mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
48c11f661b
(cherry picked from commit 164ecaea60
)
909 lines
26 KiB
C++
909 lines
26 KiB
C++
/*
|
|
* CZonePlacer.cpp, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
|
|
#include "StdInc.h"
|
|
#include <stack>
|
|
#include "../CRandomGenerator.h"
|
|
#include "CZonePlacer.h"
|
|
#include "../TerrainHandler.h"
|
|
#include "../mapping/CMap.h"
|
|
#include "../mapping/CMapEditManager.h"
|
|
#include "CMapGenOptions.h"
|
|
#include "RmgMap.h"
|
|
#include "Zone.h"
|
|
#include "Functions.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CRandomGenerator;
|
|
|
|
CZonePlacer::CZonePlacer(RmgMap & map)
|
|
: width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0),
|
|
map(map)
|
|
{
|
|
|
|
}
|
|
|
|
int3 CZonePlacer::cords(const float3 & f) const
|
|
{
|
|
return int3(static_cast<si32>(std::max(0.f, (f.x * map.map().width) - 1)), static_cast<si32>(std::max(0.f, (f.y * map.map().height - 1))), f.z);
|
|
}
|
|
|
|
float CZonePlacer::getDistance (float distance) const
|
|
{
|
|
return (distance ? distance * distance : 1e-6f);
|
|
}
|
|
|
|
void CZonePlacer::findPathsBetweenZones()
|
|
{
|
|
typedef std::pair<int, int> ConnectionIndex;
|
|
|
|
auto zones = map.getZones();
|
|
|
|
std::set<std::shared_ptr<Zone>> zonesToCheck;
|
|
|
|
//Initialize direct connections
|
|
for (auto zone : zones)
|
|
{
|
|
auto zoneId = zone.second->getId();
|
|
for (auto connection : zone.second->getConnections())
|
|
{
|
|
if (!vstd::contains(distancesBetweenZones[zoneId], connection))
|
|
{
|
|
distancesBetweenZones[zoneId][connection] = 1;
|
|
distancesBetweenZones[connection][zoneId] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto startZone : zones)
|
|
{
|
|
size_t start = startZone.second->getId();
|
|
|
|
for (auto endZone : zones)
|
|
{
|
|
size_t end = endZone.second->getId();
|
|
|
|
if (start != end)
|
|
{
|
|
auto currentEnd = end;
|
|
while (!vstd::contains(distancesBetweenZones[start], end))
|
|
{
|
|
size_t distance = 10; //Some large but not infinite number to not blow up the weights
|
|
std::stack<int> nearbyZones;
|
|
std::set<int> checkedZones;
|
|
|
|
//FIXME: we may know the path from previous iterations, but can't be sure if it's optimal :?
|
|
|
|
for (auto nearbyZone : startZone.second->getConnections())
|
|
{
|
|
nearbyZones.push(nearbyZone);
|
|
}
|
|
|
|
while (!nearbyZones.empty())
|
|
{
|
|
auto currentZone = nearbyZones.top();
|
|
nearbyZones.pop();
|
|
|
|
checkedZones.insert(currentZone);
|
|
|
|
for (auto neighbourZone : distancesBetweenZones[currentZone])
|
|
{
|
|
if (neighbourZone.first == currentEnd)
|
|
{
|
|
//This zone has connection to our end zone
|
|
|
|
if (!vstd::contains(distancesBetweenZones[currentZone], currentEnd))
|
|
{
|
|
//Initialize the connection of adjacent zones
|
|
distancesBetweenZones[currentZone][currentEnd] = 1;
|
|
}
|
|
|
|
if ((distancesBetweenZones[currentZone][currentEnd] + 1) < distance)
|
|
{
|
|
//We found new, shorter path
|
|
distance = distancesBetweenZones[currentZone][currentEnd] + 1;
|
|
|
|
//Add just found connection
|
|
distancesBetweenZones[start][currentEnd] = distance;
|
|
//Connection is bidirectional
|
|
distancesBetweenZones[currentEnd][start] = distance;
|
|
|
|
//Unwind the stack, find the path between start previous-to-last zone
