CZonePlacer.cpp 17 KB

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  1. /*
  2. * CZonePlacer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../CRandomGenerator.h"
  12. #include "CZonePlacer.h"
  13. #include "CRmgTemplateZone.h"
  14. #include "../mapping/CMap.h"
  15. #include "CZoneGraphGenerator.h"
  16. class CRandomGenerator;
  17. CPlacedZone::CPlacedZone(const CRmgTemplateZone * zone)
  18. {
  19. }
  20. CZonePlacer::CZonePlacer(CMapGenerator * Gen) : gen(Gen)
  21. {
  22. }
  23. CZonePlacer::~CZonePlacer()
  24. {
  25. }
  26. int3 CZonePlacer::cords (const float3 f) const
  27. {
  28. return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
  29. }
  30. float CZonePlacer::getDistance (float distance) const
  31. {
  32. return (distance ? distance * distance : 1e-6);
  33. }
  34. void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand)
  35. {
  36. logGlobal->infoStream() << "Starting zone placement";
  37. width = mapGenOptions->getWidth();
  38. height = mapGenOptions->getHeight();
  39. auto zones = gen->getZones();
  40. bool underground = mapGenOptions->getHasTwoLevels();
  41. /*
  42. gravity-based algorithm
  43. let's assume we try to fit N circular zones with radius = size on a map
  44. */
  45. gravityConstant = 4e-3;
  46. stiffnessConstant = 4e-3;
  47. TZoneVector zonesVector(zones.begin(), zones.end());
  48. assert (zonesVector.size());
  49. RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
  50. //0. set zone sizes and surface / underground level
  51. prepareZones(zones, zonesVector, underground, rand);
  52. //gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
  53. //remember best solution
  54. float bestTotalDistance = 1e10;
  55. float bestTotalOverlap = 1e10;
  56. std::map<CRmgTemplateZone *, float3> bestSolution;
  57. TForceVector forces;
  58. TForceVector totalForces; // both attraction and pushback, overcomplicated?
  59. TDistanceVector distances;
  60. TDistanceVector overlaps;
  61. const int MAX_ITERATIONS = 100;
  62. for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
  63. {
  64. //1. attract connected zones
  65. attractConnectedZones(zones, forces, distances);
  66. for (auto zone : forces)
  67. {
  68. zone.first->setCenter (zone.first->getCenter() + zone.second);
  69. totalForces[zone.first] = zone.second; //override
  70. }
  71. //2. separate overlapping zones
  72. separateOverlappingZones(zones, forces, overlaps);
  73. for (auto zone : forces)
  74. {
  75. zone.first->setCenter (zone.first->getCenter() + zone.second);
  76. totalForces[zone.first] += zone.second; //accumulate
  77. }
  78. //3. now perform drastic movement of zone that is completely not linked
  79. moveOneZone(zones, totalForces, distances, overlaps);
  80. //4. NOW after everything was moved, re-evaluate zone positions
  81. attractConnectedZones(zones, forces, distances);
  82. separateOverlappingZones(zones, forces, overlaps);
  83. float totalDistance = 0;
  84. float totalOverlap = 0;
  85. for (auto zone : distances) //find most misplaced zone
  86. {
  87. totalDistance += zone.second;
  88. float overlap = overlaps[zone.first];
  89. totalOverlap += overlap;
  90. }
  91. //check fitness function
  92. bool improvement = false;
  93. if (bestTotalDistance > 0 && bestTotalOverlap > 0)
  94. {
  95. if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
  96. improvement = true;
  97. }
  98. else
  99. if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
  100. improvement = true;
  101. logGlobal->traceStream() << boost::format("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s") % totalDistance % totalOverlap % improvement;
  102. //save best solution
  103. if (improvement)
  104. {
  105. bestTotalDistance = totalDistance;
  106. bestTotalOverlap = totalOverlap;
  107. for (auto zone : zones)
  108. bestSolution[zone.second] = zone.second->getCenter();
  109. }
  110. }
  111. logGlobal->traceStream() << boost::format("Best fitness reached: total distance %2.4f, total overlap %2.4f") % bestTotalDistance % bestTotalOverlap;
  112. for (auto zone : zones) //finalize zone positions
  113. {
  114. zone.second->setPos (cords (bestSolution[zone.second]));
  115. logGlobal->traceStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
  116. }
  117. }
  118. void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand)
  119. {
  120. TRmgTemplateZoneId firstZone = zones.begin()->first; //we want lowest ID here
  121. std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
  122. const float radius = 0.4f;
  123. const float pi2 = 6.28f;
  124. int zonesOnLevel[2] = { 0, 0 };
  125. //even distribution for surface / underground zones. Surface zones always have priority.
