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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 <stack>
- #include "../CRandomGenerator.h"
- #include "CZonePlacer.h"
- #include "../TerrainHandler.h"
- #include "../mapping/CMap.h"
- #include "../mapping/CMapEditManager.h"
- #include "CMapGenOptions.h"
- #include "RmgMap.h"
- #include "Zone.h"
- #include "Functions.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CRandomGenerator;
- CZonePlacer::CZonePlacer(RmgMap & map)
- : width(0), height(0), scaleX(0), scaleY(0), mapSize(0),
- gravityConstant(1e-3f),
- stiffnessConstant(3e-3f),
- stifness(0),
- stiffnessIncreaseFactor(1.03f),
- bestTotalDistance(1e10),
- bestTotalOverlap(1e10),
- map(map)
- {
- }
- int3 CZonePlacer::cords(const float3 & f) const
- {
- return int3(static_cast<si32>(std::max(0.f, (f.x * map.width()) - 1)), static_cast<si32>(std::max(0.f, (f.y * map.height() - 1))), f.z);
- }
- float CZonePlacer::getDistance (float distance) const
- {
- return (distance ? distance * distance : 1e-6f);
- }
- void CZonePlacer::findPathsBetweenZones()
- {
- auto zones = map.getZones();
- std::set<std::shared_ptr<Zone>> zonesToCheck;
- // Iterate through each pair of nodes in the graph
- for (const auto& zone : zones)
- {
- int start = zone.first;
- distancesBetweenZones[start][start] = 0; // Distance from a node to itself is 0
- std::queue<int> q;
- std::map<int, bool> visited;
- visited[start] = true;
- q.push(start);
- // Perform Breadth-First Search from the starting node
- while (!q.empty())
- {
- int current = q.front();
- q.pop();
- const auto& currentZone = zones.at(current);
- const auto& connectedZoneIds = currentZone->getConnections();
- for (auto & connection : connectedZoneIds)
- {
- if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
- {
- //Do not consider virtual connections for graph distance
- continue;
- }
- auto neighbor = connection.getOtherZoneId(current);
- if (!visited[neighbor])
- {
- visited[neighbor] = true;
- q.push(neighbor);
- distancesBetweenZones[start][neighbor] = distancesBetweenZones[start][current] + 1;
- }
- }
- }
- }
- }
- void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
- {
- auto zones = map.getZones();
- assert(zones.size());
- //Make sure there are at least as many grid fields as the number of zones
- size_t gridSize = std::ceil(std::sqrt(zones.size()));
- typedef boost::multi_array<std::shared_ptr<Zone>, 2> GridType;
- GridType grid(boost::extents[gridSize][gridSize]);
- TZoneVector zonesVector(zones.begin(), zones.end());
- //Place first zone
- auto firstZone = zonesVector[0].second;
- size_t x = 0;
- size_t y = 0;
- auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
- {
- switch (rand->nextInt() % 4)
- {
- case 0:
- x = 0;
- y = gridSize / 2;
- break;
- case 1:
- x = gridSize - 1;
- y = gridSize / 2;
- break;
- case 2:
- x = gridSize / 2;
- y = 0;
- break;
- case 3:
- x = gridSize / 2;
- y = gridSize - 1;
- break;
- }
- };
- switch (firstZone->getType())
- {
- case ETemplateZoneType::PLAYER_START:
- case ETemplateZoneType::CPU_START:
- if (firstZone->getConnectedZoneIds().size() > 2)
- {
- getRandomEdge(x, y);
- }
- else
- {
- //Random corner
- if (rand->nextInt() % 2)
- {
- x = 0;
- }
- else
- {
- x = gridSize - 1;
- }
- if (rand->nextInt() % 2)
- {
- y = 0;
- }
- else
- {
- y = gridSize - 1;
- }
- }
- break;
- case ETemplateZoneType::TREASURE:
- if (gridSize & 1) //odd
- {
- x = y = (gridSize / 2);
- }
- else
- {
- //One of 4 squares in the middle
- x = (gridSize / 2) - 1 + rand->nextInt() % 2;
- y = (gridSize / 2) - 1 + rand->nextInt() % 2;
- }
- break;
- case ETemplateZoneType::JUNCTION:
- getRandomEdge(x, y);
- break;
- }
- grid[x][y] = firstZone;
- //Ignore z placement for simplicity
