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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"
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# include "../CRandomGenerator.h"
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# include "CZonePlacer.h"
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# include "CRmgTemplateZone.h"
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# include "../mapping/CMap.h"
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# include "CZoneGraphGenerator.h"
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class CRandomGenerator ;
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CPlacedZone : : CPlacedZone ( const CRmgTemplateZone * zone )
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{
}
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CZonePlacer : : CZonePlacer ( CMapGenerator * Gen )
: width ( 0 ) , height ( 0 ) , scaleX ( 0 ) , scaleY ( 0 ) , mapSize ( 0 ) , gravityConstant ( 0 ) , stiffnessConstant ( 0 ) ,
gen ( Gen )
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{
}
CZonePlacer : : ~ CZonePlacer ( )
{
}
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int3 CZonePlacer : : cords ( const float3 f ) const
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{
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return int3 ( std : : max ( 0.f , ( f . x * gen - > map - > width ) - 1 ) , std : : max ( 0.f , ( f . y * gen - > map - > height - 1 ) ) , f . z ) ;
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}
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float CZonePlacer : : getDistance ( float distance ) const
{
return ( distance ? distance * distance : 1e-6 ) ;
}
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void CZonePlacer : : placeZones ( const CMapGenOptions * mapGenOptions , CRandomGenerator * rand )
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{
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logGlobal - > info ( " Starting zone placement " ) ;
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width = mapGenOptions - > getWidth ( ) ;
height = mapGenOptions - > getHeight ( ) ;
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auto zones = gen - > getZones ( ) ;
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bool underground = mapGenOptions - > getHasTwoLevels ( ) ;
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/*
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gravity - based algorithm
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let ' s assume we try to fit N circular zones with radius = size on a map
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*/
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gravityConstant = 4e-3 ;
stiffnessConstant = 4e-3 ;
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TZoneVector zonesVector ( zones . begin ( ) , zones . end ( ) ) ;
assert ( zonesVector . size ( ) ) ;
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RandomGeneratorUtil : : randomShuffle ( zonesVector , * rand ) ;
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//0. set zone sizes and surface / underground level
prepareZones ( zones , zonesVector , underground , rand ) ;
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//gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
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//remember best solution
float bestTotalDistance = 1e10 ;
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float bestTotalOverlap = 1e10 ;
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std : : map < CRmgTemplateZone * , float3 > bestSolution ;
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TForceVector forces ;
TForceVector totalForces ; // both attraction and pushback, overcomplicated?
TDistanceVector distances ;
TDistanceVector overlaps ;
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const int MAX_ITERATIONS = 100 ;
for ( int i = 0 ; i < MAX_ITERATIONS ; + + i ) //until zones reach their desired size and fill the map tightly
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{
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//1. attract connected zones
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attractConnectedZones ( zones , forces , distances ) ;
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for ( auto zone : forces )
{
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zone . first - > setCenter ( zone . first - > getCenter ( ) + zone . second ) ;
totalForces [ zone . first ] = zone . second ; //override
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}
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//2. separate overlapping zones
separateOverlappingZones ( zones , forces , overlaps ) ;
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for ( auto zone : forces )
{
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zone . first - > setCenter ( zone . first - > getCenter ( ) + zone . second ) ;
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totalForces [ zone . first ] + = zone . second ; //accumulate
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}
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//3. now perform drastic movement of zone that is completely not linked
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moveOneZone ( zones , totalForces , distances , overlaps ) ;
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//4. NOW after everything was moved, re-evaluate zone positions
attractConnectedZones ( zones , forces , distances ) ;
separateOverlappingZones ( zones , forces , overlaps ) ;
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float totalDistance = 0 ;
float totalOverlap = 0 ;
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for ( auto zone : distances ) //find most misplaced zone
