::EConnectionType::REPULSIVE:
|
|
|
|
- case rmg::EConnectionType::FORCE_PORTAL:
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
- if (connection.getZoneA() == connection.getZoneB())
|
|
|
|
- {
|
|
|
|
- //Do not consider self-connections
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- auto otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
|
|
|
|
- float3 otherZoneCenter = otherZone->getCenter();
|
|
|
|
- auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
|
|
-
|
|
|
|
- forceVector += (otherZoneCenter - pos) * distance * gravityConstant * scaleForceBetweenZones(zone.second, otherZone); //positive value
|
|
|
|
-
|
|
|
|
- //Attract zone centers always
|
|
|
|
-
|
|
|
|
- float minDistance = 0;
|
|
|
|
-
|
|
|
|
- if (pos.z != otherZoneCenter.z)
|
|
|
|
- minDistance = 0; //zones on different levels can overlap completely
|
|
|
|
- else
|
|
|
|
- minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
|
|
|
|
-
|
|
|
|
- if (distance > minDistance)
|
|
|
|
- totalDistance += (distance - minDistance);
|
|
|
|
- }
|
|
|
|
- distances[zone.second] = totalDistance;
|
|
|
|
- forceVector.z = 0; //operator - doesn't preserve z coordinate :/
|
|
|
|
- forces[zone.second] = forceVector;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
|
|
|
|
-{
|
|
|
|
- for(const auto & zone : zones)
|
|
|
|
- {
|
|
|
|
- float3 forceVector(0, 0, 0);
|
|
|
|
- float3 pos = zone.second->getCenter();
|
|
|
|
-
|
|
|
|
- float overlap = 0;
|
|
|
|
- //separate overlapping zones
|
|
|
|
- for(const auto & otherZone : zones)
|
|
|
|
- {
|
|
|
|
- float3 otherZoneCenter = otherZone.second->getCenter();
|
|
|
|
- //zones on different levels don't push away
|
|
|
|
- if (zone == otherZone || pos.z != otherZoneCenter.z)
|
|
|
|
- continue;
|
|
|
|
-
|
|
|
|
- auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
|
|
- float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
|
|
|
|
- if (distance < minDistance)
|
|
|
|
- {
|
|
|
|
- float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
|
|
|
|
- //negative value
|
|
|
|
- localForce *= scaleForceBetweenZones(zone.second, otherZone.second);
|
|
|
|
- forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f);
|
|
|
|
- overlap += (minDistance - distance); //overlapping of small zones hurts us more
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //move zones away from boundaries
|
|
|
|
- //do not scale boundary distance - zones tend to get squashed
|
|
|
|
- float size = zone.second->getSize() / mapSize;
|
|
|
|
-
|
|
|
|
- auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
|
|
|
|
- {
|
|
|
|
- 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->stifness; //negative value
|
|
|
|
- };
|
|
|
|
- if (pos.x < size)
|
|
|
|
- {
|
|
|
|
- pushAwayFromBoundary(0, pos.y);
|
|
|
|
- }
|
|
|
|
- if (pos.x > 1 - size)
|
|
|
|
- {
|
|
|
|
- pushAwayFromBoundary(1, pos.y);
|
|
|
|
- }
|
|
|
|
- if (pos.y < size)
|
|
|
|
- {
|
|
|
|
- pushAwayFromBoundary(pos.x, 0);
|
|
|
|
- }
|
|
|
|
- if (pos.y > 1 - size)
|
|
|
|
- {
|
|
|
|
- pushAwayFromBoundary(pos.x, 1);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //Always move repulsive zones away, no matter their distance
|
|
|
|
- //TODO: Consider z plane?
|
|
|
|
- for (auto& connection : zone.second->getConnections())
|
|
|
|
- {
|
|
|
|
- if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
|
|
|
|
- {
|
|
|
|
- auto & otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
|
|
|
|
- float3 otherZoneCenter = otherZone->getCenter();
|
|
|
|
-
|
|
|
|
- //TODO: Roll into lambda?
|
|
|
|
- auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
|
|
- float minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize;
|
|
|
|
- float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
|
|
|
|
- localForce *= (distancesBetweenZones[zone.second->getId()][otherZone->getId()]);
|
|
|
|
- forceVector -= localForce * scaleForceBetweenZones(zone.second, otherZone);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- overlaps[zone.second] = overlap;
|
|
|
|
- forceVector.z = 0; //operator - doesn't preserve z coordinate :/
|
|
|
|
- forces[zone.second] = forceVector;
|
|
|
|
- }
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDistanceVector& distances, TDistanceVector& overlaps)
|
|
|
|
-{
|
|
|
|
- //The more zones, the greater total distance expected
|
|
|
|
- //Also, higher stiffness make expected movement lower
|
|
|
|
- const int maxDistanceMovementRatio = zones.size() * zones.size() * (stiffnessConstant / stifness);
|
|
|
|
-
|
|
|
|
- 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
|
|
|
|
- {
|
|
|
|
- if (vstd::contains(lastSwappedZones, zone.first->getId()))
|
|
|
|
- {
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
- totalDistance += zone.second;
|
|
|
|
- float overlap = overlaps[zone.first];
|
|
|
|
- totalOverlap += overlap;
|
|
|
|
- //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)
|
|
|
|
- {
|
|
|
|
- misplacedZones.emplace_back(std::make_pair(ratio, zone.first));
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if (misplacedZones.empty())
|
|
|
|
- return;
|
|
|
|
-
|
|
|
|
- boost::sort(misplacedZones, [](const Misplacement& lhs, Misplacement& rhs)
|
|
|
|
- {
|
|
|
|
- return lhs.first > rhs.first; //Largest displacement first
|
|
|
|
- });
|
|
|
|
-
|
|
|
|
-#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
