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Move road randomizer to separate file
This commit is contained in:
@@ -218,6 +218,7 @@ set(lib_MAIN_SRCS
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rmg/CRmgTemplate.cpp
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rmg/CRmgTemplateStorage.cpp
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rmg/CZonePlacer.cpp
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rmg/CRoadRandomizer.cpp
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rmg/TileInfo.cpp
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rmg/Zone.cpp
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rmg/Functions.cpp
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@@ -675,6 +676,7 @@ set(lib_MAIN_HEADERS
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rmg/CRmgTemplate.h
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rmg/CRmgTemplateStorage.h
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rmg/CZonePlacer.h
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rmg/CRoadRandomizer.h
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rmg/TileInfo.h
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rmg/Zone.h
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rmg/RmgMap.h
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@@ -25,6 +25,7 @@
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#include "../constants/StringConstants.h"
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#include "../filesystem/Filesystem.h"
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#include "CZonePlacer.h"
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#include "CRoadRandomizer.h"
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#include "TileInfo.h"
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#include "Zone.h"
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#include "Functions.h"
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@@ -329,7 +330,9 @@ void CMapGenerator::genZones()
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placer->placeZones(rand.get());
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placer->assignZones(rand.get());
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placer->RemoveRoadsForWideConnections();
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placer->dropRandomRoads(rand.get());
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CRoadRandomizer roadRandomizer(*map);
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roadRandomizer.dropRandomRoads(rand.get());
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logGlobal->info("Zones generated successfully");
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}
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564
lib/rmg/CRoadRandomizer.cpp
Normal file
564
lib/rmg/CRoadRandomizer.cpp
Normal file
@@ -0,0 +1,564 @@
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/*
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* CRoadRandomizer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CRoadRandomizer.h"
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#include "RmgMap.h"
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#include "Zone.h"
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#include "Functions.h"
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#include "CRmgTemplate.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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CRoadRandomizer::CRoadRandomizer(RmgMap & map)
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: map(map)
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{
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}
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TRmgTemplateZoneId findSet(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x)
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{
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if(parent[x] != x)
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parent[x] = findSet(parent, parent[x]);
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return parent[x];
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}
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void unionSets(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTemplateZoneId x, TRmgTemplateZoneId y)
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{
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TRmgTemplateZoneId rx = findSet(parent, x);
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TRmgTemplateZoneId ry = findSet(parent, y);
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if(rx != ry)
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parent[rx] = ry;
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}
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/*
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Random road generation requirements:
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- Every town should be connected via road
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- There should be exactly one road betwen any two towns (connected MST)
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- This excludes cases when there are multiple road connetions betwween two zones
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- Road cannot end in a zone without town
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- Wide connections should have no road
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*/
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void CRoadRandomizer::dropRandomRoads(vstd::RNG * rand)
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{
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logGlobal->info("Starting road randomization");
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auto zones = map.getZones();
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// Helper lambda to set road option for all instances of a connection
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auto setRoadOptionForConnection = [&zones](int connectionId, rmg::ERoadOption roadOption)
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{
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// Update all instances of this connection (A→B and B→A) to have the same road option
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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if(connection.getId() == connectionId)
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{
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zonePtr.second->setRoadOption(connectionId, roadOption);
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}
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}
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}
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};
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// Identify zones with towns
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std::set<TRmgTemplateZoneId> zonesWithTowns;
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for(const auto & zone : zones)
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{
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if(zone.second->getPlayerTowns().getTownCount() ||
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zone.second->getPlayerTowns().getCastleCount() ||
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zone.second->getNeutralTowns().getTownCount() ||
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zone.second->getNeutralTowns().getCastleCount())
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{
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zonesWithTowns.insert(zone.first);
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}
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}
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logGlobal->info("Found %d zones with towns", zonesWithTowns.size());
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if(zonesWithTowns.empty())
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{
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// No towns, no roads needed - mark all RANDOM roads as FALSE
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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{
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setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_FALSE);
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}
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}
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}
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return;
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}
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// Track direct connections between zones (both TRUE and RANDOM)
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std::map<TRmgTemplateZoneId, std::map<TRmgTemplateZoneId, bool>> directConnections;
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// First pass: find all TRUE connections
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
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{
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// Mark that these zones are directly connected by a TRUE road
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directConnections[zoneA][zoneB] = true;
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directConnections[zoneB][zoneA] = true;
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}
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}
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}
