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)
  21. : width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0),
  22. gen(Gen)
  23. {
  24. }
  25. CZonePlacer::~CZonePlacer()
  26. {
  27. }
  28. int3 CZonePlacer::cords (const float3 f) const
  29. {
  30. return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
  31. }
  32. float CZonePlacer::getDistance (float distance) const
  33. {
  34. return (distance ? distance * distance : 1e-6);
  35. }
  36. void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand)
  37. {
  38. logGlobal->infoStream() << "Starting zone placement";
  39. width = mapGenOptions->getWidth();
  40. height = mapGenOptions->getHeight();
  41. auto zones = gen->getZones();
  42. bool underground = mapGenOptions->getHasTwoLevels();
  43. /*
  44. gravity-based algorithm
  45. let's assume we try to fit N circular zones with radius = size on a map
  46. */
  47. gravityConstant = 4e-3;
  48. stiffnessConstant = 4e-3;
  49. TZoneVector zonesVector(zones.begin(), zones.end());
  50. assert (zonesVector.size());
  51. RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
  52. //0. set zone sizes and surface / underground level
  53. prepareZones(zones, zonesVector, underground, rand);
  54. //gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
  55. //remember best solution
  56. float bestTotalDistance = 1e10;
  57. float bestTotalOverlap = 1e10;
  58. std::map<CRmgTemplateZone *, float3> bestSolution;
  59. TForceVector forces;
  60. TForceVector totalForces; // both attraction and pushback, overcomplicated?
  61. TDistanceVector distances;
  62. TDistanceVector overlaps;
  63. const int MAX_ITERATIONS = 100;
  64. for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
  65. {
  66. //1. attract connected zones
  67. attractConnectedZones(zones, forces, distances);
  68. for (auto zone : forces)
  69. {
  70. zone.first->setCenter (zone.first->getCenter() + zone.second);
  71. totalForces[zone.first] = zone.second; //override
  72. }
  73. //2. separate overlapping zones
  74. separateOverlappingZones(zones, forces, overlaps);
  75. for (auto zone : forces)
  76. {
  77. zone.first->setCenter (zone.first->getCenter() + zone.second);
  78. totalForces[zone.first] += zone.second; //accumulate
  79. }
  80. //3. now perform drastic movement of zone that is completely not linked
  81. moveOneZone(zones, totalForces, distances, overlaps);
  82. //4. NOW after everything was moved, re-evaluate zone positions
  83. attractConnectedZones(zones, forces, distances);
  84. separateOverlappingZones(zones, forces, overlaps);
  85. float totalDistance = 0;
  86. float totalOverlap = 0;
  87. for (auto zone : distances) //find most misplaced zone
  88. {
  89. totalDistance += zone.second;
  90. float overlap = overlaps[zone.first];
  91. totalOverlap += overlap;
  92. }
  93. //check fitness function
  94. bool improvement = false;
  95. if (bestTotalDistance > 0 && bestTotalOverlap > 0)
  96. {
  97. if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
  98. improvement = true;
  99. }
  100. else
  101. if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
  102. improvement = true;
  103. logGlobal->traceStream() << boost::format("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s") % totalDistance % totalOverlap % improvement;
  104. //save best solution
  105. if (improvement)
  106. {
  107. bestTotalDistance = totalDistance;
  108. bestTotalOverlap = totalOverlap;
  109. for (auto zone : zones)
  110. bestSolution[zone.second] = zone.second->getCenter();
  111. }
  112. }
  113. logGlobal->traceStream() << boost::format("Best fitness reached: total distance %2.4f, total overlap %2.4f") % bestTotalDistance % bestTotalOverlap;
  114. for (auto zone : zones) //finalize zone positions
  115. {
  116. zone.second->setPos (cords (bestSolution[zone.second]));
  117. logGlobal->traceStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
  118. }
  119. }
  120. void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand)
  121. {
  122. std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
  123. const float radius = 0.4f;
  124. const float pi2 = 6.28f;
  125. int zonesOnLevel[2] = { 0, 0 };
  126. //even distribution for surface / underground zones. Surface zones always have priority.
