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- /*
 
-  * 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 "../CRandomGenerator.h"
 
- #include "CZonePlacer.h"
 
- #include "CRmgTemplateZone.h"
 
- #include "CZoneGraphGenerator.h"
 
- class CRandomGenerator;
 
- CPlacedZone::CPlacedZone(const CRmgTemplateZone * zone) : zone(zone)
 
- {
 
- }
 
- CZonePlacer::CZonePlacer(CMapGenerator * Gen) : gen(Gen)
 
- {
 
- }
 
- CZonePlacer::~CZonePlacer()
 
- {
 
- }
 
- int3 CZonePlacer::cords (const float3 f) const
 
- {
 
- 	return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
 
- }
 
- void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand)
 
- {
 
- 	//gravity-based algorithm
 
- 	float gravityConstant = 1e-2;
 
- 	float zoneScale = 0.5f; //zones starts small and then inflate
 
- 	const float inflateModifier = 1.02;
 
- 	logGlobal->infoStream() << "Starting zone placement";
 
- 	int width = mapGenOptions->getWidth();
 
- 	int height = mapGenOptions->getHeight();
 
- 	auto zones = gen->getZones();
 
- 	bool underground = mapGenOptions->getHasTwoLevels();
 
- 	/*
 
- 		let's assume we try to fit N circular zones with radius = size on a map
 
- 		formula: sum((prescaler*n)^2)*pi = WH
 
- 		prescaler = sqrt((WH)/(sum(n^2)*pi))
 
- 	*/
 
- 	std::vector<std::pair<TRmgTemplateZoneId, CRmgTemplateZone*>> zonesVector (zones.begin(), zones.end());
 
- 	assert (zonesVector.size());
 
- 	
 
- 	RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
 
- 	TRmgTemplateZoneId firstZone = zones.begin()->first; //we want lowest ID here
 
- 	bool undergroundFlag = false;
 
- 	float totalSize = 0;
 
- 	for (auto zone : zonesVector)
 
- 	{
 
- 		//even distribution for surface / underground zones. Surface zones always have priority.
 
- 		int level = 0;
 
- 		if (underground) //only then consider underground zones
 
- 		{
 
- 			if (zone.first == firstZone)
 
- 			{
 
- 				level = 0;
 
- 			}
 
- 			else
 
- 			{
 
- 				level = undergroundFlag;
 
- 				undergroundFlag = !undergroundFlag; //toggle underground on/off
 
- 			}
 
- 		}
 
- 		totalSize += (zone.second->getSize() * zone.second->getSize());
 
- 		zone.second->setCenter (float3(rand->nextDouble(0.2, 0.8), rand->nextDouble(0.2, 0.8), level)); //start away from borders
 
- 	}
 
- 	//prescale zones
 
- 	if (underground) //map is twice as big, so zones occupy only half of normal space
 
- 		totalSize /= 2;
 
- 	float prescaler = sqrt ((width * height) / (totalSize * 3.14f)); 
 
- 	float mapSize = sqrt (width * height);
 
- 	for (auto zone : zones)
 
- 	{
 
- 		zone.second->setSize (zone.second->getSize() * prescaler);
 
- 	}
 
- 	//gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
 
- 	auto getDistance = [](float distance) -> float
 
- 	{
 
- 		return (distance ? distance * distance : 1e-6);
 
- 	};
 
- 	std::map <CRmgTemplateZone *, float3> forces;
 
- 	while (zoneScale < 1) //until zones reach their desired size and fill the map tightly
 
- 	{
 
- 		for (auto zone : zones)
 
- 		{
 
- 			float3 forceVector(0,0,0);
 
- 			float3 pos = zone.second->getCenter();
 
- 			//attract connected zones
 
- 			for (auto con : zone.second->getConnections())
 
- 			{
 
- 				auto otherZone = zones[con];
 
- 				float3 otherZoneCenter = otherZone->getCenter();
 
- 				float distance = pos.dist2d (otherZoneCenter);
 
- 				float minDistance = (zone.second->getSize() + otherZone->getSize())/mapSize * zoneScale; //scale down to (0,1) coordinates
 
- 				if (distance > minDistance)
 
- 				{
 
- 					//WARNING: compiler used to 'optimize' that line so it never actually worked
 
- 					forceVector += (((otherZoneCenter - pos) / getDistance(distance))); //positive value
 
- 				}
 
- 			}
 
- 			//separate overlaping zones
 
- 			for (auto otherZone : zones)
 