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// Track all available connections in the template (for graph connectivity analysis)
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std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> allConnections;
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std::map<std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>, int> connectionIds;
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// Build adjacency list for available connections and track connection IDs
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE ||
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connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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{
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// Only include TRUE and RANDOM roads in connectivity analysis
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allConnections[zoneA].insert(zoneB);
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allConnections[zoneB].insert(zoneA);
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// Track connection ID for later use
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connectionIds[{std::min(zoneA, zoneB), std::max(zoneA, zoneB)}] = connection.getId();
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}
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}
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}
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// Check if there's a path between all town zones using all available connections
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// This is to verify if global connectivity is even possible
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std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> reachableTowns;
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for(auto startTown : zonesWithTowns)
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{
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std::queue<TRmgTemplateZoneId> q;
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std::set<TRmgTemplateZoneId> visited;
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q.push(startTown);
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visited.insert(startTown);
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while(!q.empty())
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{
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auto current = q.front();
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q.pop();
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for(auto neighbor : allConnections[current])
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{
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if(!vstd::contains(visited, neighbor))
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{
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visited.insert(neighbor);
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q.push(neighbor);
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if(vstd::contains(zonesWithTowns, neighbor))
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{
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reachableTowns[startTown].insert(neighbor);
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}
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}
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}
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}
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}
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// Initialize Union-Find for MST tracking
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std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
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for(auto townZone : zonesWithTowns)
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{
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parent[townZone] = townZone;
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}
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// Add all TRUE roads connecting town zones to MST
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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// If both zones have towns, add to MST
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if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
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{
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unionSets(parent, zoneA, zoneB);
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}
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}
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}
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}
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// Process all paths through true roads (BFS)
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for(auto townZone : zonesWithTowns)
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{
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std::queue<TRmgTemplateZoneId> q;
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std::set<TRmgTemplateZoneId> visited;
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q.push(townZone);
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visited.insert(townZone);
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while(!q.empty())
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{
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auto current = q.front();
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q.pop();
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for(auto & otherZone : directConnections[current])
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{
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if(otherZone.second && !vstd::contains(visited, otherZone.first))
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{
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visited.insert(otherZone.first);
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q.push(otherZone.first);
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// If this is another town, update MST
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if(vstd::contains(zonesWithTowns, otherZone.first))
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{
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unionSets(parent, townZone, otherZone.first);
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}
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}
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}
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}
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}
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// Process RANDOM connections
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// First, ensure each town has at least one connection
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for(auto townZone : zonesWithTowns)
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{
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// Skip if already has a TRUE road
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if(!directConnections[townZone].empty())
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continue;
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// Find a random connection to upgrade to TRUE
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM &&
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(connection.getZoneA() == townZone || connection.getZoneB() == townZone))
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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// Don't upgrade if these zones are already directly connected by a TRUE road
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if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
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continue;
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// Upgrade to TRUE
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setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
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directConnections[zoneA][zoneB] = true;
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directConnections[zoneB][zoneA] = true;
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auto otherZone = (zoneA == townZone) ? zoneB : zoneA;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d to ensure town zone %d has at least one connection (to zone %d)",
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connection.getId(), townZone, otherZone);
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break;
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}
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}
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// Stop if we've found a connection
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if(!directConnections[townZone].empty())
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break;
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}
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}
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// Process remaining RANDOM roads - prioritize town connectivity
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// First collect all RANDOM roads
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std::vector<std::pair<int, std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>>> randomRoads;
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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{
