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Merge pull request #2025 from vcmi/zone_placement2
No interest or objections - merging.
This commit is contained in:
@@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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#include <stack>
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#include "../CRandomGenerator.h"
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#include "CZonePlacer.h"
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#include "../TerrainHandler.h"
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@@ -24,10 +25,15 @@ VCMI_LIB_NAMESPACE_BEGIN
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class CRandomGenerator;
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CZonePlacer::CZonePlacer(RmgMap & map)
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: width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0),
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: width(0), height(0), scaleX(0), scaleY(0), mapSize(0),
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gravityConstant(1e-3f),
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stiffnessConstant(3e-3f),
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stifness(0),
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stiffnessIncreaseFactor(1.03f),
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bestTotalDistance(1e10),
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bestTotalOverlap(1e10),
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map(map)
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{
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}
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int3 CZonePlacer::cords(const float3 & f) const
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@@ -40,6 +46,251 @@ float CZonePlacer::getDistance (float distance) const
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return (distance ? distance * distance : 1e-6f);
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}
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void CZonePlacer::findPathsBetweenZones()
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{
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auto zones = map.getZones();
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std::set<std::shared_ptr<Zone>> zonesToCheck;
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// Iterate through each pair of nodes in the graph
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for (const auto& zone : zones)
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{
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int start = zone.first;
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distancesBetweenZones[start][start] = 0; // Distance from a node to itself is 0
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std::queue<int> q;
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std::map<int, bool> visited;
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visited[start] = true;
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q.push(start);
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// Perform Breadth-First Search from the starting node
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while (!q.empty())
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{
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int current = q.front();
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q.pop();
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const auto& currentZone = zones.at(current);
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const auto& connections = currentZone->getConnections();
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for (uint32_t neighbor : connections)
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{
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if (!visited[neighbor])
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{
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visited[neighbor] = true;
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q.push(neighbor);
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distancesBetweenZones[start][neighbor] = distancesBetweenZones[start][current] + 1;
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}
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}
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}
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}
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}
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void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
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{
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auto zones = map.getZones();
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assert(zones.size());
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//Make sure there are at least as many grid fields as the number of zones
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size_t gridSize = std::ceil(std::sqrt(zones.size()));
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typedef boost::multi_array<std::shared_ptr<Zone>, 2> GridType;
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GridType grid(boost::extents[gridSize][gridSize]);
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TZoneVector zonesVector(zones.begin(), zones.end());
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RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
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//Place first zone
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auto firstZone = zonesVector[0].second;
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size_t x = 0, y = 0;
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auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
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{
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switch (rand->nextInt() % 4)
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{
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case 0:
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x = 0;
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y = gridSize / 2;
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break;
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case 1:
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x = gridSize - 1;
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y = gridSize / 2;
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break;
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case 2:
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x = gridSize / 2;
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y = 0;
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break;
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case 3:
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x = gridSize / 2;
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y = gridSize - 1;
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break;
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}
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};
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switch (firstZone->getType())
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{
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case ETemplateZoneType::PLAYER_START:
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case ETemplateZoneType::CPU_START:
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if (firstZone->getConnections().size() > 2)
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{
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getRandomEdge(x, y);
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}
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else
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{
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//Random corner
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if (rand->nextInt() % 2)
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{
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x = 0;
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}
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else
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{
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x = gridSize - 1;
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}
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if (rand->nextInt() % 2)
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{
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y = 0;
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}
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else
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{
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y = gridSize - 1;
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}
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}
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break;
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case ETemplateZoneType::TREASURE:
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if (gridSize & 1) //odd
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{
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x = y = (gridSize / 2);
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}
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else
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{
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//One of 4 squares in the middle
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x = (gridSize / 2) - 1 + rand->nextInt() % 2;
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y = (gridSize / 2) - 1 + rand->nextInt() % 2;
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}
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break;
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case ETemplateZoneType::JUNCTION:
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getRandomEdge(x, y);
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break;
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}
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grid[x][y] = firstZone;
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//Ignore z placement for simplicity
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for (size_t i = 1; i < zones.size(); i++)
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{
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auto zone = zonesVector[i].second;
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auto connections = zone->getConnections();
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float maxDistance = -1000.0;
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int3 mostDistantPlace;
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//Iterate over free positions
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for (size_t freeX = 0; freeX < gridSize; ++freeX)
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{
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for (size_t freeY = 0; freeY < gridSize; ++freeY)
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{
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if (!grid[freeX][freeY])
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{
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//There is free space left here
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int3 potentialPos(freeX, freeY, 0);
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//Compute distance to every existing zone
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float distance = 0;
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for (size_t existingX = 0; existingX < gridSize; ++existingX)
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{