- logGlobal->trace("Worst misplacement/movement ratio: %3.2f", misplacedZones.front().first);
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
- if (misplacedZones.size() >= 2)
|
|
|
|
- {
|
|
|
|
- //Swap 2 misplaced zones
|
|
|
|
-
|
|
|
|
- auto firstZone = misplacedZones.front().second;
|
|
|
|
- std::shared_ptr<Zone> secondZone;
|
|
|
|
- std::set<TRmgTemplateZoneId> connectedZones;
|
|
|
|
- for (const auto& connection : firstZone->getConnections())
|
|
|
|
- {
|
|
|
|
- switch (connection.getConnectionType())
|
|
|
|
- {
|
|
|
|
- //Do not consider virtual connections for graph distance
|
|
|
|
- case rmg::EConnectionType::REPULSIVE:
|
|
|
|
- case rmg::EConnectionType::FORCE_PORTAL:
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
- if (connection.getZoneA() == connection.getZoneB())
|
|
|
|
- {
|
|
|
|
- //Do not consider self-connections
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
- connectedZones.insert(connection.getOtherZoneId(firstZone->getId()));
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- auto level = firstZone->getCenter().z;
|
|
|
|
- for (size_t i = 1; i < misplacedZones.size(); i++)
|
|
|
|
- {
|
|
|
|
- //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(connectedZones, misplacedZones[i].second->getId()))
|
|
|
|
- {
|
|
|
|
- secondZone = misplacedZones[i].second;
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- if (secondZone)
|
|
|
|
- {
|
|
|
|
-#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
- logGlobal->trace("Swapping two misplaced zones %d and %d", firstZone->getId(), secondZone->getId());
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
- auto firstCenter = firstZone->getCenter();
|
|
|
|
- auto secondCenter = secondZone->getCenter();
|
|
|
|
- firstZone->setCenter(secondCenter);
|
|
|
|
- secondZone->setCenter(firstCenter);
|
|
|
|
-
|
|
|
|
- lastSwappedZones.insert(firstZone->getId());
|
|
|
|
- lastSwappedZones.insert(secondZone->getId());
|
|
|
|
- return;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- 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())
|
|
|
|
- {
|
|
|
|
- if (con.getConnectionType() == rmg::EConnectionType::REPULSIVE)
|
|
|
|
- {
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- auto otherZone = zones[con.getOtherZoneId(misplacedZone->getId())];
|
|
|
|
- float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
|
|
|
|
- if (distance > maxDistance)
|
|
|
|
- {
|
|
|
|
- maxDistance = distance;
|
|
|
|
- targetZone = otherZone;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- if (targetZone)
|
|
|
|
- {
|
|
|
|
- float3 vec = targetZone->getCenter() - ourCenter;
|
|
|
|
- float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
|
|
|
|
-#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
- 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());
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
- misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- else
|
|
|
|
- {
|
|
|
|
- //Move misplaced zone away from overlapping zone
|
|
|
|
-
|
|
|
|
- float maxOverlap = 0;
|
|
|
|
- for(const auto & otherZone : zones)
|
|
|
|
- {
|
|
|
|
- float3 otherZoneCenter = otherZone.second->getCenter();
|
|
|
|
-
|
|
|
|
- if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
|
|
|
|
- continue;
|
|
|
|
-
|
|
|
|
- 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;
|
|
|
|
-#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
- 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());
|
|
|
|
-#endif
|
|
|
|
-
|
|
|
|
- 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
|
|
|
|
-{
|
|
|
|
- return A.dist2dSQ(B);
|
|
|
|
-
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-void CZonePlacer::assignZones(vstd::RNG * rand)
|
|
|
|
-{
|
|
|
|
- logGlobal->info("Starting zone colouring");
|
|
|
|
-
|
|
|
|
- auto width = map.getMapGenOptions().getWidth();
|
|
|
|
- auto height = map.getMapGenOptions().getHeight();
|
|
|
|
-
|
|
|
|
-
|
|
|
|
- auto zones = map.getZones();
|
|
|
|
- vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
|
|
|
|
- {
|
|
|
|
- return pr.second->getType() == ETemplateZoneType::WATER;
|
|
|
|
- });
|
|
|
|
-
|
|
|
|
- using Dpair = std::pair<std::shared_ptr<Zone>, float>;
|
|
|
|
- std::vector <Dpair> distances;
|
|
|
|
- distances.reserve(zones.size());
|
|
|
|
-
|
|
|
|
- //now place zones correctly and assign tiles to each zone
|
|
|
|
-
|
|
|
|
- auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
|
|
|
|
- {
|
|
|
|
- //bigger zones have smaller distance
|
|
|
|
- return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize();
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- auto simpleCompareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
|
|
|
|
- {
|
|
|
|
- //bigger zones have smaller distance
|
|
|
|
- return lhs.second < rhs.second;
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- auto moveZoneToCenterOfMass = [width, height](const std::shared_ptr<Zone> & zone) -> void
|
|
|
|
- {
|
|
|
|
- int3 total(0, 0, 0);
|
|
|
|
- auto tiles = zone->area()->getTiles();
|
|
|
|
- for(const auto & tile : tiles)
|
|
|
|
- {
|
|
|
|
- total += tile;
|
|
|
|
- }
|
|
|
|
- int size = static_cast<int>(tiles.size());
|
|
|
|
- assert(size);
|
|
|
|
- auto newPos = int3(total.x / size, total.y / size, total.z / size);
|
|
|
|
- zone->setPos(newPos);
|
|
|
|
