Final implementation

This commit is contained in:
Tomasz Zieliński
2025-08-01 21:41:47 +02:00
parent 07a6474117
commit f375259c78
2 changed files with 61 additions and 422 deletions
+59 -420
View File
@@ -44,7 +44,7 @@ void unionSets(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTe
Random road generation requirements:
- Every town should be connected via road
- There should be exactly one road betwen any two towns (connected MST)
- This excludes cases when there are multiple road connetions betwween two zones
- This excludes cases when there are multiple obligatory road connections betwween two zones
- Road cannot end in a zone without town
- Wide connections should have no road
*/
@@ -102,92 +102,19 @@ void CRoadRandomizer::dropRandomRoads(vstd::RNG * rand)
return;
}
// Track direct connections between zones (both TRUE and RANDOM)
std::map<TRmgTemplateZoneId, std::map<TRmgTemplateZoneId, bool>> directConnections;
// First pass: find all TRUE connections
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)
{
// Mark that these zones are directly connected by a TRUE road
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
}
}
}
// 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
// Initialize Union-Find for all zones to track connectivity
std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
for(auto townZone : zonesWithTowns)
// Track if a component (represented by its root) contains a town
std::map<TRmgTemplateZoneId, bool> componentHasTown;
for(const auto & zone : zones)
{
parent[townZone] = townZone;
auto zoneId = zone.first;
parent[zoneId] = zoneId;
componentHasTown[zoneId] = vstd::contains(zonesWithTowns, zoneId);
}
// Add all TRUE roads connecting town zones to MST
// Process all connections that are already set to TRUE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
@@ -196,368 +123,80 @@ void CRoadRandomizer::dropRandomRoads(vstd::RNG * rand)
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// If both zones have towns, add to MST
if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
auto rootA = findSet(parent, zoneA);
auto rootB = findSet(parent, zoneB);
if(rootA != rootB)
{
unionSets(parent, zoneA, zoneB);
bool hasTown = componentHasTown[rootA] || componentHasTown[rootB];
parent[rootA] = rootB;
componentHasTown[rootB] = hasTown;
}
}
}
}
// Process all paths through true roads (BFS)
for(auto townZone : zonesWithTowns)
{
std::queue<TRmgTemplateZoneId> q;
std::set<TRmgTemplateZoneId> visited;
q.push(townZone);
visited.insert(townZone);
while(!q.empty())
{
auto current = q.front();
q.pop();
for(auto & otherZone : directConnections[current])
{
if(otherZone.second && !vstd::contains(visited, otherZone.first))
{
visited.insert(otherZone.first);
q.push(otherZone.first);
// If this is another town, update MST
if(vstd::contains(zonesWithTowns, otherZone.first))
{
unionSets(parent, townZone, otherZone.first);
}
}
}
}
}
// Process RANDOM connections
// First, ensure each town has at least one connection
for(auto townZone : zonesWithTowns)
{
// Skip if already has a TRUE road
if(!directConnections[townZone].empty())
continue;
// Find a random connection to upgrade to TRUE
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM &&
(connection.getZoneA() == townZone || connection.getZoneB() == townZone))
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// Don't upgrade if these zones are already directly connected by a TRUE road
if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
continue;
// Upgrade to TRUE
setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
auto otherZone = (zoneA == townZone) ? zoneB : zoneA;
logGlobal->info("Setting RANDOM road to TRUE for connection %d to ensure town zone %d has at least one connection (to zone %d)",
connection.getId(), townZone, otherZone);
break;
}
}
// Stop if we've found a connection
if(!directConnections[townZone].empty())
break;
}
}
// Process remaining RANDOM roads - prioritize town connectivity
// First collect all RANDOM roads
std::vector<std::pair<int, std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>>> randomRoads;
// Collect all RANDOM connections to be processed
std::vector<rmg::ZoneConnection> randomRoads;
std::map<int, bool> processedConnectionIds;
for(auto & zonePtr : zones)
{
for(auto & connection : zonePtr.second->getConnections())
{
if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
{
auto id = connection.getId();
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
// Skip if these zones are already directly connected by a TRUE road
if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
// Ensure we only add each connection once
if(processedConnectionIds.find(connection.getId()) == processedConnectionIds.end())
{
setRoadOptionForConnection(id, rmg::ERoadOption::ROAD_FALSE);
logGlobal->info("Setting RANDOM road to FALSE for connection %d - duplicate of TRUE road between zones %d and %d",
id, zoneA, zoneB);
continue;
randomRoads.push_back(connection);
processedConnectionIds[connection.getId()] = true;
}
randomRoads.push_back(std::make_pair(id, std::make_pair(zoneA, zoneB)));
}
}
}
RandomGeneratorUtil::randomShuffle(randomRoads, *rand);
// Process random roads - first connect town zones
for(auto& road : randomRoads)
// Process random roads using Kruskal's-like algorithm to connect components
for(const auto& connection : randomRoads)
{
auto id = road.first;
auto zoneA = road.second.first;
auto zoneB = road.second.second;
bool setToTrue = false;
// If both zones have towns, check if they're already connected in the MST
if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
auto rootA = findSet(parent, zoneA);
auto rootB = findSet(parent, zoneB);
bool roadSet = false;
// Only build roads if they connect different components
if(rootA != rootB)
{
if(findSet(parent, zoneA) != findSet(parent, zoneB))
bool townInA = componentHasTown[rootA];
bool townInB = componentHasTown[rootB];
// Connect components if at least one of them contains a town.
// This ensures we connect all town components and extend them,
// but never connect two non-town components together.
if(townInA || townInB)
{
// Not connected, add this road to MST
unionSets(parent, zoneA, zoneB);
setToTrue = true;
logGlobal->info("Setting RANDOM road to TRUE for connection %d between zones %d and %d to connect town components.", connection.getId(), zoneA, zoneB);
setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
logGlobal->info("Setting RANDOM road to TRUE for connection %d between town zones %d and %d",
id, zoneA, zoneB);
// Union the sets
bool hasTown = townInA || townInB;
parent[rootA] = rootB;
componentHasTown[rootB] = hasTown;
roadSet = true;
}
}
// If one zone has a town and one doesn't
else if(vstd::contains(zonesWithTowns, zoneA) || vstd::contains(zonesWithTowns, zoneB))
if(!roadSet)
{
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())
{
setToTrue = true;
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
setRoadOptionForConnection(id, setToTrue ? rmg::ERoadOption::ROAD_TRUE : rmg::ERoadOption::ROAD_FALSE);
if(setToTrue)
{
directConnections[zoneA][zoneB] = true;
directConnections[zoneB][zoneA] = true;
// This road was not chosen, either because it creates a cycle or connects two non-town areas
setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_FALSE);
}
}
// 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");
}