|
|
currentEnd = currentZone;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!vstd::contains(checkedZones, neighbourZone.first))
|
|
{
|
|
//We didn't check that zone yet
|
|
nearbyZones.push(neighbourZone.first);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//At the very least after this step we will find 1 more step connecting the two zones
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Dump debug
|
|
for (auto startZone : zones)
|
|
{
|
|
auto startId = startZone.second->getId();
|
|
|
|
for (auto endZone : zones)
|
|
{
|
|
auto endId = endZone.second->getId();
|
|
|
|
if (startId >= endId)
|
|
{
|
|
//Print only conections in one way
|
|
continue;
|
|
}
|
|
logGlobal->info((boost::format("Distance between zone %2d and %2d: %d")
|
|
% startId % endId % distancesBetweenZones[startId][endId]).str());
|
|
}
|
|
}
|
|
}
|
|
|
|
void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
|
|
{
|
|
auto zones = map.getZones();
|
|
assert(zones.size());
|
|
|
|
//Make sure there are at least as many grid fields as the number of zones
|
|
size_t gridSize = std::ceil(std::sqrt(zones.size()));
|
|
|
|
typedef boost::multi_array<std::shared_ptr<Zone>, 2> GridType;
|
|
GridType grid(boost::extents[gridSize][gridSize]);
|
|
|
|
TZoneVector zonesVector(zones.begin(), zones.end());
|
|
RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
|
|
|
|
//Place first zone
|
|
|
|
auto firstZone = zonesVector[0].second;
|
|
size_t x = 0, y = 0;
|
|
|
|
auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
|
|
{
|
|
switch (rand->nextInt() % 4)
|
|
{
|
|
case 0:
|
|
x = 0;
|
|
y = gridSize / 2;
|
|
break;
|
|
case 1:
|
|
x = gridSize - 1;
|
|
y = gridSize / 2;
|
|
break;
|
|
case 2:
|
|
x = gridSize / 2;
|
|
y = 0;
|
|
break;
|
|
case 3:
|
|
x = gridSize / 2;
|
|
y = gridSize - 1;
|
|
break;
|
|
}
|
|
};
|
|
|
|
switch (firstZone->getType())
|
|
{
|
|
case ETemplateZoneType::PLAYER_START:
|
|
case ETemplateZoneType::CPU_START:
|
|
if (firstZone->getConnections().size() > 2)
|
|
{
|
|
getRandomEdge(x, y);
|
|
}
|
|
else
|
|
{
|
|
//Random corner
|
|
if (rand->nextInt() % 2)
|
|
{
|
|
x = 0;
|
|
}
|
|
else
|
|
{
|
|
x = gridSize - 1;
|
|
}
|
|
if (rand->nextInt() % 2)
|
|
{
|
|
y = 0;
|
|
}
|
|
else
|
|
{
|
|
y = gridSize - 1;
|
|
}
|
|
}
|
|
break;
|
|
case ETemplateZoneType::TREASURE:
|
|
if (gridSize && 1) //odd
|
|
{
|
|
x = y = (gridSize / 2);
|
|
}
|
|
else
|
|
{
|
|
//One of 4 squares in the middle
|
|
x = (gridSize / 2) - 1 + rand->nextInt() % 2;
|
|
y = (gridSize / 2) - 1 + rand->nextInt() % 2;
|
|
}
|
|
break;
|
|
case ETemplateZoneType::JUNCTION:
|
|
getRandomEdge(x, y);
|
|
break;
|
|
}
|
|
grid[x][y] = firstZone;
|
|
|
|
//Ignore z placement for simplicity
|
|
|
|
for (size_t i = 1; i < zones.size(); i++)
|
|
{
|
|
auto zone = zonesVector[i].second;
|
|
auto connections = zone->getConnections();
|
|
|
|
float maxDistance = -1000.0;
|
|
int3 mostDistantPlace;
|
|
|
|
//Iterate over free positions
|
|
for (size_t freeX = 0; freeX < gridSize; ++freeX)
|
|
{
|
|
for (size_t freeY = 0; freeY < gridSize; ++freeY)
|
|
{
|
|
if (!grid[freeX][freeY])
|
|
{
|
|
//There is free space left here
|
|
int3 potentialPos(freeX, freeY, 0);
|
|
|
|
//Compute distance to every existing zone
|
|
|
|
float distance = 0;
|
|
