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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

- Implemented some really nice gravity-based algorithm

- Fixed zones placed outside the map (causing various bugs)
This commit is contained in:
DjWarmonger
2014-05-24 22:10:46 +02:00
parent b9de3875d9
commit 69457dbd75
2 changed files with 50 additions and 45 deletions

View File

@@ -65,7 +65,7 @@ si8 CMapGenOptions::getPlayerCount() const
void CMapGenOptions::setPlayerCount(si8 value) void CMapGenOptions::setPlayerCount(si8 value)
{ {
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE); assert((value >= 2 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
playerCount = value; playerCount = value;
resetPlayersMap(); resetPlayersMap();
} }
@@ -200,6 +200,8 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
if(teamCount == RANDOM_SIZE) if(teamCount == RANDOM_SIZE)
{ {
teamCount = rand.nextInt(playerCount - 1); teamCount = rand.nextInt(playerCount - 1);
if (teamCount == 1)
teamCount = 0;
} }
if(compOnlyPlayerCount == RANDOM_SIZE) if(compOnlyPlayerCount == RANDOM_SIZE)
{ {
@@ -212,12 +214,6 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0)); compOnlyTeamCount = rand.nextInt(std::max(compOnlyPlayerCount - 1, 0));
} }
// 1 team isn't allowed
if(teamCount == 1 && compOnlyPlayerCount == 0)
{
teamCount = 0;
}
if(waterContent == EWaterContent::RANDOM) if(waterContent == EWaterContent::RANDOM)
{ {
waterContent = static_cast<EWaterContent::EWaterContent>(rand.nextInt(EWaterContent::LAST_ITEM)); waterContent = static_cast<EWaterContent::EWaterContent>(rand.nextInt(EWaterContent::LAST_ITEM));