- for (size_t i = 1; i < zones.size(); i++)
- {
- auto zone = zonesVector[i].second;
- auto connectedZoneIds = zone->getConnectedZoneIds();
- float maxDistance = -1000.0;
- int3 mostDistantPlace;
- //Iterate over free positions
- for (size_t freeX = 0; freeX < gridSize; ++freeX)
- {
- for (size_t freeY = 0; freeY < gridSize; ++freeY)
- {
- if (!grid[freeX][freeY])
- {
- //There is free space left here
- int3 potentialPos(freeX, freeY, 0);
-
- //Compute distance to every existing zone
- float distance = 0;
- for (size_t existingX = 0; existingX < gridSize; ++existingX)
- {
- for (size_t existingY = 0; existingY < gridSize; ++existingY)
- {
- auto existingZone = grid[existingX][existingY];
- if (existingZone)
- {
- //There is already zone here
- float localDistance = 0.0f;
- auto graphDistance = distancesBetweenZones[zone->getId()][existingZone->getId()];
- if (graphDistance > 1)
- {
- //No direct connection
- localDistance = potentialPos.dist2d(int3(existingX, existingY, 0)) * graphDistance;
- }
- else
- {
- //Has direct connection - place as close as possible
- localDistance = -potentialPos.dist2d(int3(existingX, existingY, 0));
- }
- localDistance *= scaleForceBetweenZones(zone, existingZone);
- distance += localDistance;
- }
- }
- }
- if (distance > maxDistance)
- {
- maxDistance = distance;
- mostDistantPlace = potentialPos;
- }
- }
- }
- }
- //Place in a free slot
- grid[mostDistantPlace.x][mostDistantPlace.y] = zone;
- }
- //TODO: toggle with a flag
- logGlobal->info("Initial zone grid:");
- for (size_t x = 0; x < gridSize; ++x)
- {
- std::string s;
- for (size_t y = 0; y < gridSize; ++y)
- {
- if (grid[x][y])
- {
- s += (boost::format("%3d ") % grid[x][y]->getId()).str();
- }
- else
- {
- s += " -- ";
- }
- }
- logGlobal->info(s);
- }
- //Set initial position for zones - random position in square centered around (x, y)
- for (size_t x = 0; x < gridSize; ++x)
- {
- for (size_t y = 0; y < gridSize; ++y)
- {
- auto zone = grid[x][y];
- if (zone)
- {
- //i.e. for grid size 5 we get range (0.25 - 4.75)
- auto targetX = rand->nextDouble(x + 0.25f, x + 0.75f);
- vstd::abetween(targetX, 0.5, gridSize - 0.5);
- auto targetY = rand->nextDouble(y + 0.25f, y + 0.75f);
- vstd::abetween(targetY, 0.5, gridSize - 0.5);
- zone->setCenter(float3(targetX / gridSize, targetY / gridSize, zone->getPos().z));
- }
- }
- }
- }
- float CZonePlacer::scaleForceBetweenZones(const std::shared_ptr<Zone> zoneA, const std::shared_ptr<Zone> zoneB) const
- {
- if (zoneA->getOwner() && zoneB->getOwner()) //Players participate in game
- {
- int firstPlayer = zoneA->getOwner().value();
- int secondPlayer = zoneB->getOwner().value();
- //Players with lower indexes (especially 1 and 2) will be placed further apart
- return (1.0f + (2.0f / (firstPlayer * secondPlayer)));
- }
- else
- {
- return 1;
- }
- }
- void CZonePlacer::placeZones(CRandomGenerator * rand)
- {
- logGlobal->info("Starting zone placement");
- width = map.getMapGenOptions().getWidth();
- height = map.getMapGenOptions().getHeight();
- auto zones = map.getZones();
- vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
- {
- return pr.second->getType() == ETemplateZoneType::WATER;
- });
- bool underground = map.getMapGenOptions().getHasTwoLevels();
- findPathsBetweenZones();
- placeOnGrid(rand);
- /*
- Fruchterman-Reingold algorithm
- Let's assume we try to fit N circular zones with radius = size on a map
- Connected zones attract, intersecting zones and map boundaries push back
- */
- 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);
- std::map<std::shared_ptr<Zone>, float3> bestSolution;
- TForceVector forces;
- TForceVector totalForces; // both attraction and pushback, overcomplicated?