{
totalDistance + = zone . second ;
float overlap = overlaps [ zone . first ] ;
totalOverlap + = overlap ;
}
//check fitness function
bool improvement = false ;
if ( bestTotalDistance > 0 & & bestTotalOverlap > 0 )
{
if ( totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap ) //multiplication is better for auto-scaling, but stops working if one factor is 0
improvement = true ;
}
else
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{
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if ( totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap )
improvement = true ;
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}
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logGlobal - > trace ( " Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s " , totalDistance , totalOverlap , improvement ) ;
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//save best solution
if ( improvement )
{
bestTotalDistance = totalDistance ;
bestTotalOverlap = totalOverlap ;
for ( auto zone : zones )
bestSolution [ zone . second ] = zone . second - > getCenter ( ) ;
}
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}
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logGlobal - > trace ( " Best fitness reached: total distance %2.4f, total overlap %2.4f " , bestTotalDistance , bestTotalOverlap ) ;
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for ( auto zone : zones ) //finalize zone positions
{
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zone . second - > setPos ( cords ( bestSolution [ zone . second ] ) ) ;
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logGlobal - > trace ( " Placed zone %d at relative position %s and coordinates %s " , zone . first , zone . second - > getCenter ( ) . toString ( ) , zone . second - > getPos ( ) . toString ( ) ) ;
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}
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}
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void CZonePlacer : : prepareZones ( TZoneMap & zones , TZoneVector & zonesVector , const bool underground , CRandomGenerator * rand )
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{
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std : : vector < float > totalSize = { 0 , 0 } ; //make sure that sum of zone sizes on surface and uderground match size of the map
const float radius = 0.4f ;
const float pi2 = 6.28f ;
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 ( auto zone : zonesVector )
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{
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if ( ! underground ) //this step is ignored
zonesToPlace . push_back ( zone ) ;
else //place players depending on their factions
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{
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if ( boost : : optional < int > owner = zone . second - > getOwner ( ) )
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{
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auto player = PlayerColor ( * owner - 1 ) ;
auto playerSettings = gen - > mapGenOptions - > getPlayersSettings ( ) ;
si32 faction = CMapGenOptions : : CPlayerSettings : : RANDOM_TOWN ;
if ( vstd : : contains ( playerSettings , player ) )
faction = playerSettings [ player ] . getStartingTown ( ) ;
else
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logGlobal - > error ( " Can't find info for player %d (starting zone) " , player . getNum ( ) ) ;
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if ( faction = = CMapGenOptions : : CPlayerSettings : : RANDOM_TOWN ) //TODO: check this after a town has already been randomized
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zonesToPlace . push_back ( zone ) ;
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else
{
switch ( VLC - > townh - > factions [ faction ] - > nativeTerrain )
{
case ETerrainType : : GRASS :
case ETerrainType : : SWAMP :
case ETerrainType : : SNOW :
case ETerrainType : : SAND :
case ETerrainType : : ROUGH :
//surface
zonesOnLevel [ 0 ] + + ;
levels [ zone . first ] = 0 ;
break ;
case ETerrainType : : LAVA :
case ETerrainType : : SUBTERRANEAN :
//underground
zonesOnLevel [ 1 ] + + ;
levels [ zone . first ] = 1 ;
break ;
case ETerrainType : : DIRT :
default :
//any / random
zonesToPlace . push_back ( zone ) ;
break ;
}
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}
}
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else //no starting zone or no underground altogether
{
zonesToPlace . push_back ( zone ) ;
}
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}
}
for ( 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 ( auto zone : zonesVector )
{
int level = levels [ zone . first ] ;
totalSize [ level ] + = ( zone . second - > getSize ( ) * zone . second - > getSize ( ) ) ;
float randomAngle = rand - > nextDouble ( 0 , pi2 ) ;
zone . second - > setCenter ( float3 ( 0.5f + std : : sin ( randomAngle ) * radius , 0.5f + std : : cos ( randomAngle ) * radius , level ) ) ; //place zones around circle
}
/*
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 ] = sqrt ( ( width * height ) / ( totalSize [ i ] * 3.14f ) ) ;
mapSize = sqrt ( width * height ) ;
for ( auto zone : zones )
{
zone . second - > setSize ( zone . second - > getSize ( ) * prescaler [ zone . second - > getCenter ( ) . z ] ) ;
}
}
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void CZonePlacer : : attractConnectedZones ( TZoneMap & zones , TForceVector & forces , TDistanceVector & distances )
{
for ( auto zone : zones )
{
float3 forceVector ( 0 , 0 , 0 ) ;
float3 pos = zone . second - > getCenter ( ) ;
float totalDistance = 0 ;
for ( auto con : zone . second - > getConnections ( ) )
{
auto otherZone = zones [ con ] ;
float3 otherZoneCenter = otherZone - > getCenter ( ) ;