- zone->setCenter(float3(float(newPos.x) / width, float(newPos.y) / height, newPos.z));
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- int levels = map.levels();
|
|
|
|
-
|
|
|
|
- // Find current center of mass for each zone. Move zone to that center to balance zones sizes
|
|
|
|
- std::vector<RmgMap::Zones> zonesOnLevel;
|
|
|
|
- for(int level = 0; level < levels; level++)
|
|
|
|
- {
|
|
|
|
- zonesOnLevel.push_back(map.getZonesOnLevel(level));
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- int3 pos;
|
|
|
|
-
|
|
|
|
- for(pos.z = 0; pos.z < levels; pos.z++)
|
|
|
|
- {
|
|
|
|
- for(pos.x = 0; pos.x < width; pos.x++)
|
|
|
|
- {
|
|
|
|
- for(pos.y = 0; pos.y < height; pos.y++)
|
|
|
|
- {
|
|
|
|
- distances.clear();
|
|
|
|
- for(const auto & zone : zonesOnLevel[pos.z])
|
|
|
|
- {
|
|
|
|
- distances.emplace_back(zone.second, static_cast<float>(pos.dist2dSQ(zone.second->getPos())));
|
|
|
|
- }
|
|
|
|
- boost::min_element(distances, compareByDistance)->first->area()->add(pos); //closest tile belongs to zone
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- for(const auto & zone : zones)
|
|
|
|
- {
|
|
|
|
- if(zone.second->area()->empty())
|
|
|
|
- throw rmgException("Empty zone is generated, probably RMG template is inappropriate for map size");
|
|
|
|
-
|
|
|
|
- moveZoneToCenterOfMass(zone.second);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- for(const auto & zone : zones)
|
|
|
|
- zone.second->clearTiles(); //now populate them again
|
|
|
|
-
|
|
|
|
- PenroseTiling penrose;
|
|
|
|
- for (int level = 0; level < levels; level++)
|
|
|
|
- {
|
|
|
|
- //Create different tiling for each level
|
|
|
|
-
|
|
|
|
- auto vertices = penrose.generatePenroseTiling(zonesOnLevel[level].size(), rand);
|
|
|
|
-
|
|
|
|
- // Assign zones to closest Penrose vertex
|
|
|
|
- std::map<std::shared_ptr<Zone>, std::set<int3>> vertexMapping;
|
|
|
|
-
|
|
|
|
- for (const auto & vertex : vertices)
|
|
|
|
- {
|
|
|
|
- distances.clear();
|
|
|
|
- for(const auto & zone : zonesOnLevel[level])
|
|
|
|
- {
|
|
|
|
- distances.emplace_back(zone.second, zone.second->getCenter().dist2dSQ(float3(vertex.x(), vertex.y(), level)));
|
|
|
|
- }
|
|
|
|
- auto closestZone = boost::min_element(distances, compareByDistance)->first;
|
|
|
|
-
|
|
|
|
- vertexMapping[closestZone].insert(int3(vertex.x() * width, vertex.y() * height, level)); //Closest vertex belongs to zone
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //Assign actual tiles to each zone
|
|
|
|
- pos.z = level;
|
|
|
|
- for (pos.x = 0; pos.x < width; pos.x++)
|
|
|
|
- {
|
|
|
|
- for (pos.y = 0; pos.y < height; pos.y++)
|
|
|
|
- {
|
|
|
|
- distances.clear();
|
|
|
|
- for(const auto & zoneVertex : vertexMapping)
|
|
|
|
- {
|
|
|
|
- auto zone = zoneVertex.first;
|
|
|
|
- for (const auto & vertex : zoneVertex.second)
|
|
|
|
- {
|
|
|
|
- distances.emplace_back(zone, metric(pos, vertex));
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //Tile closest to vertex belongs to zone
|
|
|
|
- auto closestZone = boost::min_element(distances, simpleCompareByDistance)->first;
|
|
|
|
- closestZone->area()->add(pos);
|
|
|
|
- map.setZoneID(pos, closestZone->getId());
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- for(const auto & zone : zonesOnLevel[level])
|
|
|
|
- {
|
|
|
|
- if(zone.second->area()->empty())
|
|
|
|
- {
|
|
|
|
- // FIXME: Some vertices are duplicated, but it's not a source of problem
|
|
|
|
- logGlobal->error("Zone %d at %s is empty, dumping Penrose tiling", zone.second->getId(), zone.second->getCenter().toString());
|
|
|
|
- for (const auto & vertex : vertices)
|
|
|
|
- {
|
|
|
|
- logGlobal->warn("Penrose Vertex: %s", vertex.toString());
|
|
|
|
- }
|
|
|
|
- throw rmgException("Empty zone after Penrose tiling");
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //set position (town position) to center of mass of irregular zone
|
|
|
|
- for(const auto & zone : zones)
|
|
|
|
- {
|
|
|
|
- moveZoneToCenterOfMass(zone.second);
|
|
|
|
-
|
|
|
|
- //TODO: similar for islands
|
|
|
|
- #define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
|
|
|
|
- if (zone.second->isUnderground())
|
|
|
|
- {
|
|
|
|
- if (!CREATE_FULL_UNDERGROUND)
|
|
|
|
- {
|
|
|
|
- auto discardTiles = collectDistantTiles(*zone.second, zone.second->getSize() + 1.f);
|
|
|
|
- for(const auto & t : discardTiles)
|
|
|
|
- zone.second->area()->erase(t);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //make sure that terrain inside zone is not a rock
|
|
|
|
-
|
|
|
|
- auto v = zone.second->area()->getTilesVector();
|
|
|
|
- map.getMapProxy()->drawTerrain(*rand, v, ETerrainId::SUBTERRANEAN);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- logGlobal->info("Finished zone colouring");
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-const TDistanceMap& CZonePlacer::getDistanceMap()
|
|
|
|
-{
|
|
|
|
- return distancesBetweenZones;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-VCMI_LIB_NAMESPACE_END
|
|
|
|
|
|
+/*
|
|
|
|
+ * CZonePlacer.cpp, part of VCMI engine
|
|
|
|
+ *
|
|
|
|
+ * Authors: listed in file AUTHORS in main folder
|
|
|
|
+ *
|
|
|
|
+ * License: GNU General Public License v2.0 or later
|
|
|
|
+ * Full text of license available in license.txt file, in main folder
|
|
|
|
+ *
|
|
|
|
+ */
|
|
|
|
+
|
|
|
|
+#include "StdInc.h"
|
|
|
|
+#include "CZonePlacer.h"
|
|
|
|
+
|
