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946 lines
26 KiB
C++
946 lines
26 KiB
C++
/*
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* CZonePlacer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include <stack>
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#include "../CRandomGenerator.h"
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#include "CZonePlacer.h"
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#include "../TerrainHandler.h"
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#include "../mapping/CMap.h"
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#include "../mapping/CMapEditManager.h"
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#include "CMapGenOptions.h"
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#include "RmgMap.h"
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#include "Zone.h"
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#include "Functions.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CRandomGenerator;
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CZonePlacer::CZonePlacer(RmgMap & map)
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: width(0), height(0), scaleX(0), scaleY(0), mapSize(0),
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gravityConstant(1e-3f),
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stiffnessConstant(3e-3f),
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stifness(0),
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stiffnessIncreaseFactor(1.03f),
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bestTotalDistance(1e10),
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bestTotalOverlap(1e10),
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map(map)
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{
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}
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int3 CZonePlacer::cords(const float3 & f) const
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{
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return int3(static_cast<si32>(std::max(0.f, (f.x * map.width()) - 1)), static_cast<si32>(std::max(0.f, (f.y * map.height() - 1))), f.z);
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}
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float CZonePlacer::getDistance (float distance) const
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{
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return (distance ? distance * distance : 1e-6f);
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}
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void CZonePlacer::findPathsBetweenZones()
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{
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auto zones = map.getZones();
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std::set<std::shared_ptr<Zone>> zonesToCheck;
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// Iterate through each pair of nodes in the graph
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for (const auto& zone : zones)
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{
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int start = zone.first;
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distancesBetweenZones[start][start] = 0; // Distance from a node to itself is 0
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std::queue<int> q;
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std::map<int, bool> visited;
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visited[start] = true;
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q.push(start);
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// Perform Breadth-First Search from the starting node
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while (!q.empty())
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{
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int current = q.front();
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q.pop();
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const auto& currentZone = zones.at(current);
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const auto& connectedZoneIds = currentZone->getConnections();
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for (auto & connection : connectedZoneIds)
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{
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if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
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{
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//Do not consider virtual connections for graph distance
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continue;
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}
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auto neighbor = connection.getOtherZoneId(current);
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if (!visited[neighbor])
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{
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visited[neighbor] = true;
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q.push(neighbor);
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distancesBetweenZones[start][neighbor] = distancesBetweenZones[start][current] + 1;
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}
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}
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}
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}
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}
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void CZonePlacer::placeOnGrid(CRandomGenerator* rand)
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{
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auto zones = map.getZones();
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assert(zones.size());
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//Make sure there are at least as many grid fields as the number of zones
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size_t gridSize = std::ceil(std::sqrt(zones.size()));
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typedef boost::multi_array<std::shared_ptr<Zone>, 2> GridType;
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GridType grid(boost::extents[gridSize][gridSize]);
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TZoneVector zonesVector(zones.begin(), zones.end());
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//Place first zone
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auto firstZone = zonesVector[0].second;
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size_t x = 0, y = 0;
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auto getRandomEdge = [rand, gridSize](size_t& x, size_t& y)
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{
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switch (rand->nextInt() % 4)
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{
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case 0:
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x = 0;
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y = gridSize / 2;
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break;
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case 1:
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x = gridSize - 1;
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y = gridSize / 2;
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break;
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case 2:
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x = gridSize / 2;
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y = 0;
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break;
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case 3:
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x = gridSize / 2;
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y = gridSize - 1;
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break;
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}
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};
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switch (firstZone->getType())
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{
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case ETemplateZoneType::PLAYER_START:
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case ETemplateZoneType::CPU_START:
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if (firstZone->getConnectedZoneIds().size() > 2)
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{
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getRandomEdge(x, y);
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}
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else
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{
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//Random corner
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if (rand->nextInt() % 2)
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{
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x = 0;
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}
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else
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{
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x = gridSize - 1;
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}
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if (rand->nextInt() % 2)
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{
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y = 0;
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}
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else
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{
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y = gridSize - 1;
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}
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}
