CZonePlacer.cpp 7.6 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 "CZoneGraphGenerator.h"
  15. class CRandomGenerator;
  16. CPlacedZone::CPlacedZone(const CRmgTemplateZone * zone) : zone(zone)
  17. {
  18. }
  19. CZonePlacer::CZonePlacer(CMapGenerator * Gen) : gen(Gen)
  20. {
  21. }
  22. CZonePlacer::~CZonePlacer()
  23. {
  24. }
  25. int3 CZonePlacer::cords (const float3 f) const
  26. {
  27. return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
  28. }
  29. void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGenerator * rand)
  30. {
  31. //some relaxation-simmulated annealing algorithm
  32. const int iterations = 100;
  33. float temperatureConstant = 1e-2;
  34. float currentTemperature = 2; //geater temperature - stronger gravity, weaker pushing away
  35. const float temperatureModifier = 0.99;
  36. logGlobal->infoStream() << "Starting zone placement";
  37. int width = mapGenOptions->getWidth();
  38. int height = mapGenOptions->getHeight();
  39. auto zones = gen->getZones();
  40. bool underground = mapGenOptions->getHasTwoLevels();
  41. /*
  42. let's assume we try to fit N circular zones with radius = size on a map
  43. formula: sum((prescaler*n)^2)*pi = WH
  44. prescaler = sqrt((WH)/(sum(n^2)*pi))
  45. */
  46. std::vector<std::pair<TRmgTemplateZoneId, CRmgTemplateZone*>> zonesVector (zones.begin(), zones.end());
  47. assert (zonesVector.size());
  48. RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
  49. TRmgTemplateZoneId firstZone = zones.begin()->first; //we want lowest ID here
  50. bool undergroundFlag = false;
  51. float totalSize = 0;
  52. for (auto zone : zonesVector)
  53. {
  54. //even distribution for surface / underground zones. Surface zones always have priority.
  55. int level = 0;
  56. if (underground) //only then consider underground zones
  57. {
  58. if (zone.first == firstZone)
  59. {
  60. level = 0;
  61. }
  62. else
  63. {
  64. level = undergroundFlag;
  65. undergroundFlag = !undergroundFlag; //toggle underground on/off
  66. }
  67. }
  68. totalSize += (zone.second->getSize() * zone.second->getSize());
  69. zone.second->setCenter (float3(rand->nextDouble(0.2, 0.8), rand->nextDouble(0.2, 0.8), level)); //start away from borders
  70. }
  71. //prescale zones
  72. if (underground) //map is twice as big, so zones occupy only half of normal space
  73. totalSize /= 2;
  74. float prescaler = sqrt ((width * height) / (totalSize * 3.14f));
  75. float mapSize = sqrt (width * height);
  76. for (auto zone : zones)
  77. {
  78. zone.second->setSize (zone.second->getSize() * prescaler);
  79. }
  80. //gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
  81. auto getDistance = [](float distance) -> float
  82. {
  83. return (distance ? distance * distance : 1e-6);
  84. };
  85. std::map <CRmgTemplateZone *, float3> forces;
  86. for (int i = 0; i < iterations; ++i)
  87. {
  88. for (auto zone : zones)
  89. {
  90. float3 forceVector(0,0,0);
  91. float3 pos = zone.second->getCenter();
  92. //attract connected zones
  93. for (auto con : zone.second->getConnections())
  94. {
  95. auto otherZone = zones[con];
  96. float3 otherZoneCenter = otherZone->getCenter();
  97. float distance = pos.dist2d (otherZoneCenter);
  98. float minDistance = (zone.second->getSize() + otherZone->getSize())/mapSize; //scale down to (0,1) coordinates
  99. if (distance > minDistance)
  100. {
  101. //WARNING: compiler used to 'optimize' that line so it never actually worked
  102. forceVector += (((otherZoneCenter - pos) / getDistance(distance)) * currentTemperature); //positive value
  103. }
  104. }
  105. //separate overlaping zones
  106. for (auto otherZone : zones)
  107. {
  108. float3 otherZoneCenter = otherZone.second->getCenter();
  109. //zones on different levels don't push away
  110. if (zone == otherZone || pos.z != otherZoneCenter.z)
  111. continue;
  112. float distance = pos.dist2d (otherZoneCenter);
  113. float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize;
  114. if (distance < minDistance)