|
|
|
+#include "../TerrainHandler.h"
|
|
|
|
+#include "../entities/faction/CFaction.h"
|
|
|
|
+#include "../entities/faction/CTownHandler.h"
|
|
|
|
+#include "../mapping/CMap.h"
|
|
|
|
+#include "../mapping/CMapEditManager.h"
|
|
|
|
+#include "../VCMI_Lib.h"
|
|
|
|
+#include "CMapGenOptions.h"
|
|
|
|
+#include "RmgMap.h"
|
|
|
|
+#include "Zone.h"
|
|
|
|
+#include "Functions.h"
|
|
|
|
+#include "PenroseTiling.h"
|
|
|
|
+
|
|
|
|
+#include <vstd/RNG.h>
|
|
|
|
+
|
|
|
|
+VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
+
|
|
|
|
+//#define ZONE_PLACEMENT_LOG true
|
|
|
|
+
|
|
|
|
+CZonePlacer::CZonePlacer(RmgMap & map)
|
|
|
|
+ : width(0), height(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
|
|
|
|
+{
|
|
|
|
+ return int3(static_cast<si32>(std::max(0.f, (f.x * map.width()) - 1)), static_cast<si32>(std::max(0.f, (f.y * map.height() - 1))), f.z);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+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& connectedZoneIds = currentZone->getConnections();
|
|
|
|
+
|
|
|
|
+ for (auto & connection : connectedZoneIds)
|
|
|
|
+ {
|
|
|
|
+ switch (connection.getConnectionType())
|
|
|
|
+ {
|
|
|
|
+ //Do not consider virtual connections for graph distance
|
|
|
|
+ case rmg::EConnectionType::REPULSIVE:
|
|
|
|
+ case rmg::EConnectionType::FORCE_PORTAL:
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ auto neighbour = connection.getOtherZoneId(current);
|
|
|
|
+
|
|
|
|
+ if (current == neighbour)
|
|
|
|
+ {
|
|
|
|
+ //Do not consider self-connections
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!visited[neighbour])
|
|
|
|
+ {
|
|
|
|
+ visited[neighbour] = true;
|
|
|
|
+ q.push(neighbour);
|
|
|
|
+ distancesBetweenZones[start][neighbour] = distancesBetweenZones[start][current] + 1;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CZonePlacer::placeOnGrid(vstd::RNG* 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());
|
|
|
|
+
|
|
|
|
+ //Place first zone
|
|
|
|
+
|
|
|
|
+ auto firstZone = zonesVector[0].second;
|
|
|
|
+ size_t x = 0;
|
|
|
|
+ size_t y = 0;
|
|
|
|
+
|
|
|
|
+ auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
|
|
|
|
+ {
|
|
|
|
+ switch (rand->nextInt(0, 3) % 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->getConnectedZoneIds().size() > 2)
|
|
|
|
+ {
|
|
|
|
+ getRandomEdge(x, y);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ //Random corner
|
|
|
|
+ if (rand->nextInt(0, 1) == 1)
|
|
|
|
+ {
|
|
|
|
+ x = 0;
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ x = gridSize - 1;
|
|
|
|
+ }
|
|
|
|
+ if (rand->nextInt(0, 1) == 1)
|
|
|
|
+ {
|
|
|
|
+ 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(0, 1);
|
|
|
|
+ y = (gridSize / 2) - 1 + rand->nextInt(0, 1);
|
|
|
|
+ }
|
|
|
|
+ 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 connectedZoneIds = zone->getConnectedZoneIds();
|
|
|
|
+
|
|
|
|
+ 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));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ localDistance *= scaleForceBetweenZones(zone, existingZone);
|
|
|
|
+
|
|
|
|
+ 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
|
|
|
|
+#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
+ logGlobal->trace("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->trace(s);
|
|
|
|
+ }
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ //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));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float CZonePlacer::scaleForceBetweenZones(const std::shared_ptr<Zone> zoneA, const std::shared_ptr<Zone> zoneB) const
|
|
|
|
+{
|
|
|
|
+ if (zoneA->getOwner() && zoneB->getOwner()) //Players participate in game
|
|
|
|
+ {
|
|
|
|
+ int firstPlayer = zoneA->getOwner().value();
|
|
|
|
+ int secondPlayer = zoneB->getOwner().value();
|
|
|
|
+
|
|
|
|
+ //Players with lower indexes (especially 1 and 2) will be placed further apart
|
|
|
|
+
|
|
|
|
+ return (1.0f + (2.0f / (firstPlayer * secondPlayer)));
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ return 1;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CZonePlacer::placeZones(vstd::RNG * rand)
|
|
|
|
+{
|
|
|
|
+ logGlobal->info("Starting zone placement");
|
|
|
|
+
|
|
|
|
+ width = map.getMapGenOptions().getWidth();
|
|
|
|
+ height = map.getMapGenOptions().getHeight();
|
|
|
|
+
|
|
|
|
+ auto zones = map.getZones();
|
|
|
|
+ vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
|
|
|
|
+ {
|
|
|
|
+ return pr.second->getType() == ETemplateZoneType::WATER;
|
|
|
|
+ });
|
|
|
|
+ bool underground = map.getMapGenOptions().getHasTwoLevels();
|
|
|
|
+
|
|
|
|
+ findPathsBetweenZones();
|
|
|
|
+ placeOnGrid(rand);
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ Fruchterman-Reingold algorithm
|
|
|
|
+
|
|
|
|
+ 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
|
|
|
|
+ */
|
|
|
|
+
|
|
|
|
+ TZoneVector zonesVector(zones.begin(), zones.end());
|
|
|
|
+ assert (zonesVector.size());
|
|
|
|
+
|
|
|
|
+ RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
|
|
|
|
+
|
|
|
|
+ //0. set zone sizes and surface / underground level
|
|
|
|
+ prepareZones(zones, zonesVector, underground, rand);
|
|
|
|
+
|
|
|
|
+ std::map<std::shared_ptr<Zone>, float3> bestSolution;
|
|
|
|
+
|
|
|
|
+ TForceVector forces;
|
|
|
|
+ TForceVector totalForces; // both attraction and pushback, overcomplicated?
