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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)
- {
- }
- 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;
- std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
- 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[level] += (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
- std::vector<float> prescaler = { 0, 0 };
- for (int i = 0; i < 2; i++)
- prescaler[i] = sqrt((width * height) / (totalSize[i] * 3.14f));
- float mapSize = sqrt (width * height);
- for (auto zone : zones)
- {
- zone.second->setSize (zone.second->getSize() * prescaler[zone.second->getCenter().z]);
- }
- //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;
- std::map <CRmgTemplateZone *, float> distances;
- 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();
- float totalDistance = 0;
- //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)*(pos.z != otherZoneCenter.z ? (distance - minDistance) : 1)/ getDistance(distance))); //positive value
- totalDistance += distance;
- }
- }
- distances[zone.second] = totalDistance;
- //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)*(minDistance - distance)) / 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);
- }
- //now perform drastic movement of zone that is completely not linked
- float maxRatio = 0;
- CRmgTemplateZone * distantZone = nullptr;
- float totalDistance = 0;
- for (auto zone : distances) //find most misplaced zone
- {
- totalDistance += zone.second;
- float ratio = zone.second / forces[zone.first].mag(); //if distance to actual movement is long, the zone is misplaced
- if (ratio > maxRatio)
- {
- maxRatio = ratio;
- distantZone = zone.first;
- }
- }
- logGlobal->traceStream() << boost::format("Total distance between zones in this iteration: %2.2f, Worst distance/movement ratio: %3.2f") % totalDistance % maxRatio;
-
- if (maxRatio > 100) //TODO: scale?
- {
- //find most distant zone that should be attracted and move inside it
-
- CRmgTemplateZone * targetZone = nullptr;
- float maxDistance = 0;
- float3 ourCenter = distantZone->getCenter();
- for (auto con : distantZone->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 (distantZone->getSize(),targetZone->getSize())) * zoneScale / mapSize;
- logGlobal->traceStream() << boost::format("Trying to move zone %d %s towards %d %s. Old distance %f") %
- distantZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxDistance;
- logGlobal->traceStream() << boost::format("direction is %s") % vec();
- distantZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
- logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(distantZone->getCenter());
- }
- zoneScale *= inflateModifier; //increase size of zones so they
- }
- 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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