- TDistanceVector distances;
- TDistanceVector overlaps;
- auto evaluateSolution = [this, zones, &distances, &overlaps, &bestSolution]() -> bool
- {
- bool improvement = false;
- float totalDistance = 0;
- float totalOverlap = 0;
- for (const auto& zone : distances) //find most misplaced zone
- {
- totalDistance += zone.second;
- float overlap = overlaps[zone.first];
- totalOverlap += overlap;
- }
- //check fitness function
- if ((totalDistance + 1) * (totalOverlap + 1) < (bestTotalDistance + 1) * (bestTotalOverlap + 1))
- {
- //multiplication is better for auto-scaling, but stops working if one factor is 0
- improvement = true;
- }
- //Save best solution
- if (improvement)
- {
- bestTotalDistance = totalDistance;
- bestTotalOverlap = totalOverlap;
- for (const auto& zone : zones)
- bestSolution[zone.second] = zone.second->getCenter();
- }
- logGlobal->trace("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s", totalDistance, totalOverlap , improvement);
- return improvement;
- };
- //Start with low stiffness. Bigger graphs need more time and more flexibility
- for (stifness = stiffnessConstant / zones.size(); stifness <= stiffnessConstant;)
- {
- //1. attract connected zones
- attractConnectedZones(zones, forces, distances);
- for(const 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(const auto & zone : forces)
- {
- zone.first->setCenter (zone.first->getCenter() + zone.second);
- totalForces[zone.first] += zone.second; //accumulate
- }
- bool improved = evaluateSolution();
- if (!improved)
- {
- //3. now perform drastic movement of zone that is completely not linked
- //TODO: Don't do this is fitness was improved
- moveOneZone(zones, totalForces, distances, overlaps);
- improved |= evaluateSolution();
- }
- if (!improved)
- {
- //Only cool down if we didn't see any improvement
- stifness *= stiffnessIncreaseFactor;
- }
- }
- logGlobal->trace("Best fitness reached: total distance %2.4f, total overlap %2.4f", bestTotalDistance, bestTotalOverlap);
- for(const auto & zone : zones) //finalize zone positions
- {
- zone.second->setPos (cords (bestSolution[zone.second]));
- logGlobal->trace("Placed zone %d at relative position %s and coordinates %s", zone.first, zone.second->getCenter().toString(), zone.second->getPos().toString());
- }
- }
- 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
- 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(const auto & zone : zonesVector)
- {
- if (!underground) //this step is ignored
- zonesToPlace.push_back(zone);
- else //place players depending on their factions
- {
- if(std::optional<int> owner = zone.second->getOwner())
- {
- auto player = PlayerColor(*owner - 1);
- auto playerSettings = map.getMapGenOptions().getPlayersSettings();
- FactionID faction = FactionID::RANDOM;
- if (vstd::contains(playerSettings, player))
- {
- faction = playerSettings[player].getStartingTown();
- }
- else
- {
- logGlobal->trace("Player %d (starting zone %d) does not participate in game", player.getNum(), zone.first);
- }
- if (faction == FactionID::RANDOM) //TODO: check this after a town has already been randomized
- zonesToPlace.push_back(zone);
- else
- {
- auto & tt = (*VLC->townh)[faction]->nativeTerrain;
- if(tt == ETerrainId::NONE)
- {
- //any / random
- zonesToPlace.push_back(zone);
- }
- else
- {
- const auto & terrainType = VLC->terrainTypeHandler->getById(tt);
- if(terrainType->isUnderground() && !terrainType->isSurface())
- {
- //underground only
- zonesOnLevel[1]++;
- levels[zone.first] = 1;
- }
- else
- {
- //surface
- zonesOnLevel[0]++;
- levels[zone.first] = 0;
- }
- }
- }
- }
- else //no starting zone or no underground altogether
- {
- zonesToPlace.push_back(zone);
- }
- }
- }
- for(const 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(const auto & zone : zonesVector)
- {
- int level = levels[zone.first];
- totalSize[level] += (zone.second->getSize() * zone.second->getSize());
- float3 center = zone.second->getCenter();
- center.z = level;
- zone.second->setCenter(center);
- }
- /*
- 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] = std::sqrt((width * height) / (totalSize[i] * 3.14f));
- mapSize = static_cast<float>(sqrt(width * height));