|
|
|
|
+ TDistanceVector distances;
|
|
|
|
+ TDistanceVector overlaps;
|
|
|
|
+
|
|
|
|
+ auto evaluateSolution = [this, zones, &distances, &overlaps, &bestSolution]() -> bool
|
|
|
|
+ {
|
|
|
|
+ bool improvement = false;
|
|
|
|
+
|
|
|
|
+ float totalDistance = 0;
|
|
|
|
+ float totalOverlap = 0;
|
|
|
|
+ for (const auto& zone : distances) //find most misplaced zone
|
|
|
|
+ {
|
|
|
|
+ totalDistance += zone.second;
|
|
|
|
+ float overlap = overlaps[zone.first];
|
|
|
|
+ totalOverlap += overlap;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //check fitness function
|
|
|
|
+ if ((totalDistance + 1) * (totalOverlap + 1) < (bestTotalDistance + 1) * (bestTotalOverlap + 1))
|
|
|
|
+ {
|
|
|
|
+ //multiplication is better for auto-scaling, but stops working if one factor is 0
|
|
|
|
+ improvement = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //Save best solution
|
|
|
|
+ if (improvement)
|
|
|
|
+ {
|
|
|
|
+ bestTotalDistance = totalDistance;
|
|
|
|
+ bestTotalOverlap = totalOverlap;
|
|
|
|
+
|
|
|
|
+ for (const auto& zone : zones)
|
|
|
|
+ bestSolution[zone.second] = zone.second->getCenter();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
+ logGlobal->trace("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s", totalDistance, totalOverlap , improvement);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ return improvement;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ //Start with low stiffness. Bigger graphs need more time and more flexibility
|
|
|
|
+ for (stifness = stiffnessConstant / zones.size(); stifness <= stiffnessConstant;)
|
|
|
|
+ {
|
|
|
|
+ //1. attract connected zones
|
|
|
|
+ attractConnectedZones(zones, forces, distances);
|
|
|
|
+ for(const auto & zone : forces)
|
|
|
|
+ {
|
|
|
|
+ zone.first->setCenter (zone.first->getCenter() + zone.second);
|
|
|
|
+ totalForces[zone.first] = zone.second; //override
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //2. separate overlapping zones
|
|
|
|
+ separateOverlappingZones(zones, forces, overlaps);
|
|
|
|
+ for(const auto & zone : forces)
|
|
|
|
+ {
|
|
|
|
+ zone.first->setCenter (zone.first->getCenter() + zone.second);
|
|
|
|
+ totalForces[zone.first] += zone.second; //accumulate
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ bool improved = evaluateSolution();
|
|
|
|
+
|
|
|
|
+ if (!improved)
|
|
|
|
+ {
|
|
|
|
+ //3. now perform drastic movement of zone that is completely not linked
|
|
|
|
+ //TODO: Don't do this is fitness was improved
|
|
|
|
+ moveOneZone(zones, totalForces, distances, overlaps);
|
|
|
|
+
|
|
|
|
+ improved |= evaluateSolution();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!improved)
|
|
|
|
+ {
|
|
|
|
+ //Only cool down if we didn't see any improvement
|
|
|
|
+ stifness *= stiffnessIncreaseFactor;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ logGlobal->trace("Best fitness reached: total distance %2.4f, total overlap %2.4f", bestTotalDistance, bestTotalOverlap);
|
|
|
|
+ for(const auto & zone : zones) //finalize zone positions
|
|
|
|
+ {
|
|
|
|
+ zone.second->setPos (cords (bestSolution[zone.second]));
|
|
|
|
+#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
+ logGlobal->trace("Placed zone %d at relative position %s and coordinates %s", zone.first, zone.second->getCenter().toString(), zone.second->getPos().toString());
|
|
|
|
+#endif
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, vstd::RNG * rand)
|
|
|
|
+{
|
|
|
|
+ std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
|
|
|
|
+
|
|
|
|
+ int zonesOnLevel[2] = { 0, 0 };
|
|
|
|
+
|
|
|
|
+ //even distribution for surface / underground zones. Surface zones always have priority.
|
|
|
|
+
|
|
|
|
+ TZoneVector zonesToPlace;
|
|
|
|
+ std::map<TRmgTemplateZoneId, int> levels;
|
|
|
|
+
|
|
|
|
+ //first pass - determine fixed surface for zones
|
|
|
|
+ for(const auto & zone : zonesVector)
|
|
|
|
+ {
|
|
|
|
+ if (!underground) //this step is ignored
|
|
|
|
+ zonesToPlace.push_back(zone);
|
|
|
|
+ else //place players depending on their factions
|
|
|
|
+ {
|
|
|
|
+ if(std::optional<int> owner = zone.second->getOwner())
|
|
|
|
+ {
|
|
|
|
+ auto player = PlayerColor(*owner - 1);
|
|
|
|
+ auto playerSettings = map.getMapGenOptions().getPlayersSettings();
|
|
|
|
+ FactionID faction = FactionID::RANDOM;
|
|
|
|
+ if (playerSettings.size() > player)
|
|
|
|
+ {
|
|
|
|
+ faction = std::next(playerSettings.begin(), player)->second.getStartingTown();
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ logGlobal->trace("Player %d (starting zone %d) does not participate in game", player.getNum(), zone.first);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (faction == FactionID::RANDOM) //TODO: check this after a town has already been randomized
|
|
|
|
+ zonesToPlace.push_back(zone);
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ auto & tt = (*VLC->townh)[faction]->nativeTerrain;
|
|
|
|
+ if(tt == ETerrainId::NONE)
|
|
|
|
+ {
|
|
|
|
+ //any / random
|
|
|
|
+ zonesToPlace.push_back(zone);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ const auto & terrainType = VLC->terrainTypeHandler->getById(tt);
|
|
|
|
+ if(terrainType->isUnderground() && !terrainType->isSurface())
|
|
|
|
+ {
|
|
|
|
+ //underground only
|
|
|
|
+ zonesOnLevel[1]++;
|
|
|
|
+ levels[zone.first] = 1;
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ //surface
|
|
|
|
+ zonesOnLevel[0]++;
|
|
|
|
+ levels[zone.first] = 0;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ else //no starting zone or no underground altogether
