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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Move road randomizer to separate file

This commit is contained in:
Tomasz Zieliński
2025-08-01 20:43:40 +02:00
parent 3bfd714d3f
commit 07a6474117
6 changed files with 610 additions and 536 deletions

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@@ -218,6 +218,7 @@ set(lib_MAIN_SRCS
rmg/CRmgTemplate.cpp
rmg/CRmgTemplateStorage.cpp
rmg/CZonePlacer.cpp
rmg/CRoadRandomizer.cpp
rmg/TileInfo.cpp
rmg/Zone.cpp
rmg/Functions.cpp
@@ -675,6 +676,7 @@ set(lib_MAIN_HEADERS
rmg/CRmgTemplate.h
rmg/CRmgTemplateStorage.h
rmg/CZonePlacer.h
rmg/CRoadRandomizer.h
rmg/TileInfo.h
rmg/Zone.h
rmg/RmgMap.h

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@@ -25,6 +25,7 @@
#include "../constants/StringConstants.h"
#include "../filesystem/Filesystem.h"
#include "CZonePlacer.h"
#include "CRoadRandomizer.h"
#include "TileInfo.h"
#include "Zone.h"
#include "Functions.h"
@@ -329,7 +330,9 @@ void CMapGenerator::genZones()
placer->placeZones(rand.get());
placer->assignZones(rand.get());
placer->RemoveRoadsForWideConnections();
placer->dropRandomRoads(rand.get());
CRoadRandomizer roadRandomizer(*map);
roadRandomizer.dropRandomRoads(rand.get());
logGlobal->info("Zones generated successfully");
}

564
lib/rmg/CRoadRandomizer.cpp Normal file
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@@ -0,0 +1,564 @@
/*
* CRoadRandomizer.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 "CRoadRandomizer.h"
#include "RmgMap.h"
#include "Zone.h"
#include "Functions.h"
#include "CRmgTemplate.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
CRoadRandomizer::CRoadRandomizer(RmgMap & map)
: map(map)
{
}
TRmgTemplateZoneId findSet(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x)
{
if(parent[x] != x)
parent[x] = findSet(parent, parent[x]);
return parent[x];
}
void unionSets(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x, TRmgTemplateZoneId y)
{
TRmgTemplateZoneId rx = findSet(parent, x);
TRmgTemplateZoneId ry = findSet(parent, y);
if(rx != ry)
parent[rx] = ry;
}
/*
Random road generation requirements:
- Every town should be connected via road
- There should be exactly one road betwen any two towns (connected MST)
- This excludes cases when there are multiple road connetions betwween two zones
- Road cannot end in a zone without town
- Wide connections should have no road
*/
void CRoadRandomizer::dropRandomRoads(vstd::RNG * rand)
{
logGlobal->info("Starting road randomization");
auto zones = map.getZones();
// Helper lambda to set road option for all instances of a connection
auto setRoadOptionForConnection = [&zones](int connectionId, rmg::ERoadOption roadOption)
{
// Update all instances of this connection (A→B and B→A) to have the same road option
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getId() == connectionId)
{
zonePtr.second->setRoadOption(connectionId, roadOption);
}
}
}
};
// Identify zones with towns
std::set<TRmgTemplateZoneId> zonesWithTowns;
for(const auto & zone : zones)
{
if(zone.second->getPlayerTowns().getTownCount() ||
zone.second->getPlayerTowns().getCastleCount() ||
zone.second->getNeutralTowns().getTownCount() ||
zone.second->getNeutralTowns().getCastleCount())
{
zonesWithTowns.insert(zone.first);
}
}
logGlobal->info("Found %d zones with towns", zonesWithTowns.size());
if(zonesWithTowns.empty())
{
// No towns, no roads needed - mark all RANDOM roads as FALSE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_FALSE);
}
}
}
return;
}
// Track direct connections between zones (both TRUE and RANDOM)
std::map<TRmgTemplateZoneId, std::map<TRmgTemplateZoneId, bool>> directConnections;
// First pass: find all TRUE connections
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
{
// Mark that these zones are directly connected by a TRUE road
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
}
}
}
// Track all available connections in the template (for graph connectivity analysis)
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> allConnections;
std::map<std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>, int> connectionIds;
// Build adjacency list for available connections and track connection IDs
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE ||
connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
// Only include TRUE and RANDOM roads in connectivity analysis
allConnections[zoneA].insert(zoneB);
allConnections[zoneB].insert(zoneA);
// Track connection ID for later use
connectionIds[{std::min(zoneA, zoneB), std::max(zoneA, zoneB)}] = connection.getId();
}
}
}