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for (size_t existingY = 0; existingY < gridSize; ++existingY)
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{
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auto existingZone = grid[existingX][existingY];
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if (existingZone)
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{
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//There is already zone here
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float localDistance = 0.0f;
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auto graphDistance = distancesBetweenZones[zone->getId()][existingZone->getId()];
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if (graphDistance > 1)
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{
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//No direct connection
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localDistance = potentialPos.dist2d(int3(existingX, existingY, 0)) * graphDistance;
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}
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else
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{
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//Has direct connection - place as close as possible
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localDistance = -potentialPos.dist2d(int3(existingX, existingY, 0));
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}
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//Spread apart player starting zones
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auto zoneType = zone->getType();
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auto existingZoneType = existingZone->getType();
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if ((zoneType == ETemplateZoneType::PLAYER_START || zoneType == ETemplateZoneType::CPU_START) &&
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(existingZoneType == ETemplateZoneType::PLAYER_START || existingZoneType == ETemplateZoneType::CPU_START))
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{
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int firstPlayer = zone->getOwner().value();
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int secondPlayer = existingZone->getOwner().value();
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//Players with lower indexes (especially 1 and 2) will be placed further apart
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localDistance *= (1.0f + (2.0f / (firstPlayer * secondPlayer)));
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}
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distance += localDistance;
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}
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}
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}
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if (distance > maxDistance)
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{
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maxDistance = distance;
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mostDistantPlace = potentialPos;
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}
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}
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}
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}
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//Place in a free slot
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grid[mostDistantPlace.x][mostDistantPlace.y] = zone;
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}
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//TODO: toggle with a flag
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logGlobal->info("Initial zone grid:");
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for (size_t x = 0; x < gridSize; ++x)
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{
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std::string s;
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for (size_t y = 0; y < gridSize; ++y)
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{
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if (grid[x][y])
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{
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s += (boost::format("%3d ") % grid[x][y]->getId()).str();
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}
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else
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{
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s += " -- ";
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}
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}
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logGlobal->info(s);
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}
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//Set initial position for zones - random position in square centered around (x, y)
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for (size_t x = 0; x < gridSize; ++x)
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{
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for (size_t y = 0; y < gridSize; ++y)
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{
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auto zone = grid[x][y];
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if (zone)
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{
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//i.e. for grid size 5 we get range (0.25 - 4.75)
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auto targetX = rand->nextDouble(x + 0.25f, x + 0.75f);
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vstd::abetween(targetX, 0.5, gridSize - 0.5);
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auto targetY = rand->nextDouble(y + 0.25f, y + 0.75f);
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vstd::abetween(targetY, 0.5, gridSize - 0.5);
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zone->setCenter(float3(targetX / gridSize, targetY / gridSize, zone->getPos().z));
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}
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}
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}
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}
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void CZonePlacer::placeZones(CRandomGenerator * rand)
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{
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logGlobal->info("Starting zone placement");
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@@ -54,15 +305,16 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
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});
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bool underground = map.getMapGenOptions().getHasTwoLevels();
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findPathsBetweenZones();
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placeOnGrid(rand);
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/*
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gravity-based algorithm
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Fruchterman-Reingold 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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Let's assume we try to fit N circular zones with radius = size on a map
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Connected zones attract, intersecting zones and map boundaries push back
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*/
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gravityConstant = 4e-3f;
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stiffnessConstant = 4e-3f;
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TZoneVector zonesVector(zones.begin(), zones.end());
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assert (zonesVector.size());
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@@ -71,12 +323,6 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
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//0. set zone sizes and surface / underground level
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prepareZones(zones, zonesVector, underground, rand);
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//gravity-based algorithm. connected zones attract, intersecting zones and map boundaries push back
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//remember best solution
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float bestTotalDistance = 1e10;
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float bestTotalOverlap = 1e10;
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std::map<std::shared_ptr<Zone>, float3> bestSolution;
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TForceVector forces;
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@@ -84,8 +330,8 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
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TDistanceVector distances;
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TDistanceVector overlaps;
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const int MAX_ITERATIONS = 100;
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for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
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//Start with low stiffness. Bigger graphs need more time and more flexibility
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for (stifness = stiffnessConstant / zones.size(); stifness <= stiffnessConstant; stifness *= stiffnessIncreaseFactor)
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{
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//1. attract connected zones
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attractConnectedZones(zones, forces, distances);
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@@ -122,15 +368,10 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
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//check fitness function
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bool improvement = false;
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if (bestTotalDistance > 0 && bestTotalOverlap > 0)
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if ((totalDistance + 1) * (totalOverlap + 1) < (bestTotalDistance + 1) * (bestTotalOverlap + 1))
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{
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if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
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improvement = true;
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}
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else
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{
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if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
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improvement = true;
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//multiplication is better for auto-scaling, but stops working if one factor is 0
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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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@@ -158,9 +399,6 @@ void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const
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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
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const float radius = 0.4f;
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const float pi2 = 6.28f;
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int zonesOnLevel[2] = { 0, 0 };
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//even distribution for surface / underground zones. Surface zones always have priority.
