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 @@
|
||||
*/
|
||||
|
||||
#include "StdInc.h"
|
||||
#include <stack>
|
||||
#include "../CRandomGenerator.h"
|
||||
#include "CZonePlacer.h"
|
||||
#include "../TerrainHandler.h"
|
||||
@@ -40,6 +41,312 @@ float CZonePlacer::getDistance (float distance) const
|
||||
return (distance ? distance * distance : 1e-6f);
|
||||
}
|
||||
|
||||
void CZonePlacer::findPathsBetweenZones()
|
||||
{
|
||||
typedef std::pair<int, int> ConnectionIndex;
|
||||
|
||||
auto zones = map.getZones();
|
||||
|
||||
std::set<std::shared_ptr<Zone>> zonesToCheck;
|
||||
|
||||
//Initialize direct connections
|
||||
for (auto zone : zones)
|
||||
{
|
||||
auto zoneId = zone.second->getId();
|
||||
for (auto connection : zone.second->getConnections())
|
||||
{
|
||||
if (!vstd::contains(distancesBetweenZones[zoneId], connection))
|
||||
{
|
||||
distancesBetweenZones[zoneId][connection] = 1;
|
||||
distancesBetweenZones[connection][zoneId] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto startZone : zones)
|
||||
{
|
||||
size_t start = startZone.second->getId();
|
||||
|
||||
for (auto endZone : zones)
|
||||
{
|
||||
size_t end = endZone.second->getId();
|
||||
|
||||
if (start != end)
|
||||
{
|
||||
auto currentEnd = end;
|
||||
while (!vstd::contains(distancesBetweenZones[start], end))
|
||||
{
|
||||
size_t distance = 10; //Some large but not infinite number to not blow up the weights
|
||||
std::stack<int> nearbyZones;
|
||||
std::set<int> checkedZones;
|
||||
|
||||
//FIXME: we may know the path from previous iterations, but can't be sure if it's optimal :?
|
||||
|
||||
for (auto nearbyZone : startZone.second->getConnections())
|
||||
{
|
||||
nearbyZones.push(nearbyZone);
|
||||
}
|
||||
|
||||
while (!nearbyZones.empty())
|
||||
{
|
||||
auto currentZone = nearbyZones.top();
|
||||
nearbyZones.pop();
|
||||
|
||||
checkedZones.insert(currentZone);
|
||||
|
||||
for (auto neighbourZone : distancesBetweenZones[currentZone])
|
||||
{
|
||||
if (neighbourZone.first == currentEnd)
|
||||
{
|
||||
//This zone has connection to our end zone
|
||||
|
||||
if (!vstd::contains(distancesBetweenZones[currentZone], currentEnd))
|
||||
{
|
||||
//Initialize the connection of adjacent zones
|
||||
distancesBetweenZones[currentZone][currentEnd] = 1;
|
||||
}
|
||||
|
||||
if ((distancesBetweenZones[currentZone][currentEnd] + 1) < distance)
|
||||
{
|
||||
//We found new, shorter path
|
||||
distance = distancesBetweenZones[currentZone][currentEnd] + 1;
|
||||
|
||||
//Add just found connection
|
||||
distancesBetweenZones[start][currentEnd] = distance;
|
||||
//Connection is bidirectional
|
||||
distancesBetweenZones[currentEnd][start] = distance;
|
||||
|
||||
//Unwind the stack, find the path between start previous-to-last zone
|
||||
currentEnd = currentZone;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!vstd::contains(checkedZones, neighbourZone.first))
|
||||
{
|
||||
//We didn't check that zone yet
|
||||
nearbyZones.push(neighbourZone.first);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//At the very least after this step we will find 1 more step connecting the two zones
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Dump debug
|
||||
for (auto startZone : zones)
|
||||
{
|
||||
auto startId = startZone.second->getId();
|
||||
|
||||
for (auto endZone : zones)
|
||||
{
|
||||
auto endId = endZone.second->getId();
|
||||
|
||||
if (startId >= endId)
|
||||
{
|
||||
//Print only conections in one way
|
||||
continue;
|
||||
}
|
||||
logGlobal->info((boost::format("Distance between zone %2d and %2d: %d")
|
||||