// Check if there's a path between all town zones using all available connections
// This is to verify if global connectivity is even possible
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> reachableTowns;
for(auto startTown : zonesWithTowns)
{
std::queue<TRmgTemplateZoneId> q;
std::set<TRmgTemplateZoneId> visited;
q.push(startTown);
visited.insert(startTown);
while(!q.empty())
{
auto current = q.front();
q.pop();
for(auto neighbor : allConnections[current])
{
if(!vstd::contains(visited, neighbor))
{
visited.insert(neighbor);
q.push(neighbor);
if(vstd::contains(zonesWithTowns, neighbor))
{
reachableTowns[startTown].insert(neighbor);
}
}
}
}
}
// Initialize Union-Find for MST tracking
std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
for(auto townZone : zonesWithTowns)
{
parent[townZone] = townZone;
}
// Add all TRUE roads connecting town zones to MST
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// If both zones have towns, add to MST
if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
{
unionSets(parent, zoneA, zoneB);
}
}
}
}
// Process all paths through true roads (BFS)
for(auto townZone : zonesWithTowns)
{
std::queue<TRmgTemplateZoneId> q;
std::set<TRmgTemplateZoneId> visited;
q.push(townZone);
visited.insert(townZone);
while(!q.empty())
{
auto current = q.front();
q.pop();
for(auto & otherZone : directConnections[current])
{
if(otherZone.second && !vstd::contains(visited, otherZone.first))
{
visited.insert(otherZone.first);
q.push(otherZone.first);
// If this is another town, update MST
if(vstd::contains(zonesWithTowns, otherZone.first))
{
unionSets(parent, townZone, otherZone.first);
}
}
}
}
}
// Process RANDOM connections
// First, ensure each town has at least one connection
for(auto townZone : zonesWithTowns)
{
// Skip if already has a TRUE road
if(!directConnections[townZone].empty())
continue;
// Find a random connection to upgrade to TRUE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM &&
(connection.getZoneA() == townZone || connection.getZoneB() == townZone))
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// Don't upgrade if these zones are already directly connected by a TRUE road
if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
continue;
// Upgrade to TRUE
setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
auto otherZone = (zoneA == townZone) ? zoneB : zoneA;
logGlobal->info("Setting RANDOM road to TRUE for connection %d to ensure town zone %d has at least one connection (to zone %d)",
connection.getId(), townZone, otherZone);
break;
}
}
// Stop if we've found a connection
if(!directConnections[townZone].empty())
break;
}
}
// Process remaining RANDOM roads - prioritize town connectivity
// First collect all RANDOM roads
std::vector<std::pair<int, std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>>> randomRoads;
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
auto id = connection.getId();
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// Skip if these zones are already directly connected by a TRUE road
if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
{
setRoadOptionForConnection(id, rmg::ERoadOption::ROAD_FALSE);
logGlobal->info("Setting RANDOM road to FALSE for connection %d - duplicate of TRUE road between zones %d and %d",
id, zoneA, zoneB);
continue;
}
randomRoads.push_back(std::make_pair(id, std::make_pair(zoneA, zoneB)));
}
}
}
RandomGeneratorUtil::randomShuffle(randomRoads, *rand);
// Process random roads - first connect town zones
for(auto& road : randomRoads)
{
auto id = road.first;
auto zoneA = road.second.first;
auto zoneB = road.second.second;
bool setToTrue = false;
// If both zones have towns, check if they're already connected in the MST
if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
{
if(findSet(parent, zoneA) != findSet(parent, zoneB))
{
// Not connected, add this road to MST
unionSets(parent, zoneA, zoneB);
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d between town zones %d and %d",
id, zoneA, zoneB);
}
}
// If one zone has a town and one doesn't
else if(vstd::contains(zonesWithTowns, zoneA) || vstd::contains(zonesWithTowns, zoneB))
{
TRmgTemplateZoneId townZone = vstd::contains(zonesWithTowns, zoneA) ? zoneA : zoneB;
TRmgTemplateZoneId nonTownZone = vstd::contains(zonesWithTowns, zoneA) ? zoneB : zoneA;
// Check if this town already has at least one TRUE connection
if(directConnections[townZone].empty())
{
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d - only connection for town zone %d",
id, townZone);
}
else
{
// See if this non-town zone connects to another town zone
// This could be a potential bridge zone to connect towns
bool connectsToOtherTown = false;
