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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 "../mapping/CMap.h"
- #include "CZoneGraphGenerator.h"
- class CRandomGenerator;
- CPlacedZone::CPlacedZone(const CRmgTemplateZone * zone)
- {
- }
- CZonePlacer::CZonePlacer(CMapGenerator * Gen)
- : width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0),
- 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);
- }
- float CZonePlacer::getDistance (float distance) const
- {
- return (distance ? distance * distance : 1e-6);
- }
- void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand)
- {
- logGlobal->infoStream() << "Starting zone placement";
- width = mapGenOptions->getWidth();
- height = mapGenOptions->getHeight();
- auto zones = gen->getZones();
- bool underground = mapGenOptions->getHasTwoLevels();
- /*
- gravity-based algorithm
- let's assume we try to fit N circular zones with radius = size on a map
- */
- gravityConstant = 4e-3;
- stiffnessConstant = 4e-3;
- 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);
- //gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
- //remember best solution
- float bestTotalDistance = 1e10;
- float bestTotalOverlap = 1e10;
- std::map<CRmgTemplateZone *, float3> bestSolution;
- TForceVector forces;
- TForceVector totalForces; // both attraction and pushback, overcomplicated?
- TDistanceVector distances;
- TDistanceVector overlaps;
- const int MAX_ITERATIONS = 100;
- for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
- {
- //1. attract connected zones
- attractConnectedZones(zones, forces, distances);
- for (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 (auto zone : forces)
- {
- zone.first->setCenter (zone.first->getCenter() + zone.second);
- totalForces[zone.first] += zone.second; //accumulate
- }
- //3. now perform drastic movement of zone that is completely not linked
- moveOneZone(zones, totalForces, distances, overlaps);
- //4. NOW after everything was moved, re-evaluate zone positions
- attractConnectedZones(zones, forces, distances);
- separateOverlappingZones(zones, forces, overlaps);
- float totalDistance = 0;
- float totalOverlap = 0;
- for (auto zone : distances) //find most misplaced zone
- {
- totalDistance += zone.second;
- float overlap = overlaps[zone.first];
- totalOverlap += overlap;
- }
- //check fitness function
- bool improvement = false;
- if (bestTotalDistance > 0 && bestTotalOverlap > 0)
- {
- if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
- improvement = true;
- }
- else
- if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
- improvement = true;
- logGlobal->traceStream() << boost::format("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s") % totalDistance % totalOverlap % improvement;
- //save best solution
- if (improvement)
- {
- bestTotalDistance = totalDistance;
- bestTotalOverlap = totalOverlap;
- for (auto zone : zones)
- bestSolution[zone.second] = zone.second->getCenter();
- }
- }
- logGlobal->traceStream() << boost::format("Best fitness reached: total distance %2.4f, total overlap %2.4f") % bestTotalDistance % bestTotalOverlap;
- for (auto zone : zones) //finalize zone positions
- {
- zone.second->setPos (cords (bestSolution[zone.second]));
- logGlobal->traceStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
- }
- }
- void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand)
- {
- std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
- const float radius = 0.4f;
- const float pi2 = 6.28f;
- 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 (auto zone : zonesVector)
- {
- if (!underground) //this step is ignored
- zonesToPlace.push_back(zone);
- else //place players depending on their factions
- {
- if (boost::optional<int> owner = zone.second->getOwner())
- {
- auto player = PlayerColor(*owner - 1);
- auto playerSettings = gen->mapGenOptions->getPlayersSettings();
- si32 faction = CMapGenOptions::CPlayerSettings::RANDOM_TOWN;
- if (vstd::contains(playerSettings, player))
- faction = playerSettings[player].getStartingTown();
- else
- logGlobal->errorStream() << boost::format("Can't find info for player %d (starting zone)") % player.getNum();
- if (faction == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) //TODO: check this after a town has already been randomized
- zonesToPlace.push_back(zone);
- else
- {
- switch (VLC->townh->factions[faction]->nativeTerrain)
- {
- case ETerrainType::GRASS:
- case ETerrainType::SWAMP:
- case ETerrainType::SNOW:
- case ETerrainType::SAND:
- case ETerrainType::ROUGH:
- //surface
- zonesOnLevel[0]++;
- levels[zone.first] = 0;
- break;
- case ETerrainType::LAVA:
- case ETerrainType::SUBTERRANEAN:
- //underground
- zonesOnLevel[1]++;
- levels[zone.first] = 1;
- break;
- case ETerrainType::DIRT:
- default:
- //any / random
- zonesToPlace.push_back(zone);
- break;
- }
- }
- }
- else //no starting zone or no underground altogether
- {
- zonesToPlace.push_back(zone);
- }
- }
- }
- for (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 (auto zone : zonesVector)
- {
- int level = levels[zone.first];
- totalSize[level] += (zone.second->getSize() * zone.second->getSize());
- float randomAngle = rand->nextDouble(0, pi2);
- zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
- }
- /*
- 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] = sqrt((width * height) / (totalSize[i] * 3.14f));
- mapSize = sqrt(width * height);
- for (auto zone : zones)
- {
- zone.second->setSize(zone.second->getSize() * prescaler[zone.second->getCenter().z]);
