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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Ensure all trees are connected together

This commit is contained in:
Tomasz Zieliński
2025-03-20 21:37:58 +01:00
parent 863e469b4d
commit 85f019b136

View File

@@ -1118,6 +1118,64 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
}
}
// Track all available connections in the template (for graph connectivity analysis)
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> allConnections;
std::map<std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>, int> connectionIds;
// Build adjacency list for available connections and track connection IDs
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE ||
connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
// Only include TRUE and RANDOM roads in connectivity analysis
allConnections[zoneA].insert(zoneB);
allConnections[zoneB].insert(zoneA);
// Track connection ID for later use
connectionIds[{std::min(zoneA, zoneB), std::max(zoneA, zoneB)}] = connection.getId();
}
}
}
// Check if there's a path between all town zones using all available connections
// This is to verify if global connectivity is even possible
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> reachableTowns;
for(auto startTown : zonesWithTowns)
{
std::queue<TRmgTemplateZoneId> q;
std::set<TRmgTemplateZoneId> visited;
q.push(startTown);
visited.insert(startTown);
while(!q.empty())
{
auto current = q.front();
q.pop();
for(auto neighbor : allConnections[current])
{
if(!vstd::contains(visited, neighbor))
{
visited.insert(neighbor);
q.push(neighbor);
if(vstd::contains(zonesWithTowns, neighbor))
{
reachableTowns[startTown].insert(neighbor);
}
}
}
}
}
// Initialize Union-Find for MST tracking
std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
for(auto townZone : zonesWithTowns)
@@ -1273,6 +1331,8 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
else if(vstd::contains(zonesWithTowns, zoneA) || vstd::contains(zonesWithTowns, zoneB))
{
TRmgTemplateZoneId townZone = vstd::contains(zonesWithTowns, zoneA) ? zoneA : zoneB;
TRmgTemplateZoneId nonTownZone = vstd::contains(zonesWithTowns, zoneA) ? zoneB : zoneA;
// Check if this town already has at least one TRUE connection
if(directConnections[townZone].empty())
{
@@ -1280,6 +1340,31 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
logGlobal->info("Setting RANDOM road to TRUE for connection %d - only connection for town zone %d",
id, townZone);
}
else
{
// See if this non-town zone connects to another town zone
// This could be a potential bridge zone to connect towns
bool connectsToOtherTown = false;
TRmgTemplateZoneId otherTownZone = 0;
for(auto connectedZone : allConnections[nonTownZone])
{
if(vstd::contains(zonesWithTowns, connectedZone) && connectedZone != townZone)
{
otherTownZone = connectedZone;
connectsToOtherTown = true;
break;
}
}
if(connectsToOtherTown && findSet(parent, townZone) != findSet(parent, otherTownZone))
{
// This non-town zone can help connect two town zones that are not yet connected
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d - bridge through non-town zone %d to connect towns %d and %d",
id, nonTownZone, townZone, otherTownZone);
}
}
}
// Update all zones with this connection
@@ -1292,6 +1377,183 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
}
}
// Check if we have a connected graph for town zones after initial MST
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> connectedComponents;
std::set<TRmgTemplateZoneId> processedTowns;
for(auto townZone : zonesWithTowns)
{
if(vstd::contains(processedTowns, townZone))
continue;
std::set<TRmgTemplateZoneId> component;
for(auto otherTown : zonesWithTowns)
{
if(findSet(parent, townZone) == findSet(parent, otherTown))
{
component.insert(otherTown);
processedTowns.insert(otherTown);
}
}
if(!component.empty())
connectedComponents[townZone] = component;
}
// If we have more than one component, try to connect them if possible
if(connectedComponents.size() > 1)
{
logGlobal->warn("Found %d disconnected town components, trying to connect them", connectedComponents.size());
// Create a list of components
std::vector<std::set<TRmgTemplateZoneId>> components;
for(auto & component : connectedComponents)
{
components.push_back(component.second);
}
// For each pair of components, try to find a path between them
for(size_t i = 0; i < components.size() - 1; i++)
{
bool foundBridge = false;
for(size_t j = i + 1; j < components.size() && !foundBridge; j++)
{
// Try to find a path between any two towns in different components
for(auto townA : components[i])
{
if(foundBridge) break;
for(auto townB : components[j])
{
// Check if there's a path between townA and townB in the original template
if(vstd::contains(reachableTowns[townA], townB))
{
// There's a path, now find the specific path to enable roads on
std::queue<TRmgTemplateZoneId> q;
std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> prev;
q.push(townA);
prev[townA] = 0; // Mark as visited with no predecessor
bool found = false;
while(!q.empty() && !found)
{
auto current = q.front();
q.pop();
for(auto next : allConnections[current])
{
if(!vstd::contains(prev, next))
{
prev[next] = current;
q.push(next);
if(next == townB)
{
found = true;
break;
}
}
}
}
// Now reconstruct the path and set all roads on this path to TRUE
if(found)
{
std::vector<TRmgTemplateZoneId> path;
TRmgTemplateZoneId current = townB;
while(current != townA)
{
path.push_back(current);
current = prev[current];
}
path.push_back(townA);
// Reverse to get path from townA to townB
std::reverse(path.begin(), path.end());
logGlobal->info("Found path between town zones %d and %d, enabling all roads on this path", townA, townB);
// Enable all roads on this path
for(size_t k = 0; k < path.size() - 1; k++)
{
auto zoneA = path[k];
auto zoneB = path[k+1];
auto minZone = std::min(zoneA, zoneB);
auto maxZone = std::max(zoneA, zoneB);
if(vstd::contains(connectionIds, std::make_pair(minZone, maxZone)))
{
auto connectionId = connectionIds[std::make_pair(minZone, maxZone)];
// Enable this road if it's not already TRUE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getId() == connectionId &&
connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
setRoadOptionForConnection(connectionId, rmg::ERoadOption::ROAD_TRUE);
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d to connect components - part of path between towns %d and %d",
connectionId, townA, townB);
break;
}
}
}
}
}
// Update Union-Find to merge components
unionSets(parent, townA, townB);
foundBridge = true;
break;
}
}
}
}
}
if(!foundBridge)
{
logGlobal->warn("Could not find a path between component with towns [%s] and other components",
[&components, i]() {
std::string result;
for(auto town : components[i])
{
if(!result.empty()) result += ", ";
result += std::to_string(town);
}
return result;
}().c_str());
}
}
}
// Final check for connectivity between town zones
std::set<TRmgTemplateZoneId> connectedTowns;
if(!zonesWithTowns.empty())
{
auto firstTown = *zonesWithTowns.begin();
for(auto town : zonesWithTowns)
{
if(findSet(parent, firstTown) == findSet(parent, town))
{
connectedTowns.insert(town);
}
}
}
logGlobal->info("Final town connectivity: %d connected out of %d total town zones",
connectedTowns.size(), zonesWithTowns.size());
logGlobal->info("Finished road generation - created minimal spanning tree connecting all towns");
}