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Removed "growing" zones which don't fit the rest of algorithm. Zones are now better connected on complex maps.
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@@ -53,8 +53,6 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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const float gravityConstant = 4e-3;
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const float stiffnessConstant = 4e-3;
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float zoneScale = 1.0f / std::sqrt(zones.size()); //zones starts small and then inflate. placing more zones is more difficult
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const float inflateModifier = 1.02;
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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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@@ -125,7 +123,9 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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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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while (zoneScale < 1) //until zones reach their desired size and fill the map tightly
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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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@@ -144,7 +144,7 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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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 * zoneScale; //scale down to (0,1) coordinates
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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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@@ -181,11 +181,11 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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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 * zoneScale;
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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) / (zoneScale * zoneScale); //overlapping of small zones hurts us more
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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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@@ -288,7 +288,7 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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}
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}
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float3 vec = targetZone->getCenter() - ourCenter;
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float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) * zoneScale / mapSize;
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float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
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logGlobal->traceStream() << boost::format("Trying to move zone %d %s towards %d %s. Old distance %f") %
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misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxDistance;
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logGlobal->traceStream() << boost::format("direction is %s") % vec();
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@@ -314,7 +314,7 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
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}
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}
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float3 vec = ourCenter - targetZone->getCenter();
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float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) * zoneScale / mapSize;
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float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
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logGlobal->traceStream() << boost::format("Trying to move zone %d %s away from %d %s. Old distance %f") %
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misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxOverlap;
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logGlobal->traceStream() << boost::format("direction is %s") % vec();
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@@ -323,8 +323,6 @@ 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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zoneScale *= inflateModifier; //increase size of zones so they
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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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