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auto id = connection.getId();
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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// Skip if these zones are already directly connected by a TRUE road
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if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
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{
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setRoadOptionForConnection(id, rmg::ERoadOption::ROAD_FALSE);
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logGlobal->info("Setting RANDOM road to FALSE for connection %d - duplicate of TRUE road between zones %d and %d",
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id, zoneA, zoneB);
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continue;
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}
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randomRoads.push_back(std::make_pair(id, std::make_pair(zoneA, zoneB)));
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}
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}
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}
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RandomGeneratorUtil::randomShuffle(randomRoads, *rand);
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// Process random roads - first connect town zones
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for(auto& road : randomRoads)
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{
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auto id = road.first;
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auto zoneA = road.second.first;
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auto zoneB = road.second.second;
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bool setToTrue = false;
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// If both zones have towns, check if they're already connected in the MST
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if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
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{
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if(findSet(parent, zoneA) != findSet(parent, zoneB))
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{
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// Not connected, add this road to MST
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unionSets(parent, zoneA, zoneB);
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setToTrue = true;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d between town zones %d and %d",
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id, zoneA, zoneB);
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}
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}
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// If one zone has a town and one doesn't
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else if(vstd::contains(zonesWithTowns, zoneA) || vstd::contains(zonesWithTowns, zoneB))
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{
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TRmgTemplateZoneId townZone = vstd::contains(zonesWithTowns, zoneA) ? zoneA : zoneB;
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TRmgTemplateZoneId nonTownZone = vstd::contains(zonesWithTowns, zoneA) ? zoneB : zoneA;
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// Check if this town already has at least one TRUE connection
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if(directConnections[townZone].empty())
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{
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setToTrue = true;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d - only connection for town zone %d",
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id, townZone);
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}
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else
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{
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// See if this non-town zone connects to another town zone
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// This could be a potential bridge zone to connect towns
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bool connectsToOtherTown = false;
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TRmgTemplateZoneId otherTownZone = 0;
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for(auto connectedZone : allConnections[nonTownZone])
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{
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if(vstd::contains(zonesWithTowns, connectedZone) && connectedZone != townZone)
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{
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otherTownZone = connectedZone;
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connectsToOtherTown = true;
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break;
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}
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}
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if(connectsToOtherTown && findSet(parent, townZone) != findSet(parent, otherTownZone))
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{
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// This non-town zone can help connect two town zones that are not yet connected
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setToTrue = true;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d - bridge through non-town zone %d to connect towns %d and %d",
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id, nonTownZone, townZone, otherTownZone);
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}
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}
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}
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// Update all zones with this connection
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setRoadOptionForConnection(id, setToTrue ? rmg::ERoadOption::ROAD_TRUE : rmg::ERoadOption::ROAD_FALSE);
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if(setToTrue)
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{
|
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directConnections[zoneA][zoneB] = true;
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directConnections[zoneB][zoneA] = true;
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}
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}
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// Check if we have a connected graph for town zones after initial MST
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std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> connectedComponents;
|
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std::set<TRmgTemplateZoneId> processedTowns;
|
||||
|
||||
for(auto townZone : zonesWithTowns)
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{
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if(vstd::contains(processedTowns, townZone))
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continue;
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std::set<TRmgTemplateZoneId> component;
|
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for(auto otherTown : zonesWithTowns)
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{
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||||
if(findSet(parent, townZone) == findSet(parent, otherTown))
|
||||
{
|
||||
component.insert(otherTown);
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processedTowns.insert(otherTown);
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}
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}
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||||
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if(!component.empty())
|
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connectedComponents[townZone] = component;
|
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}
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|
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// If we have more than one component, try to connect them if possible
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if(connectedComponents.size() > 1)
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{
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logGlobal->warn("Found %d disconnected town components, trying to connect them", connectedComponents.size());
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||||
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// Create a list of components
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std::vector<std::set<TRmgTemplateZoneId>> components;
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for(auto & component : connectedComponents)
|
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{
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components.push_back(component.second);
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||||
}
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||||
|
||||
// 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;
|
||||
|
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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;
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||||
|
||||
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
40
lib/rmg/CRoadRandomizer.h
Normal file
@@ -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
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user