for (size_t existingX = 0; existingX < gridSize; ++existingX)
|
|
{
|
|
for (size_t existingY = 0; existingY < gridSize; ++existingY)
|
|
{
|
|
auto existingZone = grid[existingX][existingY];
|
|
if (existingZone)
|
|
{
|
|
//There is already zone here
|
|
float localDistance = 0.0f;
|
|
|
|
auto graphDistance = distancesBetweenZones[zone->getId()][existingZone->getId()];
|
|
if (graphDistance > 1)
|
|
{
|
|
//No direct connection
|
|
localDistance = potentialPos.dist2d(int3(existingX, existingY, 0)) * graphDistance;
|
|
}
|
|
else
|
|
{
|
|
//Has direct connection - place as close as possible
|
|
localDistance = -potentialPos.dist2d(int3(existingX, existingY, 0));
|
|
}
|
|
|
|
//Spread apart player starting zones
|
|
|
|
auto zoneType = zone->getType();
|
|
auto existingZoneType = existingZone->getType();
|
|
if ((zoneType == ETemplateZoneType::PLAYER_START || zoneType == ETemplateZoneType::CPU_START) &&
|
|
(existingZoneType == ETemplateZoneType::PLAYER_START || existingZoneType == ETemplateZoneType::CPU_START))
|
|
{
|
|
int firstPlayer = zone->getOwner().get();
|
|
int secondPlayer = existingZone->getOwner().get();
|
|
|
|
//Players with lower indexes (especially 1 and 2) will be placed further apart
|
|
|
|
localDistance *= (1.0f + (std::abs<float>(firstPlayer - secondPlayer) / (firstPlayer * secondPlayer)));
|
|
}
|
|
|
|
distance += localDistance;
|
|
}
|
|
}
|
|
}
|
|
if (distance > maxDistance)
|
|
{
|
|
maxDistance = distance;
|
|
mostDistantPlace = potentialPos;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Place in a free slot
|
|
grid[mostDistantPlace.x][mostDistantPlace.y] = zone;
|
|
}
|
|
|
|
//TODO: toggle with a flag
|
|
logGlobal->info("Initial zone grid:");
|
|
for (size_t x = 0; x < gridSize; ++x)
|
|
{
|
|
std::string s;
|
|
for (size_t y = 0; y < gridSize; ++y)
|
|
{
|
|
if (grid[x][y])
|
|
{
|
|
s += (boost::format("%3d ") % grid[x][y]->getId()).str();
|
|
}
|
|
else
|
|
{
|
|
s += " -- ";
|
|
}
|
|
}
|
|
logGlobal->info(s);
|
|
}
|
|
|
|
//Set initial position for zones - random position in square centered around (x, y)
|
|
for (size_t x = 0; x < gridSize; ++x)
|
|
{
|
|
for (size_t y = 0; y < gridSize; ++y)
|
|
{
|
|
auto zone = grid[x][y];
|
|
if (zone)
|
|
{
|
|
auto targetX = rand->nextDouble(x - 0.5f, x + 0.5f);
|
|
vstd::clamp(targetX, 0, gridSize);
|
|
auto targetY = rand->nextDouble(y - 0.5f, y + 0.5f);
|
|
vstd::clamp(targetY, 0, gridSize);
|
|
|
|
zone->setCenter(float3(targetX / gridSize, targetY / gridSize, zone->getPos().z));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CZonePlacer::placeZones(CRandomGenerator * rand)
|
|
{
|
|
logGlobal->info("Starting zone placement");
|
|
|
|
width = map.getMapGenOptions().getWidth();
|
|
height = map.getMapGenOptions().getHeight();
|
|
|
|
auto zones = map.getZones();
|
|
vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
|
|
{
|
|
return pr.second->getType() == ETemplateZoneType::WATER;
|
|
});
|
|
bool underground = map.getMapGenOptions().getHasTwoLevels();
|
|
|
|
findPathsBetweenZones();
|
|
placeOnGrid(rand);
|
|
|
|
/*
|
|
gravity-based algorithm
|
|
|
|
let's assume we try to fit N circular zones with radius = size on a map
|
|
*/
|
|
|
|
gravityConstant = 4e-3f;
|
|
stiffnessConstant = 4e-3f;
|
|
|
|
TZoneVector zonesVector(zones.begin(), zones.end());
|
|