|
|
|
|
+ {
|
|
|
|
+ zonesToPlace.push_back(zone);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ for(const auto & zone : zonesToPlace)
|
|
|
|
+ {
|
|
|
|
+ if (underground) //only then consider underground zones
|
|
|
|
+ {
|
|
|
|
+ int level = 0;
|
|
|
|
+ if (zonesOnLevel[1] < zonesOnLevel[0]) //only if there are less underground zones
|
|
|
|
+ level = 1;
|
|
|
|
+ else
|
|
|
|
+ level = 0;
|
|
|
|
+
|
|
|
|
+ levels[zone.first] = level;
|
|
|
|
+ zonesOnLevel[level]++;
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ levels[zone.first] = 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for(const auto & zone : zonesVector)
|
|
|
|
+ {
|
|
|
|
+ int level = levels[zone.first];
|
|
|
|
+ totalSize[level] += (zone.second->getSize() * zone.second->getSize());
|
|
|
|
+ float3 center = zone.second->getCenter();
|
|
|
|
+ center.z = level;
|
|
|
|
+ zone.second->setCenter(center);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ prescale zones
|
|
|
|
+
|
|
|
|
+ formula: sum((prescaler*n)^2)*pi = WH
|
|
|
|
+
|
|
|
|
+ prescaler = sqrt((WH)/(sum(n^2)*pi))
|
|
|
|
+ */
|
|
|
|
+
|
|
|
|
+ std::vector<float> prescaler = { 0, 0 };
|
|
|
|
+ for (int i = 0; i < 2; i++)
|
|
|
|
+ prescaler[i] = std::sqrt((width * height) / (totalSize[i] * PI_CONSTANT));
|
|
|
|
+ mapSize = static_cast<float>(sqrt(width * height));
|
|
|
|
+ for(const auto & zone : zones)
|
|
|
|
+ {
|
|
|
|
+ zone.second->setSize(static_cast<int>(zone.second->getSize() * prescaler[zone.second->getCenter().z]));
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const
|
|
|
|
+{
|
|
|
|
+ for(const auto & zone : zones)
|
|
|
|
+ {
|
|
|
|
+ float3 forceVector(0, 0, 0);
|
|
|
|
+ float3 pos = zone.second->getCenter();
|
|
|
|
+ float totalDistance = 0;
|
|
|
|
+
|
|
|
|
+ for (const auto & connection : zone.second->getConnections())
|
|
|
|
+ {
|
|
|
|
+ switch (connection.getConnectionType())
|
|
|
|
+ {
|
|
|
|
+ //Do not consider virtual connections for graph distance
|
|
|
|
+ case rmg::EConnectionType::REPULSIVE:
|
|
|
|
+ case rmg::EConnectionType::FORCE_PORTAL:
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ if (connection.getZoneA() == connection.getZoneB())
|
|
|
|
+ {
|
|
|
|
+ //Do not consider self-connections
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ auto otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
|
|
|
|
+ float3 otherZoneCenter = otherZone->getCenter();
|
|
|
|
+ auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
|
|
+
|
|
|
|
+ forceVector += (otherZoneCenter - pos) * distance * gravityConstant * scaleForceBetweenZones(zone.second, otherZone); //positive value
|
|
|
|
+
|
|
|
|
+ //Attract zone centers always
|
|
|
|
+
|
|
|
|
+ float minDistance = 0;
|
|
|
|
+
|
|
|
|
+ if (pos.z != otherZoneCenter.z)
|
|
|
|
+ minDistance = 0; //zones on different levels can overlap completely
|
|
|
|
+ else
|
|
|
|
+ minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
|
|
|
|
+
|
|
|
|
+ if (distance > minDistance)
|
|
|
|
+ totalDistance += (distance - minDistance);
|
|
|
|
+ }
|
|
|
|
+ distances[zone.second] = totalDistance;
|
|
|
|
+ forceVector.z = 0; //operator - doesn't preserve z coordinate :/
|
|
|
|
+ forces[zone.second] = forceVector;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
|
|
|
|
+{
|
|
|
|
+ for(const auto & zone : zones)
|
|
|
|
+ {
|
|
|
|
+ float3 forceVector(0, 0, 0);
|
|
|
|
+ float3 pos = zone.second->getCenter();
|
|
|
|
+
|
|
|
|
+ float overlap = 0;
|
|
|
|
+ //separate overlapping zones
|
|
|
|
+ for(const auto & otherZone : zones)
|
|
|
|
+ {
|
|
|
|
+ float3 otherZoneCenter = otherZone.second->getCenter();
|
|
|
|
+ //zones on different levels don't push away
|
|
|
|
+ if (zone == otherZone || pos.z != otherZoneCenter.z)
|
|
|
|
+ continue;
|
|
|
|
+
|
|
|
|
+ auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
|
|
+ float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
|
|
|
|
+ if (distance < minDistance)
|
|
|
|
+ {
|
|
|
|
+ float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
|
|
|
|
+ //negative value
|
|
|
|
+ localForce *= scaleForceBetweenZones(zone.second, otherZone.second);
|
|
|
|
+ forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f);
|
|
|
|
+ overlap += (minDistance - distance); //overlapping of small zones hurts us more
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //move zones away from boundaries
|
|
|
|
+ //do not scale boundary distance - zones tend to get squashed
|
|
|
|
+ float size = zone.second->getSize() / mapSize;
|
|
|
|
+
|
|
|
|
+ auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
|
|
|
|
+ {
|
|
|
|
+ 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->stifness; //negative value
|
|
|
|
+ };
|
|
|
|
+ if (pos.x < size)
|
|
|
|
+ {
|
|
|
|
+ pushAwayFromBoundary(0, pos.y);
|
|
|
|
+ }
|
|
|
|
+ if (pos.x > 1 - size)
|
|
|
|
+ {
|
|
|
|
+ pushAwayFromBoundary(1, pos.y);
|
|
|
|
+ }
|
|
|
|
+ if (pos.y < size)
|
|
|
|
+ {
|
|
|
|
+ pushAwayFromBoundary(pos.x, 0);
|
|
|
|
+ }
|
|
|
|
+ if (pos.y > 1 - size)
|
|
|
|
+ {
|
|
|
|
+ pushAwayFromBoundary(pos.x, 1);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //Always move repulsive zones away, no matter their distance
|
|
|
|
+ //TODO: Consider z plane?
|
|
|
|
+ for (auto& connection : zone.second->getConnections())
|
|
|
|
+ {
|
|
|
|
+ if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
|
|
|
|
+ {
|
|
|
|
+ auto & otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
|
|
|
|
+ float3 otherZoneCenter = otherZone->getCenter();
|
|
|
|
+
|
|
|
|
+ //TODO: Roll into lambda?