- for(const auto & zone : zones)
- {
- zone.second->setSize(static_cast<int>(zone.second->getSize() * prescaler[zone.second->getCenter().z]));
- }
- }
- void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const
- {
- for(const auto & zone : zones)
- {
- float3 forceVector(0, 0, 0);
- float3 pos = zone.second->getCenter();
- float totalDistance = 0;
- for (const auto & connection : zone.second->getConnections())
- {
- if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
- {
- continue;
- }
- auto otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
- float3 otherZoneCenter = otherZone->getCenter();
- auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
-
- forceVector += (otherZoneCenter - pos) * distance * gravityConstant * scaleForceBetweenZones(zone.second, otherZone); //positive value
- //Attract zone centers always
- 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)
- 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(const auto & zone : zones)
- {
- float3 forceVector(0, 0, 0);
- float3 pos = zone.second->getCenter();
- float overlap = 0;
- //separate overlapping zones
- for(const auto & otherZone : zones)
- {
- float3 otherZoneCenter = otherZone.second->getCenter();
- //zones on different levels don't push away
- if (zone == otherZone || pos.z != otherZoneCenter.z)
- continue;
- auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
- float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
- if (distance < minDistance)
- {
- float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
- //negative value
- localForce *= scaleForceBetweenZones(zone.second, otherZone.second);
- forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f);
- 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);
- auto distance = static_cast<float>(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->stifness; //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);
- }
- //Always move repulsive zones away, no matter their distance
- //TODO: Consider z plane?
- for (auto& connection : zone.second->getConnections())
- {
- if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
- {
- auto & otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
- float3 otherZoneCenter = otherZone->getCenter();
- //TODO: Roll into lambda?
- auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
- float minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize;
- float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
- localForce *= (distancesBetweenZones[zone.second->getId()][otherZone->getId()]);
- forceVector -= localForce * scaleForceBetweenZones(zone.second, otherZone);
- }
- }
- 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)
- {
- //The more zones, the greater total distance expected
- //Also, higher stiffness make expected movement lower
- const int maxDistanceMovementRatio = zones.size() * zones.size() * (stiffnessConstant / stifness);
- typedef std::pair<float, std::shared_ptr<Zone>> Misplacement;
- std::vector<Misplacement> misplacedZones;
- float totalDistance = 0;
- float totalOverlap = 0;
- for (const auto& zone : distances) //find most misplaced zone
- {
- if (vstd::contains(lastSwappedZones, zone.first->getId()))
- {
- continue;
- }
- totalDistance += zone.second;
- float overlap = overlaps[zone.first];
- totalOverlap += overlap;
- //if distance to actual movement is long, the zone is misplaced
- float ratio = (zone.second + overlap) / static_cast<float>(totalForces[zone.first].mag());
- if (ratio > maxDistanceMovementRatio)
- {
- misplacedZones.emplace_back(std::make_pair(ratio, zone.first));
- }
- }
- if (misplacedZones.empty())
- return;
- boost::sort(misplacedZones, [](const Misplacement& lhs, Misplacement& rhs)
- {
- return lhs.first > rhs.first; //Largest dispalcement first
- });
- logGlobal->trace("Worst misplacement/movement ratio: %3.2f", misplacedZones.front().first);
- if (misplacedZones.size() >= 2)
- {
- //Swap 2 misplaced zones
- auto firstZone = misplacedZones.front().second;
- std::shared_ptr<Zone> secondZone;
- std::set<TRmgTemplateZoneId> connectedZones;
- for (const auto& connection : firstZone->getConnections())
- {
- //FIXME: Should we also exclude fictive connections?