assert (zonesVector.size());
|
|
|
|
RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
|
|
|
|
//0. set zone sizes and surface / underground level
|
|
prepareZones(zones, zonesVector, underground, rand);
|
|
|
|
//gravity-based algorithm. connected zones attract, intersecting zones and map boundaries push back
|
|
|
|
//remember best solution
|
|
float bestTotalDistance = 1e10;
|
|
float bestTotalOverlap = 1e10;
|
|
|
|
std::map<std::shared_ptr<Zone>, float3> bestSolution;
|
|
|
|
TForceVector forces;
|
|
TForceVector totalForces; // both attraction and pushback, overcomplicated?
|
|
TDistanceVector distances;
|
|
TDistanceVector overlaps;
|
|
|
|
const int MAX_ITERATIONS = 100;
|
|
for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
|
|
{
|
|
//1. attract connected zones
|
|
attractConnectedZones(zones, forces, distances);
|
|
for(const auto & zone : forces)
|
|
{
|
|
zone.first->setCenter (zone.first->getCenter() + zone.second);
|
|
totalForces[zone.first] = zone.second; //override
|
|
}
|
|
|
|
//2. separate overlapping zones
|
|
separateOverlappingZones(zones, forces, overlaps);
|
|
for(const auto & zone : forces)
|
|
{
|
|
zone.first->setCenter (zone.first->getCenter() + zone.second);
|
|
totalForces[zone.first] += zone.second; //accumulate
|
|
}
|
|
|
|
//3. now perform drastic movement of zone that is completely not linked
|
|
|
|
moveOneZone(zones, totalForces, distances, overlaps);
|
|
|
|
//4. NOW after everything was moved, re-evaluate zone positions
|
|
attractConnectedZones(zones, forces, distances);
|
|
separateOverlappingZones(zones, forces, overlaps);
|
|
|
|
float totalDistance = 0;
|
|
float totalOverlap = 0;
|
|
for(const auto & zone : distances) //find most misplaced zone
|
|
{
|
|
totalDistance += zone.second;
|
|
float overlap = overlaps[zone.first];
|
|
totalOverlap += overlap;
|
|
}
|
|
|
|
//check fitness function
|
|
bool improvement = false;
|
|
if (bestTotalDistance > 0 && bestTotalOverlap > 0)
|
|
{
|
|
if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
|
|
improvement = true;
|
|
}
|
|
else
|
|
{
|
|
if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
|
|
improvement = true;
|
|
}
|
|
|
|
logGlobal->trace("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s", totalDistance, totalOverlap , improvement);
|
|
|
|
//save best solution
|
|
if (improvement)
|
|
{
|
|
bestTotalDistance = totalDistance;
|
|
bestTotalOverlap = totalOverlap;
|
|
|
|
for(const auto & zone : zones)
|
|
bestSolution[zone.second] = zone.second->getCenter();
|
|
}
|
|
}
|
|
|
|
logGlobal->trace("Best fitness reached: total distance %2.4f, total overlap %2.4f", bestTotalDistance, bestTotalOverlap);
|
|
for(const auto & zone : zones) //finalize zone positions
|
|
{
|
|
zone.second->setPos (cords (bestSolution[zone.second]));
|
|
logGlobal->trace("Placed zone %d at relative position %s and coordinates %s", zone.first, zone.second->getCenter().toString(), zone.second->getPos().toString());
|
|
}
|
|
}
|
|
|
|
void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand)
|
|
{
|
|
std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
|
|
|
|
const float radius = 0.4f;
|
|
const float pi2 = 6.28f;
|
|
|
|
int zonesOnLevel[2] = { 0, 0 };
|
|
|
|
//even distribution for surface / underground zones. Surface zones always have priority.
