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vcmi/lib/rmg/CZonePlacer.h
2023-06-23 21:43:12 +02:00

78 lines
2.2 KiB
C++

/*
* CZonePlacer.h, 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
*
*/
#pragma once
#include "float3.h"
#include "../int3.h"
#include "../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CZoneGraph;
class CMap;
class CRandomGenerator;
class RmgMap;
class Zone;
typedef std::vector<std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>>> TZoneVector;
typedef std::map<TRmgTemplateZoneId, std::shared_ptr<Zone>> TZoneMap;
typedef std::map<std::shared_ptr<Zone>, float3> TForceVector;
typedef std::map<std::shared_ptr<Zone>, float> TDistanceVector;
typedef std::map<int, std::map<int, size_t>> TDistanceMap;
class CZonePlacer
{
public:
explicit CZonePlacer(RmgMap & map);
int3 cords(const float3 & f) const;
float metric (const int3 &a, const int3 &b) const;
float getDistance(float distance) const; //additional scaling without 0 divison
~CZonePlacer() = default;
void placeZones(CRandomGenerator * rand);
void findPathsBetweenZones();
void placeOnGrid(CRandomGenerator* rand);
float scaleForceBetweenZones(const std::shared_ptr<Zone> zoneA, const std::shared_ptr<Zone> zoneB) const;
void assignZones(CRandomGenerator * rand);
const TDistanceMap & getDistanceMap();
private:
void prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand);
void attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const;
void separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps);
void moveOneZone(TZoneMap & zones, TForceVector & totalForces, TDistanceVector & distances, TDistanceVector & overlaps);
private:
int width;
int height;
//metric coeficients
float scaleX;
float scaleY;
float mapSize;
float gravityConstant;
float stiffnessConstant;
float stifness;
float stiffnessIncreaseFactor;
//remember best solution
float bestTotalDistance;
float bestTotalOverlap;
//distance [a][b] = number of zone connections required to travel between the zones
TDistanceMap distancesBetweenZones;
std::set<TRmgTemplateZoneId> lastSwappedZones;
RmgMap & map;
};
VCMI_LIB_NAMESPACE_END