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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 "CZonePlacer.h"
 
- #include "../TerrainHandler.h"
 
- #include "../entities/faction/CFaction.h"
 
- #include "../entities/faction/CTownHandler.h"
 
- #include "../mapping/CMap.h"
 
- #include "../mapping/CMapEditManager.h"
 
- #include "../GameLibrary.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 neighbor = connection.getOtherZoneId(current);
 
- 				if (current == neighbor)
 
- 				{
 
- 					//Do not consider self-connections
 
- 					continue;
 
- 				}
 
- 				if (!visited[neighbor])
 
- 				{
 
- 					visited[neighbor] = true;
 
- 					q.push(neighbor);
 
- 					distancesBetweenZones[start][neighbor] = 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.getNum())
 
- 				{
 
- 					faction = std::next(playerSettings.begin(), player.getNum())->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 = (*LIBRARY->townh)[faction]->nativeTerrain;
 
- 					if(tt == ETerrainId::NONE)
 
- 					{
 
- 						//any / random
 
- 						zonesToPlace.push_back(zone);
 
- 					}
 
- 					else
 
- 					{
 
- 						const auto & terrainType = LIBRARY->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 (const 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;
 
- 	};
 
- 	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");
 
- 		
 
- 		zone.second->moveToCenterOfMass();
 
- 	}
 
- 	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)
 
- 	{
 
- 		zone.second->moveToCenterOfMass();
 
- 		//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
 
 
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