|
|
|
|
TZoneVector zonesToPlace;
|
|
std::map<TRmgTemplateZoneId, int> levels;
|
|
|
|
//first pass - determine fixed surface for zones
|
|
for(const auto & zone : zonesVector)
|
|
{
|
|
if (!underground) //this step is ignored
|
|
zonesToPlace.push_back(zone);
|
|
else //place players depending on their factions
|
|
{
|
|
if(std::optional<int> owner = zone.second->getOwner())
|
|
{
|
|
auto player = PlayerColor(*owner - 1);
|
|
auto playerSettings = map.getMapGenOptions().getPlayersSettings();
|
|
si32 faction = CMapGenOptions::CPlayerSettings::RANDOM_TOWN;
|
|
if (vstd::contains(playerSettings, player))
|
|
faction = playerSettings[player].getStartingTown();
|
|
else
|
|
logGlobal->error("Can't find info for player %d (starting zone)", player.getNum());
|
|
|
|
if (faction == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) //TODO: check this after a town has already been randomized
|
|
zonesToPlace.push_back(zone);
|
|
else
|
|
{
|
|
auto & tt = (*VLC->townh)[faction]->nativeTerrain;
|
|
if(tt == ETerrainId::NONE)
|
|
{
|
|
//any / random
|
|
zonesToPlace.push_back(zone);
|
|
}
|
|
else
|
|
{
|
|
const auto & terrainType = VLC->terrainTypeHandler->getById(tt);
|
|
if(terrainType->isUnderground() && !terrainType->isSurface())
|
|
{
|
|
//underground only
|
|
zonesOnLevel[1]++;
|
|
levels[zone.first] = 1;
|
|
}
|
|
else
|
|
{
|
|
//surface
|
|
zonesOnLevel[0]++;
|
|
levels[zone.first] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else //no starting zone or no underground altogether
|
|
{
|
|
zonesToPlace.push_back(zone);
|
|
}
|
|
}
|
|
}
|
|
for(const auto & zone : zonesToPlace)
|
|
{
|
|
if (underground) //only then consider underground zones
|
|
{
|
|
int level = 0;
|
|
if (zonesOnLevel[1] < zonesOnLevel[0]) //only if there are less underground zones
|
|
level = 1;
|
|
else
|
|
level = 0;
|
|
|
|
levels[zone.first] = level;
|
|
zonesOnLevel[level]++;
|
|
}
|
|
else
|
|
levels[zone.first] = 0;
|
|
}
|
|
for(const auto & zone : zonesVector)
|
|
{
|
|
int level = levels[zone.first];
|
|
totalSize[level] += (zone.second->getSize() * zone.second->getSize());
|
|
auto randomAngle = static_cast<float>(rand->nextDouble(0, pi2));
|
|
zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
|
|
}
|
|
|
|
/*
|
|
prescale zones
|
|
|
|
formula: sum((prescaler*n)^2)*pi = WH
|
|
|
|
prescaler = sqrt((WH)/(sum(n^2)*pi))
|
|
*/
|
|
|
|
std::vector<float> prescaler = { 0, 0 };
|
|
for (int i = 0; i < 2; i++)
|
|
prescaler[i] = std::sqrt((width * height) / (totalSize[i] * 3.14f));
|
|
mapSize = static_cast<float>(sqrt(width * height));
|
|
for(const auto & zone : zones)
|
|
{
|
|
zone.second->setSize(static_cast<int>(zone.second->getSize() * prescaler[zone.second->getCenter().z]));
|
|
}
|
|
}
|
|
|
|
void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const
|
|
{
|
|
for(const auto & zone : zones)
|
|
{
|
|
float3 forceVector(0, 0, 0);
|
|
float3 pos = zone.second->getCenter();
|
|
float totalDistance = 0;
|
|
|
|
for (auto con : zone.second->getConnections())
|
|
{
|
|
auto otherZone = zones[con];
|
|
float3 otherZoneCenter = otherZone->getCenter();
|
|
auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
float minDistance = 0;