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@@ -235,12 +473,14 @@ void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const
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else
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levels[zone.first] = 0;
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}
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for(const auto & zone : zonesVector)
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{
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int level = levels[zone.first];
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totalSize[level] += (zone.second->getSize() * zone.second->getSize());
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auto randomAngle = static_cast<float>(rand->nextDouble(0, pi2));
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zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
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float3 center = zone.second->getCenter();
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center.z = level;
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zone.second->setCenter(center);
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}
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/*
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@@ -274,6 +514,11 @@ void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces,
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auto otherZone = zones[con];
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float3 otherZoneCenter = otherZone->getCenter();
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auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
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forceVector += (otherZoneCenter - pos) * distance * gravityConstant; //positive value
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//Attract zone centers always
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float minDistance = 0;
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if (pos.z != otherZoneCenter.z)
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@@ -282,12 +527,7 @@ void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces,
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minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
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if (distance > minDistance)
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{
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//WARNING: compiler used to 'optimize' that line so it never actually worked
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float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
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forceVector += ((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance)) * gravityConstant; //positive value
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totalDistance += (distance - minDistance);
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}
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}
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distances[zone.second] = totalDistance;
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forceVector.z = 0; //operator - doesn't preserve z coordinate :/
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@@ -315,7 +555,9 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
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float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
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if (distance < minDistance)
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{
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forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stiffnessConstant; //negative value
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float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
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//negative value
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forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f);
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overlap += (minDistance - distance); //overlapping of small zones hurts us more
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}
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}
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@@ -329,7 +571,7 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
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float3 boundary = float3(x, y, pos.z);
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auto distance = static_cast<float>(pos.dist2d(boundary));
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overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
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forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
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forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stifness; //negative value
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};
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if (pos.x < size)
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{
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@@ -353,107 +595,152 @@ void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces
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}
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}
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void CZonePlacer::moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps) const
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void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDistanceVector& distances, TDistanceVector& overlaps)