- 			{
 
- 				float3 otherZoneCenter = otherZone.second->getCenter();
 
- 				//zones on different levels don't push away
 
- 				if (zone == otherZone || pos.z != otherZoneCenter.z)
 
- 					continue;
 
- 				float distance = pos.dist2d (otherZoneCenter);
 
- 				float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize * zoneScale;
 
- 				if (distance < minDistance)
 
- 				{
 
- 					forceVector -= (otherZoneCenter - pos) / getDistance(distance); //negative value
 
- 				}
 
- 			}
 
- 			//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, &getDistance](float x, float y)
 
- 			{
 
- 				float3 boundary = float3 (x, y, pos.z);
 
- 				float distance = pos.dist2d(boundary);
 
- 				forceVector -= (boundary - pos) / getDistance(distance); //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);
 
- 			}
 
- 			forceVector.z = 0; //operator - doesn't preserve z coordinate :/
 
- 			forces[zone.second] = forceVector * gravityConstant;
 
- 		}
 
- 		//update positions
 
- 		for (auto zone : forces)
 
- 		{
 
- 			zone.first->setCenter (zone.first->getCenter() + zone.second);
 
- 		}
 
- 		zoneScale *= inflateModifier; //increase size
 
- 	}
 
- 	for (auto zone : zones) //finalize zone positions
 
- 	{
 
- 		zone.second->setPos(cords(zone.second->getCenter()));
 
- 		logGlobal->infoStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
 
- 	}
 
- }
 
- float CZonePlacer::metric (const int3 &A, const int3 &B) const
 
- {
 
- /*
 
- Matlab code
 
- 	dx = abs(A(1) - B(1)); %distance must be symmetric
 
- 	dy = abs(A(2) - B(2));
 
- d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
 
-     0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
 
- */
 
- 	float dx = abs(A.x - B.x) * scaleX;
 
- 	float dy = abs(A.y - B.y) * scaleY;
 
- 	//Horner scheme
 
- 	return dx * (1 + dx * (0.1 + dx * 0.01)) + dy * (1.618 + dy * (-0.1618 + dy * 0.01618));
 
- }
 
- void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions)
 
- {
 
- 	logGlobal->infoStream()  << "Starting zone colouring";
 
- 	auto width = mapGenOptions->getWidth();
 
- 	auto height = mapGenOptions->getHeight();
 
- 	//scale to Medium map to ensure smooth results
 
- 	scaleX = 72.f / width;
 
- 	scaleY = 72.f / height;
 
- 	auto zones = gen->getZones();
 
- 	typedef std::pair<CRmgTemplateZone *, float> Dpair;
 
- 	std::vector <Dpair> distances;
 
- 	distances.reserve(zones.size());
 
- 	auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
 
- 	{
 
- 		return lhs.second < rhs.second;
 
- 	};
 
- 	int levels = gen->map->twoLevel ? 2 : 1;
 
- 	for (int i=0; i<width; i++)
 
- 	{
 
- 		for(int j=0; j<height; j++)
 
- 		{
 
- 			for (int k = 0; k < levels; k++)
 
- 			{
 
- 				distances.clear();
 
- 				int3 pos(i, j, k);
 
- 				for (auto zone : zones)
 
- 				{
 
- 					if (zone.second->getPos().z == k)
 
- 						distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
 
- 					else
 
- 						distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));
 
- 				}
 
- 				boost::sort (distances, compareByDistance);
 
- 				distances.front().first->addTile(pos); //closest tile belongs to zone
 
- 			}
 
- 		}
 
- 	}
 
- 	//set position to center of mass
 
- 	for (auto zone : zones)
 
- 	{
 
- 		int3 total(0,0,0);
 
- 		auto tiles = zone.second->getTileInfo();
 
- 		for (auto tile : tiles)
 
- 		{
 
- 			total += tile;
 
- 		}
 
- 		int size = tiles.size();
 
- 		assert (size);
 
- 		zone.second->setPos (int3(total.x/size, total.y/size, total.z/size));
 
- 		//TODO: similiar for islands
 
- 		if (zone.second->getPos().z)
 
- 		{
 
- 			zone.second->discardDistantTiles(gen, zone.second->getSize() + 1);
 
- 			//make sure that terrain inside zone is not a rock
 
- 			//FIXME: reorder actions?
 
- 			zone.second->paintZoneTerrain (gen, ETerrainType::SUBTERRANEAN);
 
- 		}
 
- 	}
 
- 	logGlobal->infoStream() << "Finished zone colouring";
 
- }
 
 
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