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Fixed zone placer so it now correctly evaluates found solution.
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@ -39,6 +39,11 @@ int3 CZonePlacer::cords (const float3 f) const
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return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
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}
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float CZonePlacer::getDistance (float distance) const
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{
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return (distance ? distance * distance : 1e-6);
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}
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void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand)
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{
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logGlobal->infoStream() << "Starting zone placement";
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@ -51,8 +56,8 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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//gravity-based algorithm
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const float gravityConstant = 4e-3;
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const float stiffnessConstant = 4e-3;
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gravityConstant = 4e-3;
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stiffnessConstant = 4e-3;
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/*
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let's assume we try to fit N circular zones with radius = size on a map
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@ -98,7 +103,7 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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std::vector<float> prescaler = { 0, 0 };
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for (int i = 0; i < 2; i++)
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prescaler[i] = sqrt((width * height) / (totalSize[i] * 3.14f));
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float mapSize = sqrt (width * height);
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mapSize = sqrt (width * height);
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for (auto zone : zones)
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{
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zone.second->setSize (zone.second->getSize() * prescaler[zone.second->getCenter().z]);
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@ -114,120 +119,31 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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const int maxDistanceMovementRatio = zones.size() * zones.size(); //experimental - the more zones, the greater total distance expected
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auto getDistance = [](float distance) -> float
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{
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return (distance ? distance * distance : 1e-6);
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};
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std::map <CRmgTemplateZone *, float3> forces;
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std::map <CRmgTemplateZone *, float3> totalForces; // both attraction and pushback, overcomplicated?
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std::map <CRmgTemplateZone *, float> distances;
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std::map <CRmgTemplateZone *, float> overlaps;
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TForceVector forces;
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TForceVector totalForces; // both attraction and pushback, overcomplicated?
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TDistanceVector distances;
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TDistanceVector overlaps;
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const int MAX_ITERATIONS = 100;
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for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
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{
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//1. attract connected zones
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for (auto zone : zones)
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{
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float3 forceVector(0, 0, 0);
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float3 pos = zone.second->getCenter();
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float totalDistance = 0;
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for (auto con : zone.second->getConnections())
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{
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auto otherZone = zones[con];
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float3 otherZoneCenter = otherZone->getCenter();
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float distance = pos.dist2d(otherZoneCenter);
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float minDistance = 0;
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if (pos.z != otherZoneCenter.z)
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minDistance = 0; //zones on different levels can overlap completely
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else
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minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
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if (distance > minDistance)
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{
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//WARNING: compiler used to 'optimize' that line so it never actually worked
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float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
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forceVector += (((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance))) * gravityConstant; //positive value
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totalDistance += (distance - minDistance);
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}
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}
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distances[zone.second] = totalDistance;
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forceVector.z = 0; //operator - doesn't preserve z coordinate :/
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forces[zone.second] = forceVector;
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totalForces[zone.second] = forceVector; //replace old
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}
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//update positions 1
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for (auto zone : forces)
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{
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zone.first->setCenter(zone.first->getCenter() + zone.second);
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}
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//2. separate overlaping zones
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for (auto zone : zones)
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{
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float3 forceVector(0, 0, 0);
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float3 pos = zone.second->getCenter();
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float totalOverlap = 0;
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//separate overlaping zones
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for (auto otherZone : zones)
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{
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float3 otherZoneCenter = otherZone.second->getCenter();
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//zones on different levels don't push away
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if (zone == otherZone || pos.z != otherZoneCenter.z)
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continue;
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float distance = pos.dist2d (otherZoneCenter);
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float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize;
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if (distance < minDistance)
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{
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forceVector -= (((otherZoneCenter - pos)*(minDistance/(distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
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totalOverlap += (minDistance - distance); //overlapping of small zones hurts us more
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}
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}
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//move zones away from boundaries
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//do not scale boundary distance - zones tend to get squashed
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float size = zone.second->getSize() / mapSize;
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auto pushAwayFromBoundary = [&forceVector, pos, &getDistance, size, stiffnessConstant, &totalOverlap](float x, float y)
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{
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float3 boundary = float3 (x, y, pos.z);
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float distance = pos.dist2d(boundary);
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totalOverlap += distance; //overlapping map boundaries is wrong as well
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forceVector -= (boundary - pos) * (size - distance) / getDistance(distance) * stiffnessConstant; //negative value
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};
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if (pos.x < size)
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{
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pushAwayFromBoundary(0, pos.y);
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}
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if (pos.x > 1-size)
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{
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pushAwayFromBoundary(1, pos.y);
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}
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if (pos.y < size)
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{
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pushAwayFromBoundary(pos.x, 0);
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}
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if (pos.y > 1-size)
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{
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pushAwayFromBoundary(pos.x, 1);
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}
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overlaps[zone.second] = totalOverlap;
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forceVector.z = 0; //operator - doesn't preserve z coordinate :/
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forces[zone.second] = forceVector;
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totalForces[zone.second] += forceVector; //add
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}
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//update positions 2
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attractConnectedZones(zones, forces, distances);
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for (auto zone : forces)
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{
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zone.first->setCenter (zone.first->getCenter() + zone.second);
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totalForces[zone.first] = zone.second; //override
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}
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//now perform drastic movement of zone that is completely not linked
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//2. separate overlapping zones
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separateOverlappingZones(zones, forces, overlaps);
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for (auto zone : forces)
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{
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zone.first->setCenter (zone.first->getCenter() + zone.second);
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totalForces[zone.first] += zone.second; //accumulate
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}
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//3. now perform drastic movement of zone that is completely not linked
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float maxRatio = 0;
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CRmgTemplateZone * misplacedZone = nullptr;
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@ -245,28 +161,7 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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misplacedZone = zone.first;
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}
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}
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logGlobal->traceStream() << boost::format("Total distance between zones in this iteration: %2.4f, Total overlap: %2.4f, Worst misplacement/movement ratio: %3.2f") % totalDistance % totalOverlap % maxRatio;
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//check fitness function
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bool improvement = false;
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if (bestTotalDistance > 0 && bestTotalOverlap > 0)
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{
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if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