TRmgTemplateZoneId otherTownZone = 0;
for(auto connectedZone : allConnections[nonTownZone])
{
if(vstd::contains(zonesWithTowns, connectedZone) && connectedZone != townZone)
{
otherTownZone = connectedZone;
connectsToOtherTown = true;
break;
}
}
if(connectsToOtherTown && findSet(parent, townZone) != findSet(parent, otherTownZone))
{
// This non-town zone can help connect two town zones that are not yet connected
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d - bridge through non-town zone %d to connect towns %d and %d",
id, nonTownZone, townZone, otherTownZone);
}
}
}
// Update all zones with this connection
setRoadOptionForConnection(id, setToTrue ? rmg::ERoadOption::ROAD_TRUE : rmg::ERoadOption::ROAD_FALSE);
if(setToTrue)
{
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
}
}
// Check if we have a connected graph for town zones after initial MST
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> connectedComponents;
std::set<TRmgTemplateZoneId> processedTowns;
for(auto townZone : zonesWithTowns)
{
if(vstd::contains(processedTowns, townZone))
continue;
std::set<TRmgTemplateZoneId> component;
for(auto otherTown : zonesWithTowns)
{
if(findSet(parent, townZone) == findSet(parent, otherTown))
{
component.insert(otherTown);
processedTowns.insert(otherTown);
}
}
if(!component.empty())
connectedComponents[townZone] = component;
}
// If we have more than one component, try to connect them if possible
if(connectedComponents.size() > 1)
{
logGlobal->warn("Found %d disconnected town components, trying to connect them", connectedComponents.size());
// Create a list of components
std::vector<std::set<TRmgTemplateZoneId>> components;
for(auto & component : connectedComponents)
{
components.push_back(component.second);
}
// For each pair of components, try to find a path between them
for(size_t i = 0; i < components.size() - 1; i++)
{
bool foundBridge = false;
for(size_t j = i + 1; j < components.size() && !foundBridge; j++)
{
// Try to find a path between any two towns in different components
for(auto townA : components[i])
{
if(foundBridge) break;
for(auto townB : components[j])
{
// Check if there's a path between townA and townB in the original template
if(vstd::contains(reachableTowns[townA], townB))
{
// There's a path, now find the specific path to enable roads on
std::queue<TRmgTemplateZoneId> q;
std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> prev;
q.push(townA);
prev[townA] = 0; // Mark as visited with no predecessor
bool found = false;
while(!q.empty() && !found)
{
auto current = q.front();
q.pop();
for(auto next : allConnections[current])
{
if(!vstd::contains(prev, next))
{
prev[next] = current;
q.push(next);
if(next == townB)
{
found = true;
break;
}
}
}
}
// Now reconstruct the path and set all roads on this path to TRUE
if(found)
{
std::vector<TRmgTemplateZoneId> path;
TRmgTemplateZoneId current = townB;
while(current != townA)
{
path.push_back(current);
current = prev[current];
}
path.push_back(townA);
// Reverse to get path from townA to townB
std::reverse(path.begin(), path.end());
logGlobal->info("Found path between town zones %d and %d, enabling all roads on this path", townA, townB);
// Enable all roads on this path
for(size_t k = 0; k < path.size() - 1; k++)
{
auto zoneA = path[k];
auto zoneB = path[k+1];
auto minZone = std::min(zoneA, zoneB);
auto maxZone = std::max(zoneA, zoneB);
if(vstd::contains(connectionIds, std::make_pair(minZone, maxZone)))
{
auto connectionId = connectionIds[std::make_pair(minZone, maxZone)];
// Enable this road if it's not already TRUE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getId() == connectionId &&
connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
setRoadOptionForConnection(connectionId, rmg::ERoadOption::ROAD_TRUE);
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d to connect components - part of path between towns %d and %d",
connectionId, townA, townB);
break;
}
}
}
}
}
// Update Union-Find to merge components
unionSets(parent, townA, townB);
foundBridge = true;
break;
}
}
}
}
}
if(!foundBridge)
{
logGlobal->warn("Could not find a path between component with towns [%s] and other components",
[&components, i]() {
std::string result;
for(auto town : components[i])
{
if(!result.empty()) result += ", ";
result += std::to_string(town);
}
return result;
}().c_str());
}
}
}
// Final check for connectivity between town zones
std::set<TRmgTemplateZoneId> connectedTowns;
if(!zonesWithTowns.empty())
{
auto firstTown = *zonesWithTowns.begin();
for(auto town : zonesWithTowns)
{
if(findSet(parent, firstTown) == findSet(parent, town))
{
connectedTowns.insert(town);