% startId % endId % distancesBetweenZones[startId][endId]).str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
|
||||
{
|
||||
auto zones = map.getZones();
|
||||
assert(zones.size());
|
||||
|
||||
//TODO: determine all the distances between zones on a graph
|
||||
|
||||
//Make sure there are at least as many grid fields as the number of zones
|
||||
size_t gridSize = std::ceil(std::sqrt(zones.size()));
|
||||
|
||||
typedef boost::multi_array<std::shared_ptr<Zone>, 2> GridType;
|
||||
GridType grid(boost::extents[gridSize][gridSize]);
|
||||
|
||||
TZoneVector zonesVector(zones.begin(), zones.end());
|
||||
RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
|
||||
|
||||
//Place first zone
|
||||
|
||||
auto firstZone = zonesVector[0].second;
|
||||
size_t x = 0, y = 0;
|
||||
|
||||
auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
|
||||
{
|
||||
switch (rand->nextInt() % 4)
|
||||
{
|
||||
case 0:
|
||||
x = 0;
|
||||
y = gridSize / 2;
|
||||
break;
|
||||
case 1:
|
||||
x = gridSize - 1;
|
||||
y = gridSize / 2;
|
||||
break;
|
||||
case 2:
|
||||
x = gridSize / 2;
|
||||
y = 0;
|
||||
break;
|
||||
case 3:
|
||||
x = gridSize / 2;
|
||||
y = gridSize - 1;
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
switch (firstZone->getType())
|
||||
{
|
||||
case ETemplateZoneType::PLAYER_START:
|
||||
case ETemplateZoneType::CPU_START:
|
||||
if (firstZone->getConnections().size() > 2)
|
||||
{
|
||||
getRandomEdge(x, y);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Random corner
|
||||
if (rand->nextInt() % 2)
|
||||
{
|
||||
x = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = gridSize - 1;
|
||||
}
|
||||
if (rand->nextInt() % 2)
|
||||
{
|
||||
y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
y = gridSize - 1;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ETemplateZoneType::TREASURE:
|
||||
if (gridSize && 1) //odd
|
||||
{
|
||||
x = y = (gridSize / 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
//One of 4 squares in the middle
|
||||
x = (gridSize / 2) - 1 + rand->nextInt() % 2;
|
||||
y = (gridSize / 2) - 1 + rand->nextInt() % 2;
|
||||
}
|
||||
break;
|
||||
case ETemplateZoneType::JUNCTION:
|
||||
getRandomEdge(x, y);
|
||||
break;
|
||||
}
|
||||
grid[x][y] = firstZone;
|
||||
|
||||
//Ignore z placement for simplicity
|
||||
|
||||
for (size_t i = 1; i < zones.size(); i++)
|
||||
{
|
||||
auto zone = zonesVector[i].second;
|
||||
auto connections = zone->getConnections();
|
||||
|
||||
float maxDistance = 0.0;
|
||||
int3 mostDistantPlace;
|
||||
|
||||
//Iterate over free positions
|
||||
for (size_t freeX = 0; freeX < gridSize; ++freeX)
|
||||
{
|
||||
for (size_t freeY = 0; freeY < gridSize; ++freeY)
|
||||
{
|
||||
if (!grid[freeX][freeY])
|
||||
{
|
||||
//There is free space left here
|
||||
int3 potentialPos(freeX, freeY, 0);
|
||||
|
||||
//Compute distance to every existing zone
|
||||
for (size_t existingX = 0; existingX < gridSize; ++existingX)
|
||||
{
|
||||
for (size_t existingY = 0; existingY < gridSize; ++existingY)
|
||||
{
|
||||
float distance = 0.0;
|
||||
auto existingZone = grid[existingX][existingY];
|
||||
if (existingZone )
|
||||
{
|
||||
//There is already zone here
|
||||
|
||||
if (distancesBetweenZones[zone->getId()][existingZone->getId()] > 1)
|
||||
{
|
||||
//No direct connection
|
||||
distance += potentialPos.dist2d(int3(existingX, existingY, 0));
|
||||
//TODO: Multiply by weight - the distance from A*
|
||||
}
|
||||
else
|
||||
{
|
||||
//Has direct connection
|
||||
distance -= (gridSize - 1);
|
||||
}
|
||||
|
||||
//TODO: Multiply if zones belong to players, especially humans.