  115. {
  116. forceVector -= (otherZoneCenter - pos) / getDistance(distance) / currentTemperature; //negative value
  117. }
  118. }
  119. //move zones away from boundaries
  120. float size = zone.second->getSize() / mapSize;
  121. auto pushAwayFromBoundary = [&forceVector, pos, currentTemperature, &getDistance](float x, float y)
  122. {
  123. float3 boundary = float3 (x, y, pos.z);
  124. float distance = pos.dist2d(boundary);
  125. forceVector -= (boundary - pos) / getDistance(distance) / currentTemperature; //negative value
  126. };
  127. if (pos.x < size)
  128. {
  129. pushAwayFromBoundary(0, pos.y);
  130. }
  131. if (pos.x > 1-size)
  132. {
  133. pushAwayFromBoundary(1, pos.y);
  134. }
  135. if (pos.y < size)
  136. {
  137. pushAwayFromBoundary(pos.x, 0);
  138. }
  139. if (pos.y > 1-size)
  140. {
  141. pushAwayFromBoundary(pos.x, 1);
  142. }
  143. forceVector.z = 0; //operator - doesn't preserve z coordinate :/
  144. forces[zone.second] = forceVector * temperatureConstant;
  145. }
  146. //update positions
  147. for (auto zone : forces)
  148. {
  149. zone.first->setCenter (zone.first->getCenter() + zone.second);
  150. }
  151. currentTemperature *= temperatureModifier; //decrease temperature (needed?)
  152. }
  153. for (auto zone : zones) //finalize zone positions
  154. {
  155. zone.second->setPos(cords(zone.second->getCenter()));
  156. logGlobal->infoStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
  157. }
  158. }
  159. float CZonePlacer::metric (const int3 &A, const int3 &B) const
  160. {
  161. /*
  162. Matlab code
  163. dx = abs(A(1) - B(1)); %distance must be symmetric
  164. dy = abs(A(2) - B(2));
  165. d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
  166. 0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
  167. */
  168. float dx = abs(A.x - B.x) * scaleX;
  169. float dy = abs(A.y - B.y) * scaleY;
  170. //Horner scheme
  171. return dx * (1 + dx * (0.1 + dx * 0.01)) + dy * (1.618 + dy * (-0.1618 + dy * 0.01618));
  172. }
  173. void CZonePlacer::assignZones(shared_ptr<CMapGenOptions> mapGenOptions)
  174. {
  175. logGlobal->infoStream() << "Starting zone colouring";
  176. auto width = mapGenOptions->getWidth();
  177. auto height = mapGenOptions->getHeight();
  178. //scale to Medium map to ensure smooth results
  179. scaleX = 72.f / width;
  180. scaleY = 72.f / height;
  181. auto zones = gen->getZones();
  182. typedef std::pair<CRmgTemplateZone *, float> Dpair;
  183. std::vector <Dpair> distances;
  184. distances.reserve(zones.size());
  185. auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
  186. {
  187. return lhs.second < rhs.second;
  188. };
  189. int levels = gen->map->twoLevel ? 2 : 1;
  190. for (int i=0; i<width; i++)
  191. {
  192. for(int j=0; j<height; j++)
  193. {
  194. for (int k = 0; k < levels; k++)
  195. {
  196. distances.clear();
  197. int3 pos(i, j, k);
  198. for (auto zone : zones)
  199. {
  200. if (zone.second->getPos().z == k)
  201. distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
  202. else
  203. distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));
  204. }
  205. boost::sort (distances, compareByDistance);
  206. distances.front().first->addTile(pos); //closest tile belongs to zone
  207. }
  208. }
  209. }
  210. //set position to center of mass
  211. for (auto zone : zones)
  212. {
  213. int3 total(0,0,0);
  214. auto tiles = zone.second->getTileInfo();
  215. for (auto tile : tiles)
  216. {
  217. total += tile;
  218. }
  219. int size = tiles.size();
  220. assert (size);
  221. zone.second->setPos (int3(total.x/size, total.y/size, total.z/size));
  222. //TODO: similiar for islands
  223. if (zone.second->getPos().z)
  224. {
  225. zone.second->discardDistantTiles(gen, zone.second->getSize() + 1);
  226. //make sure that terrain inside zone is not a rock
  227. //FIXME: reorder actions?
  228. zone.second->paintZoneTerrain (gen, ETerrainType::SUBTERRANEAN);
  229. }
  230. }
  231. logGlobal->infoStream() << "Finished zone colouring";
  232. }