}
}
}
logGlobal->info("Final town connectivity: %d connected out of %d total town zones",
connectedTowns.size(), zonesWithTowns.size());
logGlobal->info("Finished road generation - created minimal spanning tree connecting all towns");
}
VCMI_LIB_NAMESPACE_END

40
lib/rmg/CRoadRandomizer.h Normal file
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@@ -0,0 +1,40 @@
/*
* CRoadRandomizer.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 "../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace vstd
{
class RNG;
}
class RmgMap;
class CRoadRandomizer
{
public:
explicit CRoadRandomizer(RmgMap & map);
~CRoadRandomizer() = default;
void dropRandomRoads(vstd::RNG * rand);
private:
RmgMap & map;
};
// Helper functions for Union-Find (Disjoint Set Union)
TRmgTemplateZoneId findSet(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x);
void unionSets(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x, TRmgTemplateZoneId y);
VCMI_LIB_NAMESPACE_END

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@@ -1021,541 +1021,7 @@ void CZonePlacer::RemoveRoadsForWideConnections()
}
}
TRmgTemplateZoneId findSet(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x)
{
if(parent[x] != x)
parent[x] = findSet(parent, parent[x]);
return parent[x];
}
void unionSets(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x, TRmgTemplateZoneId y)
{
TRmgTemplateZoneId rx = findSet(parent, x);
TRmgTemplateZoneId ry = findSet(parent, y);
if(rx != ry)
parent[rx] = ry;
}
/*
Random road generation requirements:
- Every town should be connected via road
- There should be exactly one road betwen any two towns (connected MST)
- This excludes cases when there are multiple road connetions betwween two zones
- Road cannot end in a zone without town
- Wide connections should have no road
*/
void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
{
logGlobal->info("Starting road randomization");
auto zones = map.getZones();
// Helper lambda to set road option for all instances of a connection
auto setRoadOptionForConnection = [&zones](int connectionId, rmg::ERoadOption roadOption)
{
// Update all instances of this connection (A→B and B→A) to have the same road option
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getId() == connectionId)
{
zonePtr.second->setRoadOption(connectionId, roadOption);
}
}
}
};
// Identify zones with towns
std::set<TRmgTemplateZoneId> zonesWithTowns;
for(const auto & zone : zones)
{
if(zone.second->getPlayerTowns().getTownCount() ||
zone.second->getPlayerTowns().getCastleCount() ||
zone.second->getNeutralTowns().getTownCount() ||
zone.second->getNeutralTowns().getCastleCount())
{
zonesWithTowns.insert(zone.first);
}
}
logGlobal->info("Found %d zones with towns", zonesWithTowns.size());
if(zonesWithTowns.empty())
{
// No towns, no roads needed - mark all RANDOM roads as FALSE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_FALSE);
}
}
}
return;
}
// Track direct connections between zones (both TRUE and RANDOM)
std::map<TRmgTemplateZoneId, std::map<TRmgTemplateZoneId, bool>> directConnections;
// First pass: find all TRUE connections
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
{
// Mark that these zones are directly connected by a TRUE road
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
}
}
}
// Track all available connections in the template (for graph connectivity analysis)
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> allConnections;
std::map<std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>, int> connectionIds;
// Build adjacency list for available connections and track connection IDs
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE ||
connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
// Only include TRUE and RANDOM roads in connectivity analysis
allConnections[zoneA].insert(zoneB);
allConnections[zoneB].insert(zoneA);
// Track connection ID for later use
connectionIds[{std::min(zoneA, zoneB), std::max(zoneA, zoneB)}] = connection.getId();
}
}
}
// Check if there's a path between all town zones using all available connections
// This is to verify if global connectivity is even possible
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> reachableTowns;
for(auto startTown : zonesWithTowns)
{
std::queue<TRmgTemplateZoneId> q;
std::set<TRmgTemplateZoneId> visited;
q.push(startTown);
visited.insert(startTown);
while(!q.empty())
{
auto current = q.front();
q.pop();
for(auto neighbor : allConnections[current])
{
if(!vstd::contains(visited, neighbor))
{
visited.insert(neighbor);
q.push(neighbor);
if(vstd::contains(zonesWithTowns, neighbor))
{
reachableTowns[startTown].insert(neighbor);
