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Final implementation
This commit is contained in:
@@ -261,7 +261,7 @@
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{ "a" : "1", "b" : "21", "guard" : 3000, "road" : "true" },
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{ "a" : "1", "b" : "21", "guard" : 3000, "road" : "true" },
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{ "a" : "2", "b" : "10", "guard" : 6000, "road" : "random" },
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{ "a" : "2", "b" : "10", "guard" : 6000, "road" : "random" },
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{ "a" : "2", "b" : "22", "guard" : 3000, "road" : "true" },
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{ "a" : "2", "b" : "22", "guard" : 3000, "road" : "random" },
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{ "a" : "2", "b" : "22", "guard" : 3000, "road" : "random" },
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{ "a" : "2", "b" : "22", "guard" : 3000, "road" : "random" },
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{ "a" : "3", "b" : "21", "guard" : 3000, "road" : "true" },
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{ "a" : "3", "b" : "21", "guard" : 3000, "road" : "true" },
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@@ -272,7 +272,7 @@
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{ "a" : "4", "b" : "23", "guard" : 3000, "road" : "false" },
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{ "a" : "4", "b" : "23", "guard" : 3000, "road" : "false" },
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{ "a" : "4", "b" : "25", "guard" : 3000, "road" : "true" },
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{ "a" : "4", "b" : "25", "guard" : 3000, "road" : "true" },
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{ "a" : "5", "b" : "13", "guard" : 6000, "road" : "true" },
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{ "a" : "5", "b" : "13", "guard" : 6000, "road" : "random " },
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{ "a" : "5", "b" : "24", "guard" : 3000, "road" : "random" },
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{ "a" : "5", "b" : "24", "guard" : 3000, "road" : "random" },
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{ "a" : "5", "b" : "24", "guard" : 3000, "road" : "random" },
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{ "a" : "5", "b" : "24", "guard" : 3000, "road" : "random" },
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+59
-420
@@ -44,7 +44,7 @@ void unionSets(std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> & parent, TRmgTe
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Random road generation requirements:
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Random road generation requirements:
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- Every town should be connected via road
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- Every town should be connected via road
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- There should be exactly one road betwen any two towns (connected MST)
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- There should be exactly one road betwen any two towns (connected MST)
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- This excludes cases when there are multiple road connetions betwween two zones
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- This excludes cases when there are multiple obligatory road connections betwween two zones
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- Road cannot end in a zone without town
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- Road cannot end in a zone without town
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- Wide connections should have no road
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- Wide connections should have no road
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*/
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*/
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@@ -102,92 +102,19 @@ void CRoadRandomizer::dropRandomRoads(vstd::RNG * rand)
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return;
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return;
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}
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}
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// Track direct connections between zones (both TRUE and RANDOM)
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// Initialize Union-Find for all zones to track connectivity
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std::map<TRmgTemplateZoneId, std::map<TRmgTemplateZoneId, bool>> directConnections;
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// First pass: find all TRUE connections
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE)
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{
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// Mark that these zones are directly connected by a TRUE road
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directConnections[zoneA][zoneB] = true;
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directConnections[zoneB][zoneA] = true;
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}
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}
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}
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// Track all available connections in the template (for graph connectivity analysis)
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std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> allConnections;
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std::map<std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>, int> connectionIds;
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// Build adjacency list for available connections and track connection IDs
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_TRUE ||
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connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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{
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// Only include TRUE and RANDOM roads in connectivity analysis
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allConnections[zoneA].insert(zoneB);
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allConnections[zoneB].insert(zoneA);
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// Track connection ID for later use
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connectionIds[{std::min(zoneA, zoneB), std::max(zoneA, zoneB)}] = connection.getId();
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}
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}
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}
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// Check if there's a path between all town zones using all available connections
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// This is to verify if global connectivity is even possible
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std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> reachableTowns;
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for(auto startTown : zonesWithTowns)
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{
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std::queue<TRmgTemplateZoneId> q;
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std::set<TRmgTemplateZoneId> visited;
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q.push(startTown);
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visited.insert(startTown);
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while(!q.empty())
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{
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auto current = q.front();
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q.pop();
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for(auto neighbor : allConnections[current])
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{
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if(!vstd::contains(visited, neighbor))
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{
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visited.insert(neighbor);
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q.push(neighbor);
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if(vstd::contains(zonesWithTowns, neighbor))
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{
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reachableTowns[startTown].insert(neighbor);
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}
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}
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}
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}
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}
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// Initialize Union-Find for MST tracking
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std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
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std::map<TRmgTemplateZoneId, TRmgTemplateZoneId> parent;
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for(auto townZone : zonesWithTowns)
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// Track if a component (represented by its root) contains a town
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std::map<TRmgTemplateZoneId, bool> componentHasTown;
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for(const auto & zone : zones)
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{
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{
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parent[townZone] = townZone;
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auto zoneId = zone.first;
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parent[zoneId] = zoneId;
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componentHasTown[zoneId] = vstd::contains(zonesWithTowns, zoneId);