|
|
|
|
+ auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
|
|
+ float minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize;
|
|
|
|
+ float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
|
|
|
|
+ localForce *= (distancesBetweenZones[zone.second->getId()][otherZone->getId()]);
|
|
|
|
+ forceVector -= localForce * scaleForceBetweenZones(zone.second, otherZone);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ overlaps[zone.second] = overlap;
|
|
|
|
+ forceVector.z = 0; //operator - doesn't preserve z coordinate :/
|
|
|
|
+ forces[zone.second] = forceVector;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDistanceVector& distances, TDistanceVector& overlaps)
|
|
|
|
+{
|
|
|
|
+ //The more zones, the greater total distance expected
|
|
|
|
+ //Also, higher stiffness make expected movement lower
|
|
|
|
+ const int maxDistanceMovementRatio = zones.size() * zones.size() * (stiffnessConstant / stifness);
|
|
|
|
+
|
|
|
|
+ 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
|
|
|
|
+ {
|
|
|
|
+ if (vstd::contains(lastSwappedZones, zone.first->getId()))
|
|
|
|
+ {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ totalDistance += zone.second;
|
|
|
|
+ float overlap = overlaps[zone.first];
|
|
|
|
+ totalOverlap += overlap;
|
|
|
|
+ //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)
|
|
|
|
+ {
|
|
|
|
+ misplacedZones.emplace_back(std::make_pair(ratio, zone.first));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (misplacedZones.empty())
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ boost::sort(misplacedZones, [](const Misplacement& lhs, Misplacement& rhs)
|
|
|
|
+ {
|
|
|
|
+ return lhs.first > rhs.first; //Largest displacement first
|
|
|
|
+ });
|
|
|
|
+
|
|
|
|
+#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
+ logGlobal->trace("Worst misplacement/movement ratio: %3.2f", misplacedZones.front().first);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ if (misplacedZones.size() >= 2)
|
|
|
|
+ {
|
|
|
|
+ //Swap 2 misplaced zones
|
|
|
|
+
|
|
|
|
+ auto firstZone = misplacedZones.front().second;
|
|
|
|
+ std::shared_ptr<Zone> secondZone;
|
|
|
|
+ std::set<TRmgTemplateZoneId> connectedZones;
|
|
|
|
+ for (const auto& connection : firstZone->getConnections())
|
|
|
|
+ {
|
|
|
|
+ switch (connection.getConnectionType())
|
|
|
|
+ {
|
|
|
|
+ //Do not consider virtual connections for graph distance
|
|
|
|
+ case rmg::EConnectionType::REPULSIVE:
|
|
|
|
+ case rmg::EConnectionType::FORCE_PORTAL:
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ if (connection.getZoneA() == connection.getZoneB())
|
|
|
|
+ {
|
|
|
|
+ //Do not consider self-connections
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ connectedZones.insert(connection.getOtherZoneId(firstZone->getId()));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ auto level = firstZone->getCenter().z;
|
|
|
|
+ for (size_t i = 1; i < misplacedZones.size(); i++)
|
|
|
|
+ {
|
|
|
|
+ //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(connectedZones, misplacedZones[i].second->getId()))
|
|
|
|
+ {
|
|
|
|
+ secondZone = misplacedZones[i].second;
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (secondZone)
|
|
|
|
+ {
|
|
|
|
+#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
+ logGlobal->trace("Swapping two misplaced zones %d and %d", firstZone->getId(), secondZone->getId());
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ auto firstCenter = firstZone->getCenter();
|
|
|
|
+ auto secondCenter = secondZone->getCenter();
|
|
|
|
+ firstZone->setCenter(secondCenter);
|
|
|
|
+ secondZone->setCenter(firstCenter);
|
|
|
|
+
|
|
|
|
+ lastSwappedZones.insert(firstZone->getId());
|
|
|
|
+ lastSwappedZones.insert(secondZone->getId());
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ 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())
|
|
|
|
+ {
|
|
|
|
+ if (con.getConnectionType() == rmg::EConnectionType::REPULSIVE)
|
|
|
|
+ {
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ auto otherZone = zones[con.getOtherZoneId(misplacedZone->getId())];
|
|
|
|
+ float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
|
|
|
|
+ if (distance > maxDistance)
|
|
|
|
+ {
|
|
|
|
+ maxDistance = distance;
|
|
|
|
+ targetZone = otherZone;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ if (targetZone)
|
|
|
|
+ {
|
|
|
|
+ float3 vec = targetZone->getCenter() - ourCenter;
|
|
|
|
+ float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
|
|
|
|
+#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
+ 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());
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ //Move misplaced zone away from overlapping zone
|
|
|
|
+
|
|
|
|
+ float maxOverlap = 0;
|
|
|
|
+ for(const auto & otherZone : zones)
|
|
|
|
+ {
|
|
|
|
+ float3 otherZoneCenter = otherZone.second->getCenter();
|
|
|
|
+
|
|
|
|
+ if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
|
|
|
|
+ continue;
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+#ifdef ZONE_PLACEMENT_LOG
|
|
|
|
+ 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());
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ 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
|
|
|
|
+{
|
|
|
|
+ return A.dist2dSQ(B);
|
|
|
|
+
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CZonePlacer::assignZones(vstd::RNG * rand)
|
|
|
|
+{
|
|
|
|
+ logGlobal->info("Starting zone colouring");
|
|
|
|
+
|
|
|
|
+ auto width = map.getMapGenOptions().getWidth();
|
|
|
|
+ auto height = map.getMapGenOptions().getHeight();
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ auto zones = map.getZones();
|
|
|
|
+ vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
|
|
|
|
+ {
|
|
|
|
+ return pr.second->getType() == ETemplateZoneType::WATER;
|
|
|
|
+ });
|
|
|
|
+
|
|
|
|
+ using Dpair = std::pair<std::shared_ptr<Zone>, float>;
|
|
|
|
+ std::vector <Dpair> distances;
|
|
|
|
+ distances.reserve(zones.size());
|
|
|
|
+
|
|
|
|
