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:
@@ -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));
|
||||||
|
|||||||
@@ -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
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user