mirror of
https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
First draft that kinda works.
This commit is contained in:
@@ -9,6 +9,7 @@
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*/
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*/
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#include "StdInc.h"
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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 "../CRandomGenerator.h"
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#include "CZonePlacer.h"
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#include "CZonePlacer.h"
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#include "../TerrainHandler.h"
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#include "../TerrainHandler.h"
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@@ -40,6 +41,312 @@ float CZonePlacer::getDistance (float distance) const
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return (distance ? distance * distance : 1e-6f);
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return (distance ? distance * distance : 1e-6f);
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}
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}
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void CZonePlacer::findPathsBetweenZones()
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{
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typedef std::pair<int, int> ConnectionIndex;
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auto zones = map.getZones();
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std::set<std::shared_ptr<Zone>> zonesToCheck;
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//Initialize direct connections
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for (auto zone : zones)
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{
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auto zoneId = zone.second->getId();
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for (auto connection : zone.second->getConnections())
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{
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if (!vstd::contains(distancesBetweenZones[zoneId], connection))
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{
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distancesBetweenZones[zoneId][connection] = 1;
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distancesBetweenZones[connection][zoneId] = 1;
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}
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}
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}
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for (auto startZone : zones)
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{
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size_t start = startZone.second->getId();
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for (auto endZone : zones)
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{
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size_t end = endZone.second->getId();
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if (start != end)
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{
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auto currentEnd = end;
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while (!vstd::contains(distancesBetweenZones[start], end))
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{
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size_t distance = 10; //Some large but not infinite number to not blow up the weights
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std::stack<int> nearbyZones;
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std::set<int> checkedZones;
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//FIXME: we may know the path from previous iterations, but can't be sure if it's optimal :?
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for (auto nearbyZone : startZone.second->getConnections())
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{
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nearbyZones.push(nearbyZone);
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}
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while (!nearbyZones.empty())
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{
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auto currentZone = nearbyZones.top();
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nearbyZones.pop();
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checkedZones.insert(currentZone);
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for (auto neighbourZone : distancesBetweenZones[currentZone])
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{
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if (neighbourZone.first == currentEnd)
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{
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//This zone has connection to our end zone
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if (!vstd::contains(distancesBetweenZones[currentZone], currentEnd))
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{
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//Initialize the connection of adjacent zones
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distancesBetweenZones[currentZone][currentEnd] = 1;
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}
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if ((distancesBetweenZones[currentZone][currentEnd] + 1) < distance)
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{
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//We found new, shorter path
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distance = distancesBetweenZones[currentZone][currentEnd] + 1;
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//Add just found connection
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distancesBetweenZones[start][currentEnd] = distance;
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//Connection is bidirectional
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distancesBetweenZones[currentEnd][start] = distance;
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//Unwind the stack, find the path between start previous-to-last zone
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currentEnd = currentZone;
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}
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}
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else
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{
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if (!vstd::contains(checkedZones, neighbourZone.first))
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{
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//We didn't check that zone yet
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nearbyZones.push(neighbourZone.first);
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}
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}
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}
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}
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//At the very least after this step we will find 1 more step connecting the two zones
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}
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}
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}
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}
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//Dump debug
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for (auto startZone : zones)
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{
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auto startId = startZone.second->getId();
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for (auto endZone : zones)
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{
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auto endId = endZone.second->getId();
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if (startId >= endId)
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{
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//Print only conections in one way
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continue;
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}
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logGlobal->info((boost::format("Distance between zone %2d and %2d: %d")
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% startId % endId % distancesBetweenZones[startId][endId]).str());
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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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//TODO: determine all the distances between zones on a graph
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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 = 0.0;
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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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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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float distance = 0.0;
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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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if (distancesBetweenZones[zone->getId()][existingZone->getId()] > 1)
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{
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//No direct connection
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distance += potentialPos.dist2d(int3(existingX, existingY, 0));
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//TODO: Multiply by weight - the distance from A*
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}
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else
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{
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//Has direct connection
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distance -= (gridSize - 1);
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}
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//TODO: Multiply if zones belong to players, especially humans.
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//Starting zones should be as far away from eahc other as possible
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if (distance > maxDistance)
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{
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distance = maxDistance;
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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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}
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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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auto targetX = rand->nextDouble(x - 0.5f, x + 0.5f);
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vstd::clamp(targetX, 0, gridSize);
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auto targetY = rand->nextDouble(y - 0.5f, y + 0.5f);
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vstd::clamp(targetY, 0, gridSize);
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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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void CZonePlacer::placeZones(CRandomGenerator * rand)
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{
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{
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logGlobal->info("Starting zone placement");
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logGlobal->info("Starting zone placement");
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@@ -54,6 +361,9 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
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});
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});
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bool underground = map.getMapGenOptions().getHasTwoLevels();
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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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/*
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gravity-based algorithm
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gravity-based algorithm
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@@ -37,6 +37,8 @@ public:
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~CZonePlacer() = default;
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~CZonePlacer() = default;
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void placeZones(CRandomGenerator * rand);
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void placeZones(CRandomGenerator * rand);
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void findPathsBetweenZones();
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void placeOnGrid(CRandomGenerator* rand);
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void assignZones(CRandomGenerator * rand);
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void assignZones(CRandomGenerator * rand);
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private:
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private:
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@@ -58,6 +60,9 @@ private:
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//float a1, b1, c1, a2, b2, c2;
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//float a1, b1, c1, a2, b2, c2;
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//CMap * map;
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//CMap * map;
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//std::unique_ptr<CZoneGraph> graph;
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//std::unique_ptr<CZoneGraph> graph;
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//distance [a][b] = number of zone connections required to travel between the zones
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std::map<int, std::map<int, size_t>> distancesBetweenZones;
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RmgMap & map;
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RmgMap & map;
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};
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};
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Reference in New Issue
Block a user