- if (connection.getConnectionType() != rmg::EConnectionType::REPULSIVE)
- {
- connectedZones.insert(connection.getOtherZoneId(firstZone->getId()));
- }
- }
- auto level = firstZone->getCenter().z;
- for (size_t i = 1; i < misplacedZones.size(); i++)
- {
- //Only swap zones on the same level
- //Don't swap zones that should be connected (Jebus)
- if (misplacedZones[i].second->getCenter().z == level &&
- !vstd::contains(connectedZones, misplacedZones[i].second->getId()))
- {
- secondZone = misplacedZones[i].second;
- break;
- }
- }
- if (secondZone)
- {
- logGlobal->trace("Swapping two misplaced zones %d and %d", firstZone->getId(), secondZone->getId());
- auto firstCenter = firstZone->getCenter();
- auto secondCenter = secondZone->getCenter();
- firstZone->setCenter(secondCenter);
- secondZone->setCenter(firstCenter);
- lastSwappedZones.insert(firstZone->getId());
- lastSwappedZones.insert(secondZone->getId());
- return;
- }
- }
- lastSwappedZones.clear(); //If we didn't swap zones in this iteration, we can do it in the next
- //find most distant zone that should be attracted and move inside it
- std::shared_ptr<Zone> targetZone;
- auto misplacedZone = misplacedZones.front().second;
- float3 ourCenter = misplacedZone->getCenter();
-
- if ((totalDistance / (bestTotalDistance + 1)) > (totalOverlap / (bestTotalOverlap + 1)))
- {
- //Move one zone towards most distant zone to reduce distance
- float maxDistance = 0;
- for (auto con : misplacedZone->getConnections())
- {
- if (con.getConnectionType() == rmg::EConnectionType::REPULSIVE)
- {
- continue;
- }
- auto otherZone = zones[con.getOtherZoneId(misplacedZone->getId())];
- float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
- if (distance > maxDistance)
- {
- maxDistance = distance;
- targetZone = otherZone;
- }
- }
- if (targetZone)
- {
- float3 vec = targetZone->getCenter() - ourCenter;
- float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
- logGlobal->trace("Trying to move zone %d %s towards %d %s. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
- misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
- }
- }
- else
- {
- //Move misplaced zone away from overlapping zone
- float maxOverlap = 0;
- for(const auto & otherZone : zones)
- {
- float3 otherZoneCenter = otherZone.second->getCenter();
- if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
- continue;
- auto distance = static_cast<float>(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->trace("Trying to move zone %d %s away from %d %s. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
- misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
- }
- }
- //Don't swap that zone in next iteration
- lastSwappedZones.insert(misplacedZone->getId());
- }
- float CZonePlacer::metric (const int3 &A, const int3 &B) const
- {
- float dx = abs(A.x - B.x) * scaleX;
- float dy = abs(A.y - B.y) * scaleY;
- /*
- 1. Normal euclidean distance
- 2. Sinus for extra curves
- 3. Nonlinear mess for fuzzy edges
- */
- return dx * dx + dy * dy +
- 5 * std::sin(dx * dy / 10) +
- 25 * std::sin (std::sqrt(A.x * B.x) * (A.y - B.y) / 100 * (scaleX * scaleY));
- }
- void CZonePlacer::assignZones(CRandomGenerator * rand)
- {
- logGlobal->info("Starting zone colouring");
- auto width = map.getMapGenOptions().getWidth();