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{
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float maxRatio = 0;
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const int maxDistanceMovementRatio = static_cast<int>(zones.size() * zones.size()); //experimental - the more zones, the greater total distance expected
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std::shared_ptr<Zone> misplacedZone;
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const int maxDistanceMovementRatio = zones.size() * zones.size(); //The more zones, the greater total distance expected
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typedef std::pair<float, std::shared_ptr<Zone>> Misplacement;
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std::vector<Misplacement> misplacedZones;
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float totalDistance = 0;
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float totalOverlap = 0;
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for(const auto & zone : distances) //find most misplaced zone
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for (const auto& zone : distances) //find most misplaced zone
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{
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if (vstd::contains(lastSwappedZones, zone.first->getId()))
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{
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continue;
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}
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totalDistance += zone.second;
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float overlap = overlaps[zone.first];
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totalOverlap += overlap;
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float ratio = (zone.second + overlap) / static_cast<float>(totalForces[zone.first].mag()); //if distance to actual movement is long, the zone is misplaced
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if (ratio > maxRatio)
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//if distance to actual movement is long, the zone is misplaced
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float ratio = (zone.second + overlap) / static_cast<float>(totalForces[zone.first].mag());
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if (ratio > maxDistanceMovementRatio)
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{
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maxRatio = ratio;
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misplacedZone = zone.first;
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misplacedZones.emplace_back(std::make_pair(ratio, zone.first));
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||||
}
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}
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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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if (misplacedZones.empty())
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return;
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||||
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||||
boost::sort(misplacedZones, [](const Misplacement& lhs, Misplacement& rhs)
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||||
{
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||||
std::shared_ptr<Zone> targetZone;
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||||
float3 ourCenter = misplacedZone->getCenter();
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||||
return lhs.first > rhs.first; //Biggest first
|
||||
});
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||||
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||||
if (totalDistance > totalOverlap)
|
||||
logGlobal->trace("Worst misplacement/movement ratio: %3.2f", misplacedZones.front().first);
|
||||
|
||||
if (misplacedZones.size() >= 2)
|
||||
{
|
||||
//Swap 2 misplaced zones
|
||||
|
||||
auto firstZone = misplacedZones.front().second;
|
||||
std::shared_ptr<Zone> secondZone;
|
||||
|
||||
auto level = firstZone->getCenter().z;
|
||||
for (size_t i = 1; i < misplacedZones.size(); i++)
|
||||
{
|
||||
//find most distant zone that should be attracted and move inside it
|
||||
float maxDistance = 0;
|
||||
for (auto con : misplacedZone->getConnections())
|
||||
//Only swap zones on the same level
|
||||
//Don't swap zones that should be connected (Jebus)
|
||||
if (misplacedZones[i].second->getCenter().z == level &&
|
||||
!vstd::contains(firstZone->getConnections(), misplacedZones[i].second->getId()))
|
||||
{
|
||||
auto otherZone = zones[con];
|
||||
float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
|
||||
if (distance > maxDistance)
|
||||
{
|
||||
maxDistance = distance;
|
||||
targetZone = otherZone;
|
||||
}
|
||||
}
|
||||
if (targetZone) //TODO: consider refactoring duplicated code
|
||||
{
|
||||
float3 vec = targetZone->getCenter() - ourCenter;
|
||||
float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
|
||||
logGlobal->trace("Trying to move zone %d %s towards %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxDistance);
|
||||
logGlobal->trace("direction is %s", vec.toString());
|
||||
|
||||
misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
|
||||
logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
|
||||
secondZone = misplacedZones[i].second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
if (secondZone)
|
||||
{
|
||||
float maxOverlap = 0;
|
||||
for(const auto & otherZone : zones)
|
||||
{
|
||||
float3 otherZoneCenter = otherZone.second->getCenter();
|
||||
logGlobal->trace("Swapping two misplaced zones %d and %d", firstZone->getId(), secondZone->getId());