View File

@@ -35,7 +35,7 @@ CZonePlacer::~CZonePlacer()
int3 CZonePlacer::cords (float3 f) const int3 CZonePlacer::cords (float3 f) const
{ {
return int3(f.x * gen->map->width, f.y * gen->map->height, f.z); return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
} }
void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGenerator * rand) void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGenerator * rand)
@@ -43,7 +43,7 @@ void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGe
//some relaxation-simmulated annealing algorithm //some relaxation-simmulated annealing algorithm
const int iterations = 100; const int iterations = 100;
float temperature = 1; float temperature = 1e-2;;
const float temperatureModifier = 0.99; const float temperatureModifier = 0.99;
logGlobal->infoStream() << "Starting zone placement"; logGlobal->infoStream() << "Starting zone placement";
@@ -55,94 +55,103 @@ void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGe
//TODO: consider underground zones //TODO: consider underground zones
/*
let's assume we try to fit N circular zones with radius = size on a map
formula: sum((prescaler*n)^2)*pi = WH
prescaler = sqrt((WH)/(sum(n^2)*pi))
*/
float totalSize = 0; float totalSize = 0;
for (auto zone : zones) for (auto zone : zones)
{ {
totalSize += zone.second->getSize(); totalSize += (zone.second->getSize() * zone.second->getSize());
zone.second->setCenter (float3(rand->nextDouble(0.2,0.8), rand->nextDouble(0.2,0.8), 0)); //start away from borders zone.second->setCenter (float3(rand->nextDouble(0.2,0.8), rand->nextDouble(0.2,0.8), 0)); //start away from borders
} }
//prescale zones //prescale zones
float prescaler = sqrt (width * height / totalSize) / 3.14f; //let's assume we try to fit N circular zones with radius = size on a map float prescaler = sqrt ((width * height) / (totalSize * 3.14f));
float mapSize = sqrt (width * height); float mapSize = sqrt (width * height);
for (auto zone : zones) for (auto zone : zones)
{ {
zone.second->setSize (zone.second->getSize() * prescaler); zone.second->setSize (zone.second->getSize() * prescaler);
} }
//gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
auto getDistance = [](float distance) -> float
{
return (distance ? distance * distance : 1e-6);
};
std::map <CRmgTemplateZone *, float3> forces;
for (int i = 0; i < iterations; ++i) for (int i = 0; i < iterations; ++i)
{ {
for (auto zone : zones) for (auto zone : zones)
{ {
float3 forceVector(0,0,0);
float3 pos = zone.second->getCenter();
//attract connected zones //attract connected zones
for (auto con : zone.second->getConnections()) for (auto con : zone.second->getConnections())
{ {
auto otherZone = zones[con]; auto otherZone = zones[con];
float distance = zone.second->getCenter().dist2d (otherZone->getCenter()); float distance = pos.dist2d (otherZone->getCenter());
float minDistance = (zone.second->getSize() + otherZone->getSize())/mapSize; //scale down to (0,1) coordinates float minDistance = (zone.second->getSize() + otherZone->getSize())/mapSize; //scale down to (0,1) coordinates
if (distance > minDistance) if (distance > minDistance)
{ {
//attract our zone forceVector += (otherZone->getCenter() - pos) / getDistance(distance); //positive value
float scaler = (distance - minDistance)/distance * temperature; //positive
auto positionVector = (otherZone->getCenter() - zone.second->getCenter()); //positive value
zone.second->setCenter (zone.second->getCenter() + positionVector * scaler); //positive movement
break; //only one move for each zone
} }
} }
}
for (auto zone : zones)
{
//separate overlaping zones //separate overlaping zones
for (auto otherZone : zones) for (auto otherZone : zones)
{ {
if (zone == otherZone) if (zone == otherZone)
continue; continue;
float distance = zone.second->getCenter().dist2d (otherZone.second->getCenter()); float distance = pos.dist2d (otherZone.second->getCenter());
float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize; float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize;
if (distance < minDistance) if (distance < minDistance)
{ {
//move our zone away forceVector -= (otherZone.second->getCenter() - pos) / getDistance(distance); //negative value
float scaler = (distance ? (distance - minDistance)/distance : 1) * temperature; //negative
auto positionVector = (otherZone.second->getCenter() - zone.second->getCenter()); //positive value
zone.second->setCenter (zone.second->getCenter() + positionVector * scaler); //negative movement
break; //only one move for each zone
} }
} }
}
for (auto zone : zones)
{
//move zones away from boundaries //move zones away from boundaries
auto pos = zone.second->getCenter();
float3 boundary(0,0,pos.z); float3 boundary(0,0,pos.z);
float size = zone.second->getSize() / mapSize; float size = zone.second->getSize() / mapSize;
if (pos.x < size) if (pos.x < size)
{ {
boundary = float3 (0, pos.y, pos.z); boundary = float3 (0, pos.y, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance); //negative value
} }
else if (pos.x > 1-size) if (pos.x > 1-size)
{ {
boundary = float3 (1-size, pos.y, pos.z); boundary = float3 (1, pos.y, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance); //negative value
} }
else if (pos.y < size) if (pos.y < size)
{ {
boundary = float3 (pos.x, 0, pos.z); boundary = float3 (pos.x, 0, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance); //negative value
} }
else if (pos.y > 1-size) if (pos.y > 1-size)
{ {
boundary = float3 (pos.x, 1-size, pos.z); boundary = float3 (pos.x, 1, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance); //negative value
} }
else
continue;
float distance = pos.dist2d(boundary); forces[zone.second] = forceVector;
float minDistance = size;
//move our zone away from boundary
float scaler = (distance ? (distance - minDistance)/distance : 1) * temperature; //negative
auto positionVector = (boundary - pos); //positive value
zone.second->setCenter (pos + positionVector * scaler); //negative movement
} }
temperature *= temperatureModifier; //update positions
for (auto zone : forces)
{
zone.first->setCenter (zone.first->getCenter() + zone.second * temperature);
}
temperature *= temperatureModifier; //decrease temperature (needed?)
} }
for (auto zone : zones) //finalize zone positions for (auto zone : zones) //finalize zone positions
{ {