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- /*
- * CZonePlacer.h, 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
- *
- */
- #pragma once
- #include "float3.h"
- #include "../int3.h"
- #include "../GameConstants.h"
- VCMI_LIB_NAMESPACE_BEGIN
- namespace vstd
- {
- class RNG;
- }
- class CZoneGraph;
- class CMap;
- class RmgMap;
- class Zone;
- typedef std::vector<std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>>> TZoneVector;
- typedef std::map<TRmgTemplateZoneId, std::shared_ptr<Zone>> TZoneMap;
- typedef std::map<std::shared_ptr<Zone>, float3> TForceVector;
- typedef std::map<std::shared_ptr<Zone>, float> TDistanceVector;
- typedef std::map<int, std::map<int, size_t>> TDistanceMap;
- class CZonePlacer
- {
- public:
- explicit CZonePlacer(RmgMap & map);
- int3 cords(const float3 & f) const;
- float metric (const int3 &a, const int3 &b) const;
- float getDistance(float distance) const; //additional scaling without 0 division
- ~CZonePlacer() = default;
- void placeZones(vstd::RNG * rand);
- void findPathsBetweenZones();
- void placeOnGrid(vstd::RNG* rand);
- float scaleForceBetweenZones(const std::shared_ptr<Zone> zoneA, const std::shared_ptr<Zone> zoneB) const;
- void assignZones(vstd::RNG * rand);
- void RemoveRoadsForWideConnections();
- const TDistanceMap & getDistanceMap();
-
- private:
- void prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const int mapLevels, vstd::RNG * rand);
- void attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const;
- void separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps);
- void moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps);
- private:
- int width;
- int height;
- //metric coefficient
- float mapSize;
- float gravityConstant;
- float stiffnessConstant;
- float stifness;
- float stiffnessIncreaseFactor;
- //remember best solution
- float bestTotalDistance;
- float bestTotalOverlap;
- //distance [a][b] = number of zone connections required to travel between the zones
- TDistanceMap distancesBetweenZones;
- std::set<TRmgTemplateZoneId> lastSwappedZones;
- RmgMap & map;
- };
- VCMI_LIB_NAMESPACE_END
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