- }
- }
- void CZonePlacer::attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances)
- {
- for (auto zone : zones)
- {
- float3 forceVector(0, 0, 0);
- float3 pos = zone.second->getCenter();
- float totalDistance = 0;
- for (auto con : zone.second->getConnections())
- {
- auto otherZone = zones[con];
- float3 otherZoneCenter = otherZone->getCenter();
- float distance = pos.dist2d(otherZoneCenter);
- 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)
- {
- //WARNING: compiler used to 'optimize' that line so it never actually worked
- float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
- forceVector += (((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance))) * gravityConstant; //positive value
- 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 (auto zone : zones)
- {
- float3 forceVector(0, 0, 0);
- float3 pos = zone.second->getCenter();
- float overlap = 0;
- //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;
- if (distance < minDistance)
- {
- forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
- 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);
- float distance = 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->stiffnessConstant; //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);
- }
- 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)
- {
- float maxRatio = 0;
- const int maxDistanceMovementRatio = zones.size() * zones.size(); //experimental - the more zones, the greater total distance expected
- CRmgTemplateZone * misplacedZone = nullptr;
- float totalDistance = 0;
- float totalOverlap = 0;
- for (auto zone : distances) //find most misplaced zone
- {
- totalDistance += zone.second;
- float overlap = overlaps[zone.first];
- totalOverlap += overlap;
- float ratio = (zone.second + overlap) / totalForces[zone.first].mag(); //if distance to actual movement is long, the zone is misplaced
- if (ratio > maxRatio)
- {
- maxRatio = ratio;
- misplacedZone = zone.first;
- }
- }
- logGlobal->traceStream() << boost::format("Worst misplacement/movement ratio: %3.2f") % maxRatio;
- if (maxRatio > maxDistanceMovementRatio && misplacedZone)
- {
- CRmgTemplateZone * targetZone = nullptr;
- float3 ourCenter = misplacedZone->getCenter();
- if (totalDistance > totalOverlap)
- {
- //find most distant zone that should be attracted and move inside it
- float maxDistance = 0;
- for (auto con : misplacedZone->getConnections())
- {
- auto otherZone = zones[con];
- float distance = otherZone->getCenter().dist2dSQ(ourCenter);
- if (distance > maxDistance)
- {
- maxDistance = distance;
- targetZone = otherZone;
- }
- }
- float3 vec = targetZone->getCenter() - ourCenter;
- float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
- logGlobal->traceStream() << boost::format("Trying to move zone %d %s towards %d %s. Old distance %f") %
- misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxDistance;
- logGlobal->traceStream() << boost::format("direction is %s") % vec();
- misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
- logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
- }
- else
- {
- float maxOverlap = 0;
- for (auto otherZone : zones)
- {
- float3 otherZoneCenter = otherZone.second->getCenter();
- if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
- continue;
- float distance = 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;
- logGlobal->traceStream() << boost::format("Trying to move zone %d %s away from %d %s. Old distance %f") %
- misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxOverlap;
- logGlobal->traceStream() << boost::format("direction is %s") % vec();
- misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
- logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
- }
- }
- }
- }
- 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());
- //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 moveZoneToCenterOfMass = [](CRmgTemplateZone * zone) -> void
- {
- int3 total(0, 0, 0);
- auto tiles = zone->getTileInfo();
- for (auto tile : tiles)
- {
- total += tile;
- }
- int size = tiles.size();
- assert(size);
- zone->setPos(int3(total.x / size, total.y / size, total.z / size));
- };
- int levels = gen->map->twoLevel ? 2 : 1;
- /*
- 1. Create Voronoi diagram
- 2. find current center of mass for each zone. Move zone to that center to balance zones sizes
- */
- 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, pos.dist2dSQ(zone.second->getPos())));
- else
- distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
- }
- boost::min_element(distances, compareByDistance)->first->addTile(pos); //closest tile belongs to zone
- }
- }
- }
- for (auto zone : zones)
- moveZoneToCenterOfMass(zone.second);
- //assign actual tiles to each zone using nonlinear norm for fine edges
- for (auto zone : zones)
- zone.second->clearTiles(); //now populate them again
- 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()));
- }
- auto zone = boost::min_element(distances, compareByDistance)->first; //closest tile belongs to zone
- zone->addTile(pos);
- gen->setZoneID(pos, zone->getId());
- }
- }
- }
- //set position (town position) to center of mass of irregular zone
- for (auto zone : zones)
- {
- moveZoneToCenterOfMass(zone.second);
- //TODO: similiar for islands
- #define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
- if (zone.second->getPos().z)
- {
- if (!CREATE_FULL_UNDERGROUND)
- 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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