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}
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}
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// Add all TRUE roads connecting town zones to MST
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// Process all connections that are already set to TRUE
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for(auto & zonePtr : zones)
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for(auto & zonePtr : zones)
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{
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{
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for(auto & connection : zonePtr.second->getConnections())
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for(auto & connection : zonePtr.second->getConnections())
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@@ -196,368 +123,80 @@ void CRoadRandomizer::dropRandomRoads(vstd::RNG * rand)
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{
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{
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auto zoneA = connection.getZoneA();
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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auto zoneB = connection.getZoneB();
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auto rootA = findSet(parent, zoneA);
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// If both zones have towns, add to MST
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auto rootB = findSet(parent, zoneB);
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if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
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if(rootA != rootB)
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{
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{
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unionSets(parent, zoneA, zoneB);
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bool hasTown = componentHasTown[rootA] || componentHasTown[rootB];
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parent[rootA] = rootB;
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componentHasTown[rootB] = hasTown;
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}
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}
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}
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}
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}
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}
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}
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}
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// Process all paths through true roads (BFS)
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// Collect all RANDOM connections to be processed
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for(auto townZone : zonesWithTowns)
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std::vector<rmg::ZoneConnection> randomRoads;
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{
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std::map<int, bool> processedConnectionIds;
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std::queue<TRmgTemplateZoneId> q;
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std::set<TRmgTemplateZoneId> visited;
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q.push(townZone);
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visited.insert(townZone);
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while(!q.empty())
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{
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auto current = q.front();
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q.pop();
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for(auto & otherZone : directConnections[current])
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{
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if(otherZone.second && !vstd::contains(visited, otherZone.first))
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{
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visited.insert(otherZone.first);
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q.push(otherZone.first);
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// If this is another town, update MST
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if(vstd::contains(zonesWithTowns, otherZone.first))
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{
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unionSets(parent, townZone, otherZone.first);
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}
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}
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}
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}
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}
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// Process RANDOM connections
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// First, ensure each town has at least one connection
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for(auto townZone : zonesWithTowns)
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{
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// Skip if already has a TRUE road
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if(!directConnections[townZone].empty())
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continue;
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// Find a random connection to upgrade to TRUE
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for(auto & zonePtr : zones)
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{
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for(auto & connection : zonePtr.second->getConnections())
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{
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM &&
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(connection.getZoneA() == townZone || connection.getZoneB() == townZone))
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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// Don't upgrade if these zones are already directly connected by a TRUE road
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if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
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continue;
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// Upgrade to TRUE
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setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
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directConnections[zoneA][zoneB] = true;
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directConnections[zoneB][zoneA] = true;
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auto otherZone = (zoneA == townZone) ? zoneB : zoneA;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d to ensure town zone %d has at least one connection (to zone %d)",
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connection.getId(), townZone, otherZone);
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break;
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}
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}
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// Stop if we've found a connection
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if(!directConnections[townZone].empty())
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break;
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}
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}
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// Process remaining RANDOM roads - prioritize town connectivity
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// First collect all RANDOM roads
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std::vector<std::pair<int, std::pair<TRmgTemplateZoneId, TRmgTemplateZoneId>>> randomRoads;
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for(auto & zonePtr : zones)
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for(auto & zonePtr : zones)
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{
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{
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for(auto & connection : zonePtr.second->getConnections())
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for(auto & connection : zonePtr.second->getConnections())
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{
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{
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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if(connection.getRoadOption() == rmg::ERoadOption::ROAD_RANDOM)
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{
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{
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auto id = connection.getId();
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// Ensure we only add each connection once
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auto zoneA = connection.getZoneA();
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if(processedConnectionIds.find(connection.getId()) == processedConnectionIds.end())
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auto zoneB = connection.getZoneB();
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// Skip if these zones are already directly connected by a TRUE road
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if(vstd::contains(directConnections[zoneA], zoneB) && directConnections[zoneA][zoneB])
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{
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{
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setRoadOptionForConnection(id, rmg::ERoadOption::ROAD_FALSE);
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randomRoads.push_back(connection);
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logGlobal->info("Setting RANDOM road to FALSE for connection %d - duplicate of TRUE road between zones %d and %d",