|
||||
//Starting zones should be as far away from eahc other as possible
|
||||
|
||||
if (distance > maxDistance)
|
||||
{
|
||||
distance = maxDistance;
|
||||
mostDistantPlace = potentialPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Place in a free slot
|
||||
grid[mostDistantPlace.x][mostDistantPlace.y] = zone;
|
||||
}
|
||||
|
||||
//TODO: toggle with a flag
|
||||
logGlobal->info("Initial zone grid:");
|
||||
for (size_t x = 0; x < gridSize; ++x)
|
||||
{
|
||||
std::string s;
|
||||
for (size_t y = 0; y < gridSize; ++y)
|
||||
{
|
||||
if (grid[x][y])
|
||||
{
|
||||
s += (boost::format("%3d ") % grid[x][y]->getId()).str();
|
||||
}
|
||||
else
|
||||
{
|
||||
s += " -- ";
|
||||
}
|
||||
}
|
||||
logGlobal->info(s);
|
||||
}
|
||||
|
||||
//Set initial position for zones - random position in square centered around (x, y)
|
||||
for (size_t x = 0; x < gridSize; ++x)
|
||||
{
|
||||
for (size_t y = 0; y < gridSize; ++y)
|
||||
{
|
||||
auto zone = grid[x][y];
|
||||
if (zone)
|
||||
{
|
||||
auto targetX = rand->nextDouble(x - 0.5f, x + 0.5f);
|
||||
vstd::clamp(targetX, 0, gridSize);
|
||||
auto targetY = rand->nextDouble(y - 0.5f, y + 0.5f);
|
||||
vstd::clamp(targetY, 0, gridSize);
|
||||
|
||||
zone->setCenter(float3(targetX / gridSize, targetY / gridSize, zone->getPos().z));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CZonePlacer::placeZones(CRandomGenerator * rand)
|
||||
{
|
||||
logGlobal->info("Starting zone placement");
|
||||
@@ -54,6 +361,9 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
|
||||
});
|
||||
bool underground = map.getMapGenOptions().getHasTwoLevels();
|
||||
|
||||
findPathsBetweenZones();
|
||||
placeOnGrid(rand);
|
||||
|
||||
/*
|
||||
gravity-based algorithm
|
||||
|
||||
|
@@ -37,6 +37,8 @@ public:
|
||||
~CZonePlacer() = default;
|
||||
|
||||
void placeZones(CRandomGenerator * rand);
|
||||
void findPathsBetweenZones();
|
||||
void placeOnGrid(CRandomGenerator* rand);
|
||||
void assignZones(CRandomGenerator * rand);
|
||||
|
||||
private:
|
||||
@@ -58,6 +60,9 @@ private:
|
||||
//float a1, b1, c1, a2, b2, c2;
|
||||
//CMap * map;
|
||||
//std::unique_ptr<CZoneGraph> graph;
|
||||
|
||||
//distance [a][b] = number of zone connections required to travel between the zones
|
||||
std::map<int, std::map<int, size_t>> distancesBetweenZones;
|
||||
RmgMap & map;
|
||||
};
|
||||
|
||||
|
Reference in New Issue
Block a user