- auto height = map.getMapGenOptions().getHeight();
- //scale to Medium map to ensure smooth results
- scaleX = 72.f / width;
- scaleY = 72.f / height;
- auto zones = map.getZones();
- vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
- {
- return pr.second->getType() == ETemplateZoneType::WATER;
- });
- using Dpair = std::pair<std::shared_ptr<Zone>, float>;
- 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 = [](const std::shared_ptr<Zone> & zone) -> void
- {
- int3 total(0, 0, 0);
- auto tiles = zone->area().getTiles();
- for(const auto & tile : tiles)
- {
- total += tile;
- }
- int size = static_cast<int>(tiles.size());
- assert(size);
- zone->setPos(int3(total.x / size, total.y / size, total.z / size));
- };
- int levels = map.levels();
- /*
- 1. Create Voronoi diagram
- 2. find current center of mass for each zone. Move zone to that center to balance zones sizes
- */
- int3 pos;
- for(pos.z = 0; pos.z < levels; pos.z++)
- {
- for(pos.x = 0; pos.x < width; pos.x++)
- {
- for(pos.y = 0; pos.y < height; pos.y++)
- {
- distances.clear();
- for(const auto & zone : zones)
- {
- if (zone.second->getPos().z == pos.z)
- distances.emplace_back(zone.second, static_cast<float>(pos.dist2dSQ(zone.second->getPos())));
- else
- distances.emplace_back(zone.second, std::numeric_limits<float>::max());
- }
- boost::min_element(distances, compareByDistance)->first->area().add(pos); //closest tile belongs to zone
- }
- }
- }
- for(const auto & zone : zones)
- {
- if(zone.second->area().empty())
- throw rmgException("Empty zone is generated, probably RMG template is inappropriate for map size");
-
- moveZoneToCenterOfMass(zone.second);
- }
- //assign actual tiles to each zone using nonlinear norm for fine edges
- for(const auto & zone : zones)
- zone.second->clearTiles(); //now populate them again
- for (pos.z = 0; pos.z < levels; pos.z++)
- {
- for (pos.x = 0; pos.x < width; pos.x++)
- {
- for (pos.y = 0; pos.y < height; pos.y++)
- {
- distances.clear();
- for(const auto & zone : zones)
- {
- if (zone.second->getPos().z == pos.z)
- distances.emplace_back(zone.second, metric(pos, zone.second->getPos()));
- else
- distances.emplace_back(zone.second, std::numeric_limits<float>::max());
- }
- auto zone = boost::min_element(distances, compareByDistance)->first; //closest tile belongs to zone
- zone->area().add(pos);
- map.setZoneID(pos, zone->getId());
- }
- }
- }
- //set position (town position) to center of mass of irregular zone
- for(const auto & zone : zones)
- {
- moveZoneToCenterOfMass(zone.second);
- //TODO: similiar for islands
- #define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
- if (zone.second->isUnderground())
- {
- if (!CREATE_FULL_UNDERGROUND)
- {
- auto discardTiles = collectDistantTiles(*zone.second, zone.second->getSize() + 1.f);
- for(const auto & t : discardTiles)
- zone.second->area().erase(t);
- }
- //make sure that terrain inside zone is not a rock
- auto v = zone.second->getArea().getTilesVector();
- map.getMapProxy()->drawTerrain(*rand, v, ETerrainId::SUBTERRANEAN);
- }
- }
- logGlobal->info("Finished zone colouring");
- }
- const TDistanceMap& CZonePlacer::getDistanceMap()
- {
- return distancesBetweenZones;
- }
- VCMI_LIB_NAMESPACE_END
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