}
}
}
}
}
// Initialize Union-Find for MST tracking
std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
for(auto townZone : zonesWithTowns)
{
parent[townZone] = townZone;
}
// Add all TRUE roads connecting town zones to MST
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// If both zones have towns, add to MST
if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
{
unionSets(parent, zoneA, zoneB);
}
}
}
}
// Process all paths through true roads (BFS)
for(auto townZone : zonesWithTowns)
{
std::queue<TRmgTemplateZoneId> q;
std::set<TRmgTemplateZoneId> visited;
q.push(townZone);
visited.insert(townZone);
while(!q.empty())
{
auto current = q.front();
q.pop();
for(auto & otherZone : directConnections[current])
{
if(otherZone.second && !vstd::contains(visited, otherZone.first))
{
visited.insert(otherZone.first);
q.push(otherZone.first);
// If this is another town, update MST
if(vstd::contains(zonesWithTowns, otherZone.first))
{
unionSets(parent, townZone, otherZone.first);
}
}
}
}
}
// Process RANDOM connections
// First, ensure each town has at least one connection
for(auto townZone : zonesWithTowns)
{
// Skip if already has a TRUE road
if(!directConnections[townZone].empty())
continue;
// Find a random connection to upgrade to TRUE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM &&
(connection.getZoneA() == townZone || connection.getZoneB() == townZone))
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// Don't upgrade if these zones are already directly connected by a TRUE road
if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
continue;
// Upgrade to TRUE
setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
auto otherZone = (zoneA == townZone) ? zoneB : zoneA;
logGlobal->info("Setting RANDOM road to TRUE for connection %d to ensure town zone %d has at least one connection (to zone %d)",
connection.getId(), townZone, otherZone);
break;
}
}
// Stop if we've found a connection
if(!directConnections[townZone].empty())
break;
}
}
// Process remaining RANDOM roads - prioritize town connectivity
// First collect all RANDOM roads
std::vector<std::pair<int, std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>>> randomRoads;
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
auto id = connection.getId();
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// Skip if these zones are already directly connected by a TRUE road
if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
{
setRoadOptionForConnection(id, rmg::ERoadOption::ROAD_FALSE);
logGlobal->info("Setting RANDOM road to FALSE for connection %d - duplicate of TRUE road between zones %d and %d",
id, zoneA, zoneB);
continue;
}
randomRoads.push_back(std::make_pair(id, std::make_pair(zoneA, zoneB)));
}
}
}
RandomGeneratorUtil::randomShuffle(randomRoads, *rand);
// Process random roads - first connect town zones
for(auto& road : randomRoads)
{
auto id = road.first;
auto zoneA = road.second.first;
auto zoneB = road.second.second;
bool setToTrue = false;
// If both zones have towns, check if they're already connected in the MST
if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
{
if(findSet(parent, zoneA) != findSet(parent, zoneB))
{
// Not connected, add this road to MST
unionSets(parent, zoneA, zoneB);
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d between town zones %d and %d",
id, zoneA, zoneB);
}
}
// If one zone has a town and one doesn't
else if(vstd::contains(zonesWithTowns, zoneA) || vstd::contains(zonesWithTowns, zoneB))
{
TRmgTemplateZoneId townZone = vstd::contains(zonesWithTowns, zoneA) ? zoneA : zoneB;
TRmgTemplateZoneId nonTownZone = vstd::contains(zonesWithTowns, zoneA) ? zoneB : zoneA;
// Check if this town already has at least one TRUE connection
if(directConnections[townZone].empty())
{
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d - only connection for town zone %d",
id, townZone);
}
else
{
// See if this non-town zone connects to another town zone
// This could be a potential bridge zone to connect towns
bool connectsToOtherTown = false;
TRmgTemplateZoneId otherTownZone = 0;
for(auto connectedZone : allConnections[nonTownZone])
{
if(vstd::contains(zonesWithTowns, connectedZone) && connectedZone != townZone)
{
otherTownZone = connectedZone;
connectsToOtherTown = true;
break;
}
}
if(connectsToOtherTown && findSet(parent, townZone) != findSet(parent, otherTownZone))
{
// This non-town zone can help connect two town zones that are not yet connected
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d - bridge through non-town zone %d to connect towns %d and %d",
id, nonTownZone, townZone, otherTownZone);
}
}
}