+ //now place zones correctly and assign tiles to each zone
|
|
|
|
+
|
|
|
|
+ auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
|
|
|
|
+ {
|
|
|
|
+ //bigger zones have smaller distance
|
|
|
|
+ return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize();
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ auto simpleCompareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
|
|
|
|
+ {
|
|
|
|
+ //bigger zones have smaller distance
|
|
|
|
+ return lhs.second < rhs.second;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ auto moveZoneToCenterOfMass = [width, height](const std::shared_ptr<Zone> & zone) -> void
|
|
|
|
+ {
|
|
|
|
+ int3 total(0, 0, 0);
|
|
|
|
+ auto tiles = zone->area()->getTiles();
|
|
|
|
+ for(const auto & tile : tiles)
|
|
|
|
+ {
|
|
|
|
+ total += tile;
|
|
|
|
+ }
|
|
|
|
+ int size = static_cast<int>(tiles.size());
|
|
|
|
+ assert(size);
|
|
|
|
+ auto newPos = int3(total.x / size, total.y / size, total.z / size);
|
|
|
|
+ zone->setPos(newPos);
|
|
|
|
+ zone->setCenter(float3(float(newPos.x) / width, float(newPos.y) / height, newPos.z));
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ int levels = map.levels();
|
|
|
|
+
|
|
|
|
+ // Find current center of mass for each zone. Move zone to that center to balance zones sizes
|
|
|
|
+ std::vector<RmgMap::Zones> zonesOnLevel;
|
|
|
|
+ for(int level = 0; level < levels; level++)
|
|
|
|
+ {
|
|
|
|
+ zonesOnLevel.push_back(map.getZonesOnLevel(level));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ int3 pos;
|
|
|
|
+
|
|
|
|
+ for(pos.z = 0; pos.z < levels; pos.z++)
|
|
|
|
+ {
|
|
|
|
+ for(pos.x = 0; pos.x < width; pos.x++)
|
|
|
|
+ {
|
|
|
|
+ for(pos.y = 0; pos.y < height; pos.y++)
|
|
|
|
+ {
|
|
|
|
+ distances.clear();
|
|
|
|
+ for(const auto & zone : zonesOnLevel[pos.z])
|
|
|
|
+ {
|
|
|
|
+ distances.emplace_back(zone.second, static_cast<float>(pos.dist2dSQ(zone.second->getPos())));
|
|
|
|
+ }
|
|
|
|
+ boost::min_element(distances, compareByDistance)->first->area()->add(pos); //closest tile belongs to zone
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for(const auto & zone : zones)
|
|
|
|
+ {
|
|
|
|
+ if(zone.second->area()->empty())
|
|
|
|
+ throw rmgException("Empty zone is generated, probably RMG template is inappropriate for map size");
|
|
|
|
+
|
|
|
|
+ moveZoneToCenterOfMass(zone.second);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for(const auto & zone : zones)
|
|
|
|
+ zone.second->clearTiles(); //now populate them again
|
|
|
|
+
|
|
|
|
+ PenroseTiling penrose;
|
|
|
|
+ for (int level = 0; level < levels; level++)
|
|
|
|
+ {
|
|
|
|
+ //Create different tiling for each level
|
|
|
|
+
|
|
|
|
+ auto vertices = penrose.generatePenroseTiling(zonesOnLevel[level].size(), rand);
|
|
|
|
+
|
|
|
|
+ // Assign zones to closest Penrose vertex
|
|
|
|
+ std::map<std::shared_ptr<Zone>, std::set<int3>> vertexMapping;
|
|
|
|
+
|
|
|
|
+ for (const auto & vertex : vertices)
|
|
|
|
+ {
|
|
|
|
+ distances.clear();
|
|
|
|
+ for(const auto & zone : zonesOnLevel[level])
|
|
|
|
+ {
|
|
|
|
+ distances.emplace_back(zone.second, zone.second->getCenter().dist2dSQ(float3(vertex.x(), vertex.y(), level)));
|
|
|
|
+ }
|
|
|
|
+ auto closestZone = boost::min_element(distances, compareByDistance)->first;
|
|
|
|
+
|
|
|
|
+ vertexMapping[closestZone].insert(int3(vertex.x() * width, vertex.y() * height, level)); //Closest vertex belongs to zone
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //Assign actual tiles to each zone
|
|
|
|
+ pos.z = level;
|
|
|
|
+ for (pos.x = 0; pos.x < width; pos.x++)
|
|
|
|
+ {
|
|
|
|
+ for (pos.y = 0; pos.y < height; pos.y++)
|
|
|
|
+ {
|
|
|
|
+ distances.clear();
|
|
|
|
+ for(const auto & zoneVertex : vertexMapping)
|
|
|
|
+ {
|
|
|
|
+ auto zone = zoneVertex.first;
|
|
|
|
+ for (const auto & vertex : zoneVertex.second)
|
|
|
|
+ {
|
|
|
|
+ distances.emplace_back(zone, metric(pos, vertex));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //Tile closest to vertex belongs to zone
|
|
|
|
+ auto closestZone = boost::min_element(distances, simpleCompareByDistance)->first;
|
|
|
|
+ closestZone->area()->add(pos);
|
|
|
|
+ map.setZoneID(pos, closestZone->getId());
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for(const auto & zone : zonesOnLevel[level])
|
|
|
|
+ {
|
|
|
|
+ if(zone.second->area()->empty())
|
|
|
|
+ {
|
|
|
|
+ // FIXME: Some vertices are duplicated, but it's not a source of problem
|
|
|
|
+ logGlobal->error("Zone %d at %s is empty, dumping Penrose tiling", zone.second->getId(), zone.second->getCenter().toString());
|
|
|
|
+ for (const auto & vertex : vertices)
|
|
|
|
+ {
|
|
|
|
+ logGlobal->warn("Penrose Vertex: %s", vertex.toString());
|
|
|
|
+ }
|
|
|
|
+ throw rmgException("Empty zone after Penrose tiling");
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //set position (town position) to center of mass of irregular zone
|
|
|
|
+ for(const auto & zone : zones)
|
|
|
|
+ {
|
|
|
|
+ moveZoneToCenterOfMass(zone.second);
|
|
|
|
+
|
|
|
|
+ //TODO: similar for islands
|
|
|
|
+ #define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
|
|
|
|
+ if (zone.second->isUnderground())
|
|
|
|
+ {
|
|
|
|
+ if (!CREATE_FULL_UNDERGROUND)
|
|
|
|
+ {
|
|
|
|
+ auto discardTiles = collectDistantTiles(*zone.second, zone.second->getSize() + 1.f);
|
|
|
|
+ for(const auto & t : discardTiles)
|
|
|
|
+ zone.second->area()->erase(t);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //make sure that terrain inside zone is not a rock
|
|
|
|
+
|
|
|
|
+ auto v = zone.second->area()->getTilesVector();
|
|
|
|
+ map.getMapProxy()->drawTerrain(*rand, v, ETerrainId::SUBTERRANEAN);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ logGlobal->info("Finished zone colouring");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+const TDistanceMap& CZonePlacer::getDistanceMap()
|
|
|
|
+{
|
|
|
|
+ return distancesBetweenZones;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+VCMI_LIB_NAMESPACE_END
|