  126. TZoneVector zonesToPlace;
  127. std::map<TRmgTemplateZoneId, int> levels;
  128. //first pass - determine fixed surface for zones
  129. for (auto zone : zonesVector)
  130. {
  131. if (!underground) //this step is ignored
  132. zonesToPlace.push_back(zone);
  133. else //place players depending on their factions
  134. {
  135. if (boost::optional<int> owner = zone.second->getOwner())
  136. {
  137. auto player = PlayerColor(*owner - 1);
  138. auto playerSettings = gen->mapGenOptions->getPlayersSettings();
  139. si32 faction = CMapGenOptions::CPlayerSettings::RANDOM_TOWN;
  140. if (vstd::contains(playerSettings, player))
  141. faction = playerSettings[player].getStartingTown();
  142. else
  143. logGlobal->errorStream() << boost::format("Can't find info for player %d (starting zone)") % player.getNum();
  144. if (faction == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) //TODO: check this after a town has already been randomized
  145. zonesToPlace.push_back(zone);
  146. else
  147. {
  148. switch (VLC->townh->factions[faction]->nativeTerrain)
  149. {
  150. case ETerrainType::GRASS:
  151. case ETerrainType::SWAMP:
  152. case ETerrainType::SNOW:
  153. case ETerrainType::SAND:
  154. case ETerrainType::ROUGH:
  155. //surface
  156. zonesOnLevel[0]++;
  157. levels[zone.first] = 0;
  158. break;
  159. case ETerrainType::LAVA:
  160. case ETerrainType::SUBTERRANEAN:
  161. //underground
  162. zonesOnLevel[1]++;
  163. levels[zone.first] = 1;
  164. break;
  165. case ETerrainType::DIRT:
  166. default:
  167. //any / random
  168. zonesToPlace.push_back(zone);
  169. break;
  170. }
  171. }
  172. }
  173. else //no starting zone or no underground altogether
  174. {
  175. zonesToPlace.push_back(zone);
  176. }
  177. }
  178. }
  179. for (auto zone : zonesToPlace)
  180. {
  181. if (underground) //only then consider underground zones
  182. {
  183. int level = 0;
  184. if (zonesOnLevel[1] < zonesOnLevel[0]) //only if there are less underground zones
  185. level = 1;
  186. else
  187. level = 0;
  188. levels[zone.first] = level;
  189. zonesOnLevel[level]++;
  190. }
  191. else
  192. levels[zone.first] = 0;
  193. }
  194. for (auto zone : zonesVector)
  195. {
  196. int level = levels[zone.first];
  197. totalSize[level] += (zone.second->getSize() * zone.second->getSize());
  198. float randomAngle = rand->nextDouble(0, pi2);
  199. zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
  200. }
  201. /*
  202. prescale zones
  203. formula: sum((prescaler*n)^2)*pi = WH
  204. prescaler = sqrt((WH)/(sum(n^2)*pi))
  205. */
  206. std::vector<float> prescaler = { 0, 0 };
  207. for (int i = 0; i < 2; i++)
  208. prescaler[i] = sqrt((width * height) / (totalSize[i] * 3.14f));
  209. mapSize = sqrt(width * height);
  210. for (auto zone : zones)
  211. {
  212. zone.second->setSize(zone.second->getSize() * prescaler[zone.second->getCenter().z]);
  213. }
  214. }
  215. void CZonePlacer::attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances)
  216. {
  217. for (auto zone : zones)
  218. {
  219. float3 forceVector(0, 0, 0);
  220. float3 pos = zone.second->getCenter();
  221. float totalDistance = 0;
  222. for (auto con : zone.second->getConnections())
  223. {
  224. auto otherZone = zones[con];
  225. float3 otherZoneCenter = otherZone->getCenter();
  226. float distance = pos.dist2d(otherZoneCenter);
  227. float minDistance = 0;
  228. if (pos.z != otherZoneCenter.z)
  229. minDistance = 0; //zones on different levels can overlap completely
  230. else
  231. minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
  232. if (distance > minDistance)
  233. {
  234. //WARNING: compiler used to 'optimize' that line so it never actually worked
  235. float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
  236. forceVector += (((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance))) * gravityConstant; //positive value
  237. totalDistance += (distance - minDistance);
  238. }
  239. }
  240. distances[zone.second] = totalDistance;
  241. forceVector.z = 0; //operator - doesn't preserve z coordinate :/
  242. forces[zone.second] = forceVector;
  243. }
  244. }
  245. void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
  246. {
  247. for (auto zone : zones)
  248. {
  249. float3 forceVector(0, 0, 0);