// Update all zones with this connection
setRoadOptionForConnection(id, setToTrue ? rmg::ERoadOption::ROAD_TRUE : rmg::ERoadOption::ROAD_FALSE);
if(setToTrue)
{
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
}
}
// Check if we have a connected graph for town zones after initial MST
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> connectedComponents;
std::set<TRmgTemplateZoneId> processedTowns;
for(auto townZone : zonesWithTowns)
{
if(vstd::contains(processedTowns, townZone))
continue;
std::set<TRmgTemplateZoneId> component;
for(auto otherTown : zonesWithTowns)
{
if(findSet(parent, townZone) == findSet(parent, otherTown))
{
component.insert(otherTown);
processedTowns.insert(otherTown);
}
}
if(!component.empty())
connectedComponents[townZone] = component;
}
// If we have more than one component, try to connect them if possible
if(connectedComponents.size() > 1)
{
logGlobal->warn("Found %d disconnected town components, trying to connect them", connectedComponents.size());
// Create a list of components
std::vector<std::set<TRmgTemplateZoneId>> components;
for(auto & component : connectedComponents)
{
components.push_back(component.second);
}
// For each pair of components, try to find a path between them
for(size_t i = 0; i < components.size() - 1; i++)
{
bool foundBridge = false;
for(size_t j = i + 1; j < components.size() && !foundBridge; j++)
{
// Try to find a path between any two towns in different components
for(auto townA : components[i])
{
if(foundBridge) break;
for(auto townB : components[j])
{
// Check if there's a path between townA and townB in the original template
if(vstd::contains(reachableTowns[townA], townB))
{
// There's a path, now find the specific path to enable roads on
std::queue<TRmgTemplateZoneId> q;
std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> prev;
q.push(townA);
prev[townA] = 0; // Mark as visited with no predecessor
bool found = false;
while(!q.empty() && !found)
{
auto current = q.front();
q.pop();
for(auto next : allConnections[current])
{
if(!vstd::contains(prev, next))
{
prev[next] = current;
q.push(next);
if(next == townB)
{
found = true;
break;
}
}
}
}
// Now reconstruct the path and set all roads on this path to TRUE
if(found)
{
std::vector<TRmgTemplateZoneId> path;
TRmgTemplateZoneId current = townB;
while(current != townA)
{
path.push_back(current);
current = prev[current];
}
path.push_back(townA);
// Reverse to get path from townA to townB
std::reverse(path.begin(), path.end());
logGlobal->info("Found path between town zones %d and %d, enabling all roads on this path", townA, townB);
// Enable all roads on this path
for(size_t k = 0; k < path.size() - 1; k++)
{
auto zoneA = path[k];
auto zoneB = path[k+1];
auto minZone = std::min(zoneA, zoneB);
auto maxZone = std::max(zoneA, zoneB);
if(vstd::contains(connectionIds, std::make_pair(minZone, maxZone)))
{
auto connectionId = connectionIds[std::make_pair(minZone, maxZone)];
// Enable this road if it's not already TRUE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getId() == connectionId &&
connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
setRoadOptionForConnection(connectionId, rmg::ERoadOption::ROAD_TRUE);
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d to connect components - part of path between towns %d and %d",
connectionId, townA, townB);
break;
}
}
}
}
}
// Update Union-Find to merge components
unionSets(parent, townA, townB);
foundBridge = true;
break;
}
}
}
}
}
if(!foundBridge)
{
logGlobal->warn("Could not find a path between component with towns [%s] and other components",
[&components, i]() {
std::string result;
for(auto town : components[i])
{
if(!result.empty()) result += ", ";
result += std::to_string(town);
}
return result;
}().c_str());
}
}
}
// Final check for connectivity between town zones
std::set<TRmgTemplateZoneId> connectedTowns;
if(!zonesWithTowns.empty())
{
auto firstTown = *zonesWithTowns.begin();
for(auto town : zonesWithTowns)
{
if(findSet(parent, firstTown) == findSet(parent, town))
{
connectedTowns.insert(town);
}
}
}
logGlobal->info("Final town connectivity: %d connected out of %d total town zones",
connectedTowns.size(), zonesWithTowns.size());
logGlobal->info("Finished road generation - created minimal spanning tree connecting all towns");
}
const TDistanceMap& CZonePlacer::getDistanceMap()
{

View File

@@ -47,7 +47,6 @@ public:
float scaleForceBetweenZones(const std::shared_ptr<Zone> zoneA, const std::shared_ptr<Zone> zoneB) const;
void assignZones(vstd::RNG * rand);
void RemoveRoadsForWideConnections();
void dropRandomRoads(vstd::RNG * rand);
const TDistanceMap & getDistanceMap();