|
|
|
|
if (pos.z != otherZoneCenter.z)
|
|
minDistance = 0; //zones on different levels can overlap completely
|
|
else
|
|
minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
|
|
|
|
if (distance > minDistance)
|
|
{
|
|
//WARNING: compiler used to 'optimize' that line so it never actually worked
|
|
float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
|
|
forceVector += ((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance)) * gravityConstant; //positive value
|
|
totalDistance += (distance - minDistance);
|
|
}
|
|
}
|
|
distances[zone.second] = totalDistance;
|
|
forceVector.z = 0; //operator - doesn't preserve z coordinate :/
|
|
forces[zone.second] = forceVector;
|
|
}
|
|
}
|
|
|
|
void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
|
|
{
|
|
for(const auto & zone : zones)
|
|
{
|
|
float3 forceVector(0, 0, 0);
|
|
float3 pos = zone.second->getCenter();
|
|
|
|
float overlap = 0;
|
|
//separate overlapping zones
|
|
for(const auto & otherZone : zones)
|
|
{
|
|
float3 otherZoneCenter = otherZone.second->getCenter();
|
|
//zones on different levels don't push away
|
|
if (zone == otherZone || pos.z != otherZoneCenter.z)
|
|
continue;
|
|
|
|
auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
|
|
if (distance < minDistance)
|
|
{
|
|
forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stiffnessConstant; //negative value
|
|
overlap += (minDistance - distance); //overlapping of small zones hurts us more
|
|
}
|
|
}
|
|
|
|
//move zones away from boundaries
|
|
//do not scale boundary distance - zones tend to get squashed
|
|
float size = zone.second->getSize() / mapSize;
|
|
|
|
auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
|
|
{
|
|
float3 boundary = float3(x, y, pos.z);
|
|
auto distance = static_cast<float>(pos.dist2d(boundary));
|
|
overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
|
|
forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
|
|
};
|
|
if (pos.x < size)
|
|
{
|
|
pushAwayFromBoundary(0, pos.y);
|
|
}
|
|
if (pos.x > 1 - size)
|
|
{
|
|
pushAwayFromBoundary(1, pos.y);
|
|
}
|
|
if (pos.y < size)
|
|
{
|
|
pushAwayFromBoundary(pos.x, 0);
|
|
}
|
|
if (pos.y > 1 - size)
|
|
{
|
|
pushAwayFromBoundary(pos.x, 1);
|
|
}
|
|
overlaps[zone.second] = overlap;
|
|
forceVector.z = 0; //operator - doesn't preserve z coordinate :/
|
|
forces[zone.second] = forceVector;
|
|
}
|
|
}
|
|
|
|
void CZonePlacer::moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps) const
|
|
{
|
|
float maxRatio = 0;
|
|
const int maxDistanceMovementRatio = static_cast<int>(zones.size() * zones.size()); //experimental - the more zones, the greater total distance expected
|
|
std::shared_ptr<Zone> misplacedZone;
|
|
|
|
float totalDistance = 0;
|
|
float totalOverlap = 0;
|
|
for(const auto & zone : distances) //find most misplaced zone
|
|
{
|
|
totalDistance += zone.second;
|
|
float overlap = overlaps[zone.first];
|
|
totalOverlap += overlap;
|
|
float ratio = (zone.second + overlap) / static_cast<float>(totalForces[zone.first].mag()); //if distance to actual movement is long, the zone is misplaced
|
|
if (ratio > maxRatio)
|
|
{
|
|
maxRatio = ratio;
|
|
misplacedZone = zone.first;