  250. float3 pos = zone.second->getCenter();
  251. float overlap = 0;
  252. //separate overlaping zones
  253. for (auto otherZone : zones)
  254. {
  255. float3 otherZoneCenter = otherZone.second->getCenter();
  256. //zones on different levels don't push away
  257. if (zone == otherZone || pos.z != otherZoneCenter.z)
  258. continue;
  259. float distance = pos.dist2d(otherZoneCenter);
  260. float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
  261. if (distance < minDistance)
  262. {
  263. forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
  264. overlap += (minDistance - distance); //overlapping of small zones hurts us more
  265. }
  266. }
  267. //move zones away from boundaries
  268. //do not scale boundary distance - zones tend to get squashed
  269. float size = zone.second->getSize() / mapSize;
  270. auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
  271. {
  272. float3 boundary = float3(x, y, pos.z);
  273. float distance = pos.dist2d(boundary);
  274. overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
  275. forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
  276. };
  277. if (pos.x < size)
  278. {
  279. pushAwayFromBoundary(0, pos.y);
  280. }
  281. if (pos.x > 1 - size)
  282. {
  283. pushAwayFromBoundary(1, pos.y);
  284. }
  285. if (pos.y < size)
  286. {
  287. pushAwayFromBoundary(pos.x, 0);
  288. }
  289. if (pos.y > 1 - size)
  290. {
  291. pushAwayFromBoundary(pos.x, 1);
  292. }
  293. overlaps[zone.second] = overlap;
  294. forceVector.z = 0; //operator - doesn't preserve z coordinate :/
  295. forces[zone.second] = forceVector;
  296. }
  297. }
  298. void CZonePlacer::moveOneZone(TZoneMap &zones, TForceVector &totalForces, TDistanceVector &distances, TDistanceVector &overlaps)
  299. {
  300. float maxRatio = 0;
  301. const int maxDistanceMovementRatio = zones.size() * zones.size(); //experimental - the more zones, the greater total distance expected
  302. CRmgTemplateZone * misplacedZone = nullptr;
  303. float totalDistance = 0;
  304. float totalOverlap = 0;
  305. for (auto zone : distances) //find most misplaced zone
  306. {
  307. totalDistance += zone.second;
  308. float overlap = overlaps[zone.first];
  309. totalOverlap += overlap;
  310. float ratio = (zone.second + overlap) / totalForces[zone.first].mag(); //if distance to actual movement is long, the zone is misplaced
  311. if (ratio > maxRatio)
  312. {
  313. maxRatio = ratio;
  314. misplacedZone = zone.first;
  315. }
  316. }
  317. logGlobal->traceStream() << boost::format("Worst misplacement/movement ratio: %3.2f") % maxRatio;
  318. if (maxRatio > maxDistanceMovementRatio)
  319. {
  320. CRmgTemplateZone * targetZone = nullptr;
  321. float3 ourCenter = misplacedZone->getCenter();
  322. if (totalDistance > totalOverlap)
  323. {
  324. //find most distant zone that should be attracted and move inside it
  325. float maxDistance = 0;
  326. for (auto con : misplacedZone->getConnections())
  327. {
  328. auto otherZone = zones[con];
  329. float distance = otherZone->getCenter().dist2dSQ(ourCenter);
  330. if (distance > maxDistance)
  331. {
  332. maxDistance = distance;
  333. targetZone = otherZone;
  334. }
  335. }
  336. float3 vec = targetZone->getCenter() - ourCenter;
  337. float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
  338. logGlobal->traceStream() << boost::format("Trying to move zone %d %s towards %d %s. Old distance %f") %
  339. misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxDistance;
  340. logGlobal->traceStream() << boost::format("direction is %s") % vec();
  341. misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
  342. logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
  343. }
  344. else
  345. {
  346. float maxOverlap = 0;
  347. for (auto otherZone : zones)
  348. {
  349. float3 otherZoneCenter = otherZone.second->getCenter();
  350. if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
  351. continue;
  352. float distance = otherZoneCenter.dist2dSQ(ourCenter);
  353. if (distance > maxOverlap)
  354. {
  355. maxOverlap = distance;
  356. targetZone = otherZone.second;
  357. }
  358. }
  359. float3 vec = ourCenter - targetZone->getCenter();
  360. float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