  127. TZoneVector zonesToPlace;
  128. std::map<TRmgTemplateZoneId, int> levels;
  129. //first pass - determine fixed surface for zones
  130. for (auto zone : zonesVector)
  131. {
  132. if (!underground) //this step is ignored
  133. zonesToPlace.push_back(zone);
  134. else //place players depending on their factions
  135. {
  136. if (boost::optional<int> owner = zone.second->getOwner())
  137. {
  138. auto player = PlayerColor(*owner - 1);
  139. auto playerSettings = gen->mapGenOptions->getPlayersSettings();
  140. si32 faction = CMapGenOptions::CPlayerSettings::RANDOM_TOWN;
  141. if (vstd::contains(playerSettings, player))
  142. faction = playerSettings[player].getStartingTown();
  143. else
  144. logGlobal->errorStream() << boost::format("Can't find info for player %d (starting zone)") % player.getNum();
  145. if (faction == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) //TODO: check this after a town has already been randomized
  146. zonesToPlace.push_back(zone);
  147. else
  148. {
  149. switch (VLC->townh->factions[faction]->nativeTerrain)
  150. {
  151. case ETerrainType::GRASS:
  152. case ETerrainType::SWAMP:
  153. case ETerrainType::SNOW:
  154. case ETerrainType::SAND:
  155. case ETerrainType::ROUGH:
  156. //surface
  157. zonesOnLevel[0]++;
  158. levels[zone.first] = 0;
  159. break;
  160. case ETerrainType::LAVA:
  161. case ETerrainType::SUBTERRANEAN:
  162. //underground
  163. zonesOnLevel[1]++;
  164. levels[zone.first] = 1;
  165. break;
  166. case ETerrainType::DIRT:
  167. default:
  168. //any / random
  169. zonesToPlace.push_back(zone);
  170. break;
  171. }
  172. }
  173. }
  174. else //no starting zone or no underground altogether
  175. {
  176. zonesToPlace.push_back(zone);
  177. }
  178. }
  179. }
  180. for (auto zone : zonesToPlace)
  181. {
  182. if (underground) //only then consider underground zones
  183. {
  184. int level = 0;
  185. if (zonesOnLevel[1] < zonesOnLevel[0]) //only if there are less underground zones
  186. level = 1;
  187. else
  188. level = 0;
  189. levels[zone.first] = level;
  190. zonesOnLevel[level]++;
  191. }
  192. else
  193. levels[zone.first] = 0;
  194. }
  195. for (auto zone : zonesVector)
  196. {
  197. int level = levels[zone.first];
  198. totalSize[level] += (zone.second->getSize() * zone.second->getSize());
  199. float randomAngle = rand->nextDouble(0, pi2);
  200. zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
  201. }
  202. /*
  203. prescale zones
  204. formula: sum((prescaler*n)^2)*pi = WH
  205. prescaler = sqrt((WH)/(sum(n^2)*pi))
  206. */
  207. std::vector<float> prescaler = { 0, 0 };
  208. for (int i = 0; i < 2; i++)
  209. prescaler[i] = sqrt((width * height) / (totalSize[i] * 3.14f));
  210. mapSize = sqrt(width * height);
  211. for (auto zone : zones)
  212. {
  213. zone.second->setSize(zone.second->getSize() * prescaler[zone.second->getCenter().z]);
  214. }
  215. }
  216. void CZonePlacer::attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances)
  217. {
  218. for (auto zone : zones)
  219. {
  220. float3 forceVector(0, 0, 0);
  221. float3 pos = zone.second->getCenter();
  222. float totalDistance = 0;
  223. for (auto con : zone.second->getConnections())
  224. {
  225. auto otherZone = zones[con];
  226. float3 otherZoneCenter = otherZone->getCenter();
  227. float distance = pos.dist2d(otherZoneCenter);
  228. float minDistance = 0;
  229. if (pos.z != otherZoneCenter.z)
  230. minDistance = 0; //zones on different levels can overlap completely
  231. else
  232. minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
  233. if (distance > minDistance)
  234. {
  235. //WARNING: compiler used to 'optimize' that line so it never actually worked
  236. float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
  237. forceVector += (((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance))) * gravityConstant; //positive value
  238. totalDistance += (distance - minDistance);
  239. }
  240. }
  241. distances[zone.second] = totalDistance;
  242. forceVector.z = 0; //operator - doesn't preserve z coordinate :/
  243. forces[zone.second] = forceVector;
  244. }
  245. }
  246. void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
  247. {
  248. for (auto zone : zones)
  249. {
  250. float3 forceVector(0, 0, 0);
  251. float3 pos = zone.second->getCenter();