|
|
}
|
|
}
|
|
logGlobal->trace("Worst misplacement/movement ratio: %3.2f", maxRatio);
|
|
|
|
if (maxRatio > maxDistanceMovementRatio && misplacedZone)
|
|
{
|
|
std::shared_ptr<Zone> targetZone;
|
|
float3 ourCenter = misplacedZone->getCenter();
|
|
|
|
if (totalDistance > totalOverlap)
|
|
{
|
|
//find most distant zone that should be attracted and move inside it
|
|
float maxDistance = 0;
|
|
for (auto con : misplacedZone->getConnections())
|
|
{
|
|
auto otherZone = zones[con];
|
|
float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
|
|
if (distance > maxDistance)
|
|
{
|
|
maxDistance = distance;
|
|
targetZone = otherZone;
|
|
}
|
|
}
|
|
if (targetZone) //TODO: consider refactoring duplicated code
|
|
{
|
|
float3 vec = targetZone->getCenter() - ourCenter;
|
|
float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
|
|
logGlobal->trace("Trying to move zone %d %s towards %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxDistance);
|
|
logGlobal->trace("direction is %s", vec.toString());
|
|
|
|
misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
|
|
logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float maxOverlap = 0;
|
|
for(const auto & otherZone : zones)
|
|
{
|
|
float3 otherZoneCenter = otherZone.second->getCenter();
|
|
|
|
if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
|
|
continue;
|
|
|
|
auto distance = static_cast<float>(otherZoneCenter.dist2dSQ(ourCenter));
|
|
if (distance > maxOverlap)
|
|
{
|
|
maxOverlap = distance;
|
|
targetZone = otherZone.second;
|
|
}
|
|
}
|
|
if (targetZone)
|
|
{
|
|
float3 vec = ourCenter - targetZone->getCenter();
|
|
float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
|
|
logGlobal->trace("Trying to move zone %d %s away from %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxOverlap);
|
|
logGlobal->trace("direction is %s", vec.toString());
|
|
|
|
misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
|
|
logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float CZonePlacer::metric (const int3 &A, const int3 &B) const
|
|
{
|
|
/*
|
|
|
|
Matlab code
|
|
|
|
dx = abs(A(1) - B(1)); %distance must be symmetric
|
|
dy = abs(A(2) - B(2));
|
|
|
|
d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
|
|
0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
|
|
*/
|
|
|
|
float dx = abs(A.x - B.x) * scaleX;
|
|
float dy = abs(A.y - B.y) * scaleY;
|
|
|
|
//Horner scheme
|
|
return dx * (1.0f + dx * (0.1f + dx * 0.01f)) + dy * (1.618f + dy * (-0.1618f + dy * 0.01618f));
|
|
}
|
|
|
|
void CZonePlacer::assignZones(CRandomGenerator * rand)
|
|
{
|
|
logGlobal->info("Starting zone colouring");
|
|
|
|
auto width = map.getMapGenOptions().getWidth();
|
|
auto height = map.getMapGenOptions().getHeight();
|
|
|
|
//scale to Medium map to ensure smooth results
|
|
scaleX = 72.f / width;
|
|
scaleY = 72.f / height;
|
|
|
|
auto zones = map.getZones();
|
|
vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
|
|
{
|
|
return pr.second->getType() == ETemplateZoneType::WATER;
|
|
});
|
|
|
|
using Dpair = std::pair<std::shared_ptr<Zone>, float>;
|
|
std::vector <Dpair> distances;
|
|
distances.reserve(zones.size());
|
|
|
|