  361. logGlobal->traceStream() << boost::format("Trying to move zone %d %s away from %d %s. Old distance %f") %
  362. misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxOverlap;
  363. logGlobal->traceStream() << boost::format("direction is %s") % vec();
  364. misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
  365. logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
  366. }
  367. }
  368. }
  369. float CZonePlacer::metric (const int3 &A, const int3 &B) const
  370. {
  371. /*
  372. Matlab code
  373. dx = abs(A(1) - B(1)); %distance must be symmetric
  374. dy = abs(A(2) - B(2));
  375. d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
  376. 0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
  377. */
  378. float dx = abs(A.x - B.x) * scaleX;
  379. float dy = abs(A.y - B.y) * scaleY;
  380. //Horner scheme
  381. return dx * (1 + dx * (0.1 + dx * 0.01)) + dy * (1.618 + dy * (-0.1618 + dy * 0.01618));
  382. }
  383. void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions)
  384. {
  385. logGlobal->infoStream() << "Starting zone colouring";
  386. auto width = mapGenOptions->getWidth();
  387. auto height = mapGenOptions->getHeight();
  388. //scale to Medium map to ensure smooth results
  389. scaleX = 72.f / width;
  390. scaleY = 72.f / height;
  391. auto zones = gen->getZones();
  392. typedef std::pair<CRmgTemplateZone *, float> Dpair;
  393. std::vector <Dpair> distances;
  394. distances.reserve(zones.size());
  395. //now place zones correctly and assign tiles to each zone
  396. auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
  397. {
  398. //bigger zones have smaller distance
  399. return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize();
  400. };
  401. auto moveZoneToCenterOfMass = [](CRmgTemplateZone * zone) -> void
  402. {
  403. int3 total(0, 0, 0);
  404. auto tiles = zone->getTileInfo();
  405. for (auto tile : tiles)
  406. {
  407. total += tile;
  408. }
  409. int size = tiles.size();
  410. assert(size);
  411. zone->setPos(int3(total.x / size, total.y / size, total.z / size));
  412. };
  413. int levels = gen->map->twoLevel ? 2 : 1;
  414. /*
  415. 1. Create Voronoi diagram
  416. 2. find current center of mass for each zone. Move zone to that center to balance zones sizes
  417. */
  418. for (int i = 0; i<width; i++)
  419. {
  420. for (int j = 0; j<height; j++)
  421. {
  422. for (int k = 0; k < levels; k++)
  423. {
  424. distances.clear();
  425. int3 pos(i, j, k);
  426. for (auto zone : zones)
  427. {
  428. if (zone.second->getPos().z == k)
  429. distances.push_back(std::make_pair(zone.second, pos.dist2dSQ(zone.second->getPos())));
  430. else
  431. distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
  432. }
  433. boost::min_element(distances, compareByDistance)->first->addTile(pos); //closest tile belongs to zone
  434. }
  435. }
  436. }
  437. for (auto zone : zones)
  438. moveZoneToCenterOfMass(zone.second);
  439. //assign actual tiles to each zone using nonlinear norm for fine edges
  440. for (auto zone : zones)
  441. zone.second->clearTiles(); //now populate them again
  442. for (int i=0; i<width; i++)
  443. {
  444. for(int j=0; j<height; j++)
  445. {
  446. for (int k = 0; k < levels; k++)
  447. {
  448. distances.clear();
  449. int3 pos(i, j, k);
  450. for (auto zone : zones)
  451. {
  452. if (zone.second->getPos().z == k)
  453. distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
  454. else
  455. distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));
  456. }
  457. boost::min_element(distances, compareByDistance)->first->addTile(pos); //closest tile belongs to zone
  458. }
  459. }
  460. }
  461. //set position (town position) to center of mass of irregular zone
  462. for (auto zone : zones)
  463. {
  464. moveZoneToCenterOfMass(zone.second);
  465. //TODO: similiar for islands
  466. #define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
  467. if (zone.second->getPos().z)
  468. {
  469. if (!CREATE_FULL_UNDERGROUND)
  470. zone.second->discardDistantTiles(gen, zone.second->getSize() + 1);
  471. //make sure that terrain inside zone is not a rock
  472. //FIXME: reorder actions?
  473. zone.second->paintZoneTerrain (gen, ETerrainType::SUBTERRANEAN);
  474. }
  475. }
  476. logGlobal->infoStream() << "Finished zone colouring";
  477. }