  252. float overlap = 0;
  253. //separate overlaping zones
  254. for (auto otherZone : zones)
  255. {
  256. float3 otherZoneCenter = otherZone.second->getCenter();
  257. //zones on different levels don't push away
  258. if (zone == otherZone || pos.z != otherZoneCenter.z)
  259. continue;
  260. float distance = pos.dist2d(otherZoneCenter);
  261. float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
  262. if (distance < minDistance)
  263. {
  264. forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
  265. overlap += (minDistance - distance); //overlapping of small zones hurts us more
  266. }
  267. }
  268. //move zones away from boundaries
  269. //do not scale boundary distance - zones tend to get squashed
  270. float size = zone.second->getSize() / mapSize;
  271. auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
  272. {
  273. float3 boundary = float3(x, y, pos.z);
  274. float distance = pos.dist2d(boundary);
  275. overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
  276. forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
  277. };
  278. if (pos.x < size)
  279. {
  280. pushAwayFromBoundary(0, pos.y);
  281. }
  282. if (pos.x > 1 - size)
  283. {
  284. pushAwayFromBoundary(1, pos.y);
  285. }
  286. if (pos.y < size)
  287. {
  288. pushAwayFromBoundary(pos.x, 0);
  289. }
  290. if (pos.y > 1 - size)
  291. {
  292. pushAwayFromBoundary(pos.x, 1);
  293. }
  294. overlaps[zone.second] = overlap;
  295. forceVector.z = 0; //operator - doesn't preserve z coordinate :/
  296. forces[zone.second] = forceVector;
  297. }
  298. }
  299. void CZonePlacer::moveOneZone(TZoneMap &zones, TForceVector &totalForces, TDistanceVector &distances, TDistanceVector &overlaps)
  300. {
  301. float maxRatio = 0;
  302. const int maxDistanceMovementRatio = zones.size() * zones.size(); //experimental - the more zones, the greater total distance expected
  303. CRmgTemplateZone * misplacedZone = nullptr;
  304. float totalDistance = 0;
  305. float totalOverlap = 0;
  306. for (auto zone : distances) //find most misplaced zone
  307. {
  308. totalDistance += zone.second;
  309. float overlap = overlaps[zone.first];
  310. totalOverlap += overlap;
  311. float ratio = (zone.second + overlap) / totalForces[zone.first].mag(); //if distance to actual movement is long, the zone is misplaced
  312. if (ratio > maxRatio)
  313. {
  314. maxRatio = ratio;
  315. misplacedZone = zone.first;
  316. }
  317. }
  318. logGlobal->traceStream() << boost::format("Worst misplacement/movement ratio: %3.2f") % maxRatio;
  319. if (maxRatio > maxDistanceMovementRatio && misplacedZone)
  320. {
  321. CRmgTemplateZone * targetZone = nullptr;
  322. float3 ourCenter = misplacedZone->getCenter();
  323. if (totalDistance > totalOverlap)
  324. {
  325. //find most distant zone that should be attracted and move inside it
  326. float maxDistance = 0;
  327. for (auto con : misplacedZone->getConnections())
  328. {
  329. auto otherZone = zones[con];
  330. float distance = otherZone->getCenter().dist2dSQ(ourCenter);
  331. if (distance > maxDistance)
  332. {
  333. maxDistance = distance;
  334. targetZone = otherZone;
  335. }
  336. }
  337. float3 vec = targetZone->getCenter() - ourCenter;
  338. float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
  339. logGlobal->traceStream() << boost::format("Trying to move zone %d %s towards %d %s. Old distance %f") %
  340. misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxDistance;
  341. logGlobal->traceStream() << boost::format("direction is %s") % vec();
  342. misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
  343. logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
  344. }
  345. else
  346. {
  347. float maxOverlap = 0;
  348. for (auto otherZone : zones)
  349. {
  350. float3 otherZoneCenter = otherZone.second->getCenter();
  351. if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
  352. continue;
  353. float distance = otherZoneCenter.dist2dSQ(ourCenter);
  354. if (distance > maxOverlap)
  355. {
  356. maxOverlap = distance;
  357. targetZone = otherZone.second;
  358. }
  359. }
  360. if (targetZone)
  361. {
  362. float3 vec = ourCenter - targetZone->getCenter();
  363. float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
  364. logGlobal->traceStream() << boost::format("Trying to move zone %d %s away from %d %s. Old distance %f") %