float distance = pos . dist2d ( otherZoneCenter ) ;
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 )
{
//WARNING: compiler used to 'optimize' that line so it never actually worked
float overlapMultiplier = ( pos . z = = otherZoneCenter . z ) ? ( minDistance / distance ) : 1.0f ;
forceVector + = ( ( ( otherZoneCenter - pos ) * overlapMultiplier / getDistance ( distance ) ) ) * gravityConstant ; //positive value
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 ( auto zone : zones )
{
float3 forceVector ( 0 , 0 , 0 ) ;
float3 pos = zone . second - > getCenter ( ) ;
float overlap = 0 ;
//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 ;
if ( distance < minDistance )
{
forceVector - = ( ( ( otherZoneCenter - pos ) * ( minDistance / ( distance ? distance : 1e-3 ) ) ) / getDistance ( distance ) ) * stiffnessConstant ; //negative value
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 ) ;
float distance = 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 - > stiffnessConstant ; //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 ) ;
}
overlaps [ zone . second ] = overlap ;
forceVector . z = 0 ; //operator - doesn't preserve z coordinate :/
forces [ zone . second ] = forceVector ;
}
}
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void CZonePlacer : : moveOneZone ( TZoneMap & zones , TForceVector & totalForces , TDistanceVector & distances , TDistanceVector & overlaps )
{
float maxRatio = 0 ;
const int maxDistanceMovementRatio = zones . size ( ) * zones . size ( ) ; //experimental - the more zones, the greater total distance expected
CRmgTemplateZone * misplacedZone = nullptr ;
float totalDistance = 0 ;
float totalOverlap = 0 ;
for ( auto zone : distances ) //find most misplaced zone
{
totalDistance + = zone . second ;
float overlap = overlaps [ zone . first ] ;
totalOverlap + = overlap ;
float ratio = ( zone . second + overlap ) / totalForces [ zone . first ] . mag ( ) ; //if distance to actual movement is long, the zone is misplaced
if ( ratio > maxRatio )
{
maxRatio = ratio ;
misplacedZone = zone . first ;
}
}
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logGlobal - > trace ( " Worst misplacement/movement ratio: %3.2f " , maxRatio ) ;
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if ( maxRatio > maxDistanceMovementRatio & & misplacedZone )
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{
CRmgTemplateZone * targetZone = nullptr ;
float3 ourCenter = misplacedZone - > getCenter ( ) ;
if ( totalDistance > totalOverlap )
{
//find most distant zone that should be attracted and move inside it
float maxDistance = 0 ;
for ( auto con : misplacedZone - > getConnections ( ) )
{
auto otherZone = zones [ con ] ;
float distance = otherZone - > getCenter ( ) . dist2dSQ ( ourCenter ) ;
if ( distance > maxDistance )
{
maxDistance = distance ;
targetZone = otherZone ;
}
}
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if ( targetZone ) //TODO: consider refactoring duplicated code
{
float3 vec = targetZone - > getCenter ( ) - ourCenter ;
float newDistanceBetweenZones = ( std : : max ( misplacedZone - > getSize ( ) , targetZone - > getSize ( ) ) ) / mapSize ;
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logGlobal - > trace ( " Trying to move zone %d %s towards %d %s. Old distance %f " , misplacedZone - > getId ( ) , ourCenter . toString ( ) , targetZone - > getId ( ) , targetZone - > getCenter ( ) . toString ( ) , maxDistance ) ;
logGlobal - > trace ( " direction is %s " , vec . toString ( ) ) ;
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misplacedZone - > setCenter ( targetZone - > getCenter ( ) - vec . unitVector ( ) * newDistanceBetweenZones ) ; //zones should now overlap by half size
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logGlobal - > trace ( " New distance %f " , targetZone - > getCenter ( ) . dist2d ( misplacedZone - > getCenter ( ) ) ) ;
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}
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}
else
{
float maxOverlap = 0 ;
for ( auto otherZone : zones )
{
float3 otherZoneCenter = otherZone . second - > getCenter ( ) ;
if ( otherZone . second = = misplacedZone | | otherZoneCenter . z ! = ourCenter . z )
continue ;
float distance = otherZoneCenter . dist2dSQ ( ourCenter ) ;
if ( distance > maxOverlap )
{
maxOverlap = distance ;
targetZone = otherZone . second ;
}
}
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if ( targetZone )
{
float3 vec = ourCenter - targetZone - > getCenter ( ) ;
float newDistanceBetweenZones = ( misplacedZone - > getSize ( ) + targetZone - > getSize ( ) ) / mapSize ;
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logGlobal - > trace ( " Trying to move zone %d %s away from %d %s. Old distance %f " , misplacedZone - > getId ( ) , ourCenter . toString ( ) , targetZone - > getId ( ) , targetZone - > getCenter ( ) . toString ( ) , maxOverlap ) ;
logGlobal - > trace ( " direction is %s " , vec . toString ( ) ) ;
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misplacedZone - > setCenter ( targetZone - > getCenter ( ) + vec . unitVector ( ) * newDistanceBetweenZones ) ; //zones should now be just separated
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logGlobal - > trace ( " New distance %f " , targetZone - > getCenter ( ) . dist2d ( misplacedZone - > getCenter ( ) ) ) ;
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}
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}
}
}
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float CZonePlacer : : metric ( const int3 & A , const int3 & B ) const
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{
/*
Matlab code
dx = abs ( A ( 1 ) - B ( 1 ) ) ; % distance must be symmetric
dy = abs ( A ( 2 ) - B ( 2 ) ) ;
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d = 0.01 * dx ^ 3 - 0.1618 * dx ^ 2 + 1 * dx + . . .