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processedConnectionIds[connection.getId()] = true;
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id, zoneA, zoneB);
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continue;
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}
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}
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randomRoads.push_back(std::make_pair(id, std::make_pair(zoneA, zoneB)));
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}
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}
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}
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}
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}
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}
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RandomGeneratorUtil::randomShuffle(randomRoads, *rand);
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RandomGeneratorUtil::randomShuffle(randomRoads, *rand);
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// Process random roads - first connect town zones
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// Process random roads using Kruskal's-like algorithm to connect components
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for(auto& road : randomRoads)
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for(const auto& connection : randomRoads)
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{
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{
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auto id = road.first;
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auto zoneA = connection.getZoneA();
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auto zoneA = road.second.first;
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auto zoneB = connection.getZoneB();
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auto zoneB = road.second.second;
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auto rootA = findSet(parent, zoneA);
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auto rootB = findSet(parent, zoneB);
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bool setToTrue = false;
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bool roadSet = false;
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// If both zones have towns, check if they're already connected in the MST
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if(vstd::contains(zonesWithTowns, zoneA) && vstd::contains(zonesWithTowns, zoneB))
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// Only build roads if they connect different components
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if(rootA != rootB)
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{
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{
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if(findSet(parent, zoneA) != findSet(parent, zoneB))
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bool townInA = componentHasTown[rootA];
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bool townInB = componentHasTown[rootB];
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// Connect components if at least one of them contains a town.
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// This ensures we connect all town components and extend them,
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// but never connect two non-town components together.
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if(townInA || townInB)
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{
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{
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// Not connected, add this road to MST
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logGlobal->info("Setting RANDOM road to TRUE for connection %d between zones %d and %d to connect town components.", connection.getId(), zoneA, zoneB);
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unionSets(parent, zoneA, zoneB);
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setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_TRUE);
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setToTrue = true;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d between town zones %d and %d",
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// Union the sets
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id, zoneA, zoneB);
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bool hasTown = townInA || townInB;
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parent[rootA] = rootB;
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componentHasTown[rootB] = hasTown;
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roadSet = true;
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}
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}
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}
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}
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// If one zone has a town and one doesn't
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else if(vstd::contains(zonesWithTowns, zoneA) || vstd::contains(zonesWithTowns, zoneB))
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if(!roadSet)
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{
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{
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TRmgTemplateZoneId townZone = vstd::contains(zonesWithTowns, zoneA) ? zoneA : zoneB;
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// This road was not chosen, either because it creates a cycle or connects two non-town areas
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TRmgTemplateZoneId nonTownZone = vstd::contains(zonesWithTowns, zoneA) ? zoneB : zoneA;
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setRoadOptionForConnection(connection.getId(), rmg::ERoadOption::ROAD_FALSE);
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// Check if this town already has at least one TRUE connection
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if(directConnections[townZone].empty())
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{
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setToTrue = true;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d - only connection for town zone %d",
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id, townZone);
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}
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else
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{
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// See if this non-town zone connects to another town zone
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// This could be a potential bridge zone to connect towns
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bool connectsToOtherTown = false;
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TRmgTemplateZoneId otherTownZone = 0;
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for(auto connectedZone : allConnections[nonTownZone])
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{
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if(vstd::contains(zonesWithTowns, connectedZone) && connectedZone != townZone)
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{
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otherTownZone = connectedZone;
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connectsToOtherTown = true;
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break;
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}
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}
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if(connectsToOtherTown && findSet(parent, townZone) != findSet(parent, otherTownZone))
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{
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// This non-town zone can help connect two town zones that are not yet connected
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setToTrue = true;
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logGlobal->info("Setting RANDOM road to TRUE for connection %d - bridge through non-town zone %d to connect towns %d and %d",
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id, nonTownZone, townZone, otherTownZone);
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}
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}
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}
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// Update all zones with this connection
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setRoadOptionForConnection(id, setToTrue ? rmg::ERoadOption::ROAD_TRUE : rmg::ERoadOption::ROAD_FALSE);
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if(setToTrue)
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{
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||||||
directConnections[zoneA][zoneB] = true;
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|
||||||
directConnections[zoneB][zoneA] = true;
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|
||||||
}
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}
|
||||||
}
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}
|
||||||
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|
||||||
// Check if we have a connected graph for town zones after initial MST
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|
||||||
std::map<TRmgTemplateZoneId, std::set<TRmgTemplateZoneId>> connectedComponents;
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|
||||||
std::set<TRmgTemplateZoneId> processedTowns;
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|
||||||
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|
||||||
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");
|
logGlobal->info("Finished road generation - created minimal spanning tree connecting all towns");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user