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improvement = true;
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}
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else
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if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
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improvement = true;
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//save best solution before drastic jump
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if (improvement)
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{
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bestTotalDistance = totalDistance;
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bestTotalOverlap = totalOverlap;
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for (auto zone : zones)
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bestSolution[zone.second] = zone.second->getCenter();
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}
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logGlobal->traceStream() << boost::format("Worst misplacement/movement ratio: %3.2f") % maxRatio;
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if (maxRatio > maxDistanceMovementRatio)
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{
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@ -323,6 +218,42 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
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}
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}
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//4. NOW after everything was moved, re-evaluate zone positions
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attractConnectedZones(zones, forces, distances);
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separateOverlappingZones(zones, forces, overlaps);
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totalDistance = 0;
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totalOverlap = 0;
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for (auto zone : distances) //find most misplaced zone
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{
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totalDistance += zone.second;
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float overlap = overlaps[zone.first];
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totalOverlap += overlap;
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}
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//check fitness function
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bool improvement = false;
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if (bestTotalDistance > 0 && bestTotalOverlap > 0)
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{
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if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
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improvement = true;
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}
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else
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if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
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improvement = true;
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logGlobal->traceStream() << boost::format("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s") % totalDistance % totalOverlap % improvement;
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//save best solution
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if (improvement)
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{
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bestTotalDistance = totalDistance;
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bestTotalOverlap = totalOverlap;
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for (auto zone : zones)
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bestSolution[zone.second] = zone.second->getCenter();
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}
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}
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logGlobal->traceStream() << boost::format("Best fitness reached: total distance %2.4f, total overlap %2.4f") % bestTotalDistance % bestTotalOverlap;
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@ -333,6 +264,98 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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}
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}
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void CZonePlacer::attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances)
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{
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for (auto zone : zones)
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{
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float3 forceVector(0, 0, 0);
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float3 pos = zone.second->getCenter();
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float totalDistance = 0;
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for (auto con : zone.second->getConnections())
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{
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auto otherZone = zones[con];
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float3 otherZoneCenter = otherZone->getCenter();
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float distance = pos.dist2d(otherZoneCenter);
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float minDistance = 0;
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if (pos.z != otherZoneCenter.z)
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minDistance = 0; //zones on different levels can overlap completely
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else
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minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
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if (distance > minDistance)
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{
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//WARNING: compiler used to 'optimize' that line so it never actually worked
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float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
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forceVector += (((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance))) * gravityConstant; //positive value
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totalDistance += (distance - minDistance);
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}
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}
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distances[zone.second] = totalDistance;
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forceVector.z = 0; //operator - doesn't preserve z coordinate :/
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forces[zone.second] = forceVector;
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}
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}
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void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
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{
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for (auto zone : zones)
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{
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float3 forceVector(0, 0, 0);
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float3 pos = zone.second->getCenter();
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float overlap = 0;
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//separate overlaping zones
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for (auto otherZone : zones)
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{
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float3 otherZoneCenter = otherZone.second->getCenter();
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//zones on different levels don't push away
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if (zone == otherZone || pos.z != otherZoneCenter.z)
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continue;
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float distance = pos.dist2d(otherZoneCenter);
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float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
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if (distance < minDistance)
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{
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forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
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overlap += (minDistance - distance); //overlapping of small zones hurts us more
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}
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}
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//move zones away from boundaries
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//do not scale boundary distance - zones tend to get squashed
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float size = zone.second->getSize() / mapSize;
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auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
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{
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float3 boundary = float3(x, y, pos.z);
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float distance = pos.dist2d(boundary);
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overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
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forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
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};
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if (pos.x < size)
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{
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pushAwayFromBoundary(0, pos.y);
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}
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if (pos.x > 1 - size)
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{
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pushAwayFromBoundary(1, pos.y);
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}
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if (pos.y < size)
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{
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pushAwayFromBoundary(pos.x, 0);
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}
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if (pos.y > 1 - size)
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{
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pushAwayFromBoundary(pos.x, 1);
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}
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overlaps[zone.second] = overlap;
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forceVector.z = 0; //operator - doesn't preserve z coordinate :/
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forces[zone.second] = forceVector;
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}
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}
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float CZonePlacer::metric (const int3 &A, const int3 &B) const
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{
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/*
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@ -21,6 +21,10 @@ class CRandomGenerator;
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class CRmgTemplateZone;
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class CMapGenerator;
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typedef std::map <TRmgTemplateZoneId, CRmgTemplateZone*> TZoneMap;
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typedef std::map <CRmgTemplateZone *, float3> TForceVector;
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typedef std::map <CRmgTemplateZone *, float> TDistanceVector;
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class CPlacedZone
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{
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public:
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@ -39,8 +43,11 @@ public:
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explicit CZonePlacer(CMapGenerator * gen);
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int3 cords (const float3 f) const;
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float metric (const int3 &a, const int3 &b) const;
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float getDistance(float distance) const; //additional scaling without 0 divison
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~CZonePlacer();
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void attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances);
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void separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps);
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void placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand);
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void assignZones(const CMapGenOptions * mapGenOptions);
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@ -48,6 +55,10 @@ private:
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//metric coefiicients
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float scaleX;
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float scaleY;
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float mapSize;
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float gravityConstant;
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float stiffnessConstant;
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//float a1, b1, c1, a2, b2, c2;
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//CMap * map;
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//std::unique_ptr<CZoneGraph> graph;
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