//now place zones correctly and assign tiles to each zone
|
|
|
|
auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
|
|
{
|
|
//bigger zones have smaller distance
|
|
return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize();
|
|
};
|
|
|
|
auto moveZoneToCenterOfMass = [](const std::shared_ptr<Zone> & zone) -> void
|
|
{
|
|
int3 total(0, 0, 0);
|
|
auto tiles = zone->area().getTiles();
|
|
for(const auto & tile : tiles)
|
|
{
|
|
total += tile;
|
|
}
|
|
int size = static_cast<int>(tiles.size());
|
|
assert(size);
|
|
zone->setPos(int3(total.x / size, total.y / size, total.z / size));
|
|
};
|
|
|
|
int levels = map.map().levels();
|
|
|
|
/*
|
|
1. Create Voronoi diagram
|
|
2. find current center of mass for each zone. Move zone to that center to balance zones sizes
|
|
*/
|
|
|
|
int3 pos;
|
|
for(pos.z = 0; pos.z < levels; pos.z++)
|
|
{
|
|
for(pos.x = 0; pos.x < width; pos.x++)
|
|
{
|
|
for(pos.y = 0; pos.y < height; pos.y++)
|
|
{
|
|
distances.clear();
|
|
for(const auto & zone : zones)
|
|
{
|
|
if (zone.second->getPos().z == pos.z)
|
|
distances.emplace_back(zone.second, static_cast<float>(pos.dist2dSQ(zone.second->getPos())));
|
|
else
|
|
distances.emplace_back(zone.second, std::numeric_limits<float>::max());
|
|
}
|
|
boost::min_element(distances, compareByDistance)->first->area().add(pos); //closest tile belongs to zone
|
|
}
|
|
}
|
|
}
|
|
|
|
for(const auto & zone : zones)
|
|
{
|
|
if(zone.second->area().empty())
|
|
throw rmgException("Empty zone is generated, probably RMG template is inappropriate for map size");
|
|
|
|
moveZoneToCenterOfMass(zone.second);
|
|
}
|
|
|
|
//assign actual tiles to each zone using nonlinear norm for fine edges
|
|
|
|
for(const auto & zone : zones)
|
|
zone.second->clearTiles(); //now populate them again
|
|
|
|
for (pos.z = 0; pos.z < levels; pos.z++)
|
|
{
|
|
for (pos.x = 0; pos.x < width; pos.x++)
|
|
{
|
|
for (pos.y = 0; pos.y < height; pos.y++)
|
|
{
|
|
distances.clear();
|
|
for(const auto & zone : zones)
|
|
{
|
|
if (zone.second->getPos().z == pos.z)
|
|
distances.emplace_back(zone.second, metric(pos, zone.second->getPos()));
|
|
else
|
|
distances.emplace_back(zone.second, std::numeric_limits<float>::max());
|
|
}
|
|
auto zone = boost::min_element(distances, compareByDistance)->first; //closest tile belongs to zone
|
|
zone->area().add(pos);
|
|
map.setZoneID(pos, zone->getId());
|
|
}
|
|
}
|
|
}
|
|
//set position (town position) to center of mass of irregular zone
|
|
for(const auto & zone : zones)
|
|
{
|
|
moveZoneToCenterOfMass(zone.second);
|
|
|
|
//TODO: similiar for islands
|
|
#define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
|
|
if (zone.second->isUnderground())
|
|
{
|
|
if (!CREATE_FULL_UNDERGROUND)
|
|
{
|
|
auto discardTiles = collectDistantTiles(*zone.second, zone.second->getSize() + 1.f);
|
|
for(const auto & t : discardTiles)
|
|
zone.second->area().erase(t);
|
|
}
|
|
|
|
//make sure that terrain inside zone is not a rock
|
|
//FIXME: reorder actions?
|
|
paintZoneTerrain(*zone.second, *rand, map, ETerrainId::SUBTERRANEAN);
|
|
}
|
|
}
|
|
logGlobal->info("Finished zone colouring");
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|