  365. misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxOverlap;
  366. logGlobal->traceStream() << boost::format("direction is %s") % vec();
  367. misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
  368. logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
  369. }
  370. }
  371. }
  372. }
  373. float CZonePlacer::metric (const int3 &A, const int3 &B) const
  374. {
  375. /*
  376. Matlab code
  377. dx = abs(A(1) - B(1)); %distance must be symmetric
  378. dy = abs(A(2) - B(2));
  379. d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
  380. 0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
  381. */
  382. float dx = abs(A.x - B.x) * scaleX;
  383. float dy = abs(A.y - B.y) * scaleY;
  384. //Horner scheme
  385. return dx * (1 + dx * (0.1 + dx * 0.01)) + dy * (1.618 + dy * (-0.1618 + dy * 0.01618));
  386. }
  387. void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions)
  388. {
  389. logGlobal->infoStream() << "Starting zone colouring";
  390. auto width = mapGenOptions->getWidth();
  391. auto height = mapGenOptions->getHeight();
  392. //scale to Medium map to ensure smooth results
  393. scaleX = 72.f / width;
  394. scaleY = 72.f / height;
  395. auto zones = gen->getZones();
  396. typedef std::pair<CRmgTemplateZone *, float> Dpair;
  397. std::vector <Dpair> distances;
  398. distances.reserve(zones.size());
  399. //now place zones correctly and assign tiles to each zone
  400. auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
  401. {
  402. //bigger zones have smaller distance
  403. return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize();
  404. };
  405. auto moveZoneToCenterOfMass = [](CRmgTemplateZone * zone) -> void
  406. {
  407. int3 total(0, 0, 0);
  408. auto tiles = zone->getTileInfo();
  409. for (auto tile : tiles)
  410. {
  411. total += tile;
  412. }
  413. int size = tiles.size();
  414. assert(size);
  415. zone->setPos(int3(total.x / size, total.y / size, total.z / size));
  416. };
  417. int levels = gen->map->twoLevel ? 2 : 1;
  418. /*
  419. 1. Create Voronoi diagram
  420. 2. find current center of mass for each zone. Move zone to that center to balance zones sizes
  421. */
  422. for (int i = 0; i<width; i++)
  423. {
  424. for (int j = 0; j<height; j++)
  425. {
  426. for (int k = 0; k < levels; k++)
  427. {
  428. distances.clear();
  429. int3 pos(i, j, k);
  430. for (auto zone : zones)
  431. {
  432. if (zone.second->getPos().z == k)
  433. distances.push_back(std::make_pair(zone.second, pos.dist2dSQ(zone.second->getPos())));
  434. else
  435. distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
  436. }
  437. boost::min_element(distances, compareByDistance)->first->addTile(pos); //closest tile belongs to zone
  438. }
  439. }
  440. }
  441. for (auto zone : zones)
  442. moveZoneToCenterOfMass(zone.second);
  443. //assign actual tiles to each zone using nonlinear norm for fine edges
  444. for (auto zone : zones)
  445. zone.second->clearTiles(); //now populate them again
  446. for (int i=0; i<width; i++)
  447. {
  448. for(int j=0; j<height; j++)
  449. {
  450. for (int k = 0; k < levels; k++)
  451. {
  452. distances.clear();
  453. int3 pos(i, j, k);
  454. for (auto zone : zones)
  455. {
  456. if (zone.second->getPos().z == k)
  457. distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
  458. else
  459. distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));
  460. }
  461. auto zone = boost::min_element(distances, compareByDistance)->first; //closest tile belongs to zone
  462. zone->addTile(pos);
  463. gen->setZoneID(pos, zone->getId());
  464. }
  465. }
  466. }
  467. //set position (town position) to center of mass of irregular zone
  468. for (auto zone : zones)
  469. {
  470. moveZoneToCenterOfMass(zone.second);
  471. //TODO: similiar for islands
  472. #define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
  473. if (zone.second->getPos().z)
  474. {
  475. if (!CREATE_FULL_UNDERGROUND)
  476. zone.second->discardDistantTiles(gen, zone.second->getSize() + 1);
  477. //make sure that terrain inside zone is not a rock
  478. //FIXME: reorder actions?
  479. zone.second->paintZoneTerrain (gen, ETerrainType::SUBTERRANEAN);
  480. }
  481. }
  482. logGlobal->infoStream() << "Finished zone colouring";
  483. }