|
||||
|
||||
if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
|
||||
continue;
|
||||
auto firstCenter = firstZone->getCenter();
|
||||
auto secondCenter = secondZone->getCenter();
|
||||
firstZone->setCenter(secondCenter);
|
||||
secondZone->setCenter(firstCenter);
|
||||
|
||||
auto distance = static_cast<float>(otherZoneCenter.dist2dSQ(ourCenter));
|
||||
if (distance > maxOverlap)
|
||||
{
|
||||
maxOverlap = distance;
|
||||
targetZone = otherZone.second;
|
||||
}
|
||||
}
|
||||
if (targetZone)
|
||||
{
|
||||
float3 vec = ourCenter - targetZone->getCenter();
|
||||
float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
|
||||
logGlobal->trace("Trying to move zone %d %s away from %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxOverlap);
|
||||
logGlobal->trace("direction is %s", vec.toString());
|
||||
|
||||
misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
|
||||
logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
|
||||
}
|
||||
lastSwappedZones.insert(firstZone->getId());
|
||||
lastSwappedZones.insert(secondZone->getId());
|
||||
return;
|
||||
}
|
||||
}
|
||||
lastSwappedZones.clear(); //If we didn't swap zones in this iteration, we can do it in the next
|
||||
|
||||
//find most distant zone that should be attracted and move inside it
|
||||
std::shared_ptr<Zone> targetZone;
|
||||
auto misplacedZone = misplacedZones.front().second;
|
||||
float3 ourCenter = misplacedZone->getCenter();
|
||||
|
||||
if ((totalDistance / (bestTotalDistance + 1)) > (totalOverlap / (bestTotalOverlap + 1)))
|
||||
{
|
||||
//Move one zone towards most distant zone to reduce distance
|
||||
|
||||
float maxDistance = 0;
|
||||
for (auto con : misplacedZone->getConnections())
|
||||
{
|
||||
auto otherZone = zones[con];
|
||||
float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
|
||||
if (distance > maxDistance)
|
||||
{
|
||||
maxDistance = distance;
|
||||
targetZone = otherZone;
|
||||
}
|
||||
}
|
||||
if (targetZone)
|
||||
{
|
||||
float3 vec = targetZone->getCenter() - ourCenter;
|
||||
float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
|
||||
logGlobal->trace("Trying to move zone %d %s towards %d %s. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
|
||||
|
||||
misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Move misplaced zone away from overlapping zone
|
||||
|
||||
float maxOverlap = 0;
|
||||
for(const auto & otherZone : zones)
|
||||
{
|
||||
float3 otherZoneCenter = otherZone.second->getCenter();
|
||||
|
||||
if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
|
||||
continue;
|
||||
|
||||
auto distance = static_cast<float>(otherZoneCenter.dist2dSQ(ourCenter));
|
||||
if (distance > maxOverlap)
|
||||
{
|
||||
maxOverlap = distance;
|
||||
targetZone = otherZone.second;
|
||||
}
|
||||
}
|
||||
if (targetZone)
|
||||
{
|
||||
float3 vec = ourCenter - targetZone->getCenter();
|
||||
float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
|
||||
logGlobal->trace("Trying to move zone %d %s away from %d %s. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
|
||||
|
||||
misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
|
||||
}
|
||||
}
|
||||
//Don't swap that zone in next iteration
|
||||
lastSwappedZones.insert(misplacedZone->getId());
|
||||
}
|
||||
|
||||
float CZonePlacer::metric (const int3 &A, const int3 &B) const
|
||||
{
|
||||
/*
|
||||
|
||||
Matlab code
|
||||
|
||||
dx = abs(A(1) - B(1)); %distance must be symmetric
|
||||
dy = abs(A(2) - B(2));
|
||||
|
||||
d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
|
||||
0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
|
||||
*/
|
||||
|
||||
float dx = abs(A.x - B.x) * scaleX;
|
||||
float dy = abs(A.y - B.y) * scaleY;
|
||||
|
||||
//Horner scheme
|
||||
return dx * (1.0f + dx * (0.1f + dx * 0.01f)) + dy * (1.618f + dy * (-0.1618f + dy * 0.01618f));
|
||||
/*
|
||||
1. Normal euclidean distance
|
||||
2. Sinus for extra curves
|
||||
3. Nonlinear mess for fuzzy edges
|
||||
*/
|
||||
|
||||
return dx * dx + dy * dy +
|
||||
5 * std::sin(dx * dy / 10) +
|
||||
25 * std::sin (std::sqrt(A.x * B.x) * (A.y - B.y) / 100 * (scaleX * scaleY));
|
||||
}
|
||||
|
||||
void CZonePlacer::assignZones(CRandomGenerator * rand)
|
||||
|
@@ -37,27 +37,36 @@ public:
|
||||
~CZonePlacer() = default;
|
||||
|
||||
void placeZones(CRandomGenerator * rand);
|
||||
void findPathsBetweenZones();
|
||||
void placeOnGrid(CRandomGenerator* rand);
|
||||
void assignZones(CRandomGenerator * rand);
|
||||
|
||||
private:
|
||||
void prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand);
|
||||
void attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const;
|
||||
void separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps);
|
||||
void moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps) const;
|
||||
void moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps);
|
||||
|
||||
private:
|
||||
int width;
|
||||
int height;
|
||||
//metric coefiicients
|
||||
//metric coeficients
|
||||
float scaleX;
|
||||
float scaleY;
|
||||
float mapSize;
|
||||
|
||||
float gravityConstant;
|
||||
float stiffnessConstant;
|
||||
//float a1, b1, c1, a2, b2, c2;
|
||||
//CMap * map;
|
||||
//std::unique_ptr<CZoneGraph> graph;
|
||||
float stifness;
|
||||
float stiffnessIncreaseFactor;
|
||||
|
||||
//remember best solution
|
||||
float bestTotalDistance;
|
||||
float bestTotalOverlap;
|
||||
|
||||
//distance [a][b] = number of zone connections required to travel between the zones
|
||||
std::map<int, std::map<int, size_t>> distancesBetweenZones;
|
||||
std::set<TRmgTemplateZoneId> lastSwappedZones;
|
||||
RmgMap & map;
|
||||
};
|
||||
|
||||
|
Reference in New Issue
Block a user