0.01618 * dy ^ 3 + 0.1 * dy ^ 2 + 0.168 * dy ;
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*/
float dx = abs ( A . x - B . x ) * scaleX ;
float dy = abs ( A . y - B . y ) * scaleY ;
//Horner scheme
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return dx * ( 1 + dx * ( 0.1 + dx * 0.01 ) ) + dy * ( 1.618 + dy * ( - 0.1618 + dy * 0.01618 ) ) ;
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}
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void CZonePlacer : : assignZones ( const CMapGenOptions * mapGenOptions )
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{
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logGlobal - > info ( " Starting zone colouring " ) ;
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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 ( ) ) ;
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//now place zones correctly and assign tiles to each zone
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auto compareByDistance = [ ] ( const Dpair & lhs , const Dpair & rhs ) - > bool
{
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//bigger zones have smaller distance
return lhs . second / lhs . first - > getSize ( ) < rhs . second / rhs . first - > getSize ( ) ;
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} ;
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auto moveZoneToCenterOfMass = [ ] ( CRmgTemplateZone * zone ) - > void
{
int3 total ( 0 , 0 , 0 ) ;
auto tiles = zone - > getTileInfo ( ) ;
for ( auto tile : tiles )
{
total + = tile ;
}
int size = tiles . size ( ) ;
assert ( size ) ;
zone - > setPos ( int3 ( total . x / size , total . y / size , total . z / size ) ) ;
} ;
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int levels = gen - > map - > twoLevel ? 2 : 1 ;
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/*
1. Create Voronoi diagram
2. find current center of mass for each zone . Move zone to that center to balance zones sizes
*/
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 , pos . dist2dSQ ( zone . second - > getPos ( ) ) ) ) ;
else
distances . push_back ( std : : make_pair ( zone . second , std : : numeric_limits < float > : : max ( ) ) ) ;
}
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boost : : min_element ( distances , compareByDistance ) - > first - > addTile ( pos ) ; //closest tile belongs to zone
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}
}
}
for ( auto zone : zones )
moveZoneToCenterOfMass ( zone . second ) ;
//assign actual tiles to each zone using nonlinear norm for fine edges
for ( auto zone : zones )
zone . second - > clearTiles ( ) ; //now populate them again
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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 )
{
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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 ( ) ) ) ;
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}
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auto zone = boost : : min_element ( distances , compareByDistance ) - > first ; //closest tile belongs to zone
zone - > addTile ( pos ) ;
gen - > setZoneID ( pos , zone - > getId ( ) ) ;
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}
}
}
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//set position (town position) to center of mass of irregular zone
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for ( auto zone : zones )
{
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moveZoneToCenterOfMass ( zone . second ) ;
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//TODO: similiar for islands
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# define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
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if ( zone . second - > getPos ( ) . z )
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{
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if ( ! CREATE_FULL_UNDERGROUND )
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zone . second - > discardDistantTiles ( zone . second - > getSize ( ) + 1 ) ;
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//make sure that terrain inside zone is not a rock
//FIXME: reorder actions?
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zone . second - > paintZoneTerrain ( ETerrainType : : SUBTERRANEAN ) ;
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}
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}
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logGlobal - > info ( " Finished zone colouring " ) ;
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}