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break;
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case ETemplateZoneType::TREASURE:
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if (gridSize & 1) //odd
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{
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x = y = (gridSize / 2);
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}
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else
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{
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//One of 4 squares in the middle
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x = (gridSize / 2) - 1 + rand->nextInt() % 2;
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y = (gridSize / 2) - 1 + rand->nextInt() % 2;
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}
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break;
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case ETemplateZoneType::JUNCTION:
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getRandomEdge(x, y);
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break;
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}
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grid[x][y] = firstZone;
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//Ignore z placement for simplicity
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for (size_t i = 1; i < zones.size(); i++)
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{
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auto zone = zonesVector[i].second;
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auto connectedZoneIds = zone->getConnectedZoneIds();
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float maxDistance = -1000.0;
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int3 mostDistantPlace;
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//Iterate over free positions
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for (size_t freeX = 0; freeX < gridSize; ++freeX)
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{
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for (size_t freeY = 0; freeY < gridSize; ++freeY)
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{
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if (!grid[freeX][freeY])
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{
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//There is free space left here
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int3 potentialPos(freeX, freeY, 0);
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//Compute distance to every existing zone
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float distance = 0;
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for (size_t existingX = 0; existingX < gridSize; ++existingX)
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{
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for (size_t existingY = 0; existingY < gridSize; ++existingY)
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{
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auto existingZone = grid[existingX][existingY];
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if (existingZone)
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{
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//There is already zone here
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float localDistance = 0.0f;
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auto graphDistance = distancesBetweenZones[zone->getId()][existingZone->getId()];
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if (graphDistance > 1)
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{
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//No direct connection
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localDistance = potentialPos.dist2d(int3(existingX, existingY, 0)) * graphDistance;
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}
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else
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{
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//Has direct connection - place as close as possible
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localDistance = -potentialPos.dist2d(int3(existingX, existingY, 0));
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}
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localDistance *= scaleForceBetweenZones(zone, existingZone);
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distance += localDistance;
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}
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}
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}
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if (distance > maxDistance)
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{
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maxDistance = distance;
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mostDistantPlace = potentialPos;
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}
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}
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}
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}
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//Place in a free slot
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grid[mostDistantPlace.x][mostDistantPlace.y] = zone;
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}
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//TODO: toggle with a flag
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logGlobal->info("Initial zone grid:");
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for (size_t x = 0; x < gridSize; ++x)
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{
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std::string s;
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for (size_t y = 0; y < gridSize; ++y)
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{
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if (grid[x][y])
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{
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s += (boost::format("%3d ") % grid[x][y]->getId()).str();
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}
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else
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{
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s += " -- ";
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}
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}
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logGlobal->info(s);
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}
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//Set initial position for zones - random position in square centered around (x, y)
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for (size_t x = 0; x < gridSize; ++x)
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{
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for (size_t y = 0; y < gridSize; ++y)
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{
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auto zone = grid[x][y];
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if (zone)
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{
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//i.e. for grid size 5 we get range (0.25 - 4.75)
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auto targetX = rand->nextDouble(x + 0.25f, x + 0.75f);
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vstd::abetween(targetX, 0.5, gridSize - 0.5);
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auto targetY = rand->nextDouble(y + 0.25f, y + 0.75f);
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vstd::abetween(targetY, 0.5, gridSize - 0.5);
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zone->setCenter(float3(targetX / gridSize, targetY / gridSize, zone->getPos().z));
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}
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}
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}
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}
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float CZonePlacer::scaleForceBetweenZones(const std::shared_ptr<Zone> zoneA, const std::shared_ptr<Zone> zoneB) const
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{
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if (zoneA->getOwner() && zoneB->getOwner()) //Players participate in game
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{
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int firstPlayer = zoneA->getOwner().value();
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int secondPlayer = zoneB->getOwner().value();
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//Players with lower indexes (especially 1 and 2) will be placed further apart
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return (1.0f + (2.0f / (firstPlayer * secondPlayer)));
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}
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else
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{
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return 1;
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}
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}
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void CZonePlacer::placeZones(CRandomGenerator * rand)
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{
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logGlobal->info("Starting zone placement");
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width = map.getMapGenOptions().getWidth();
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height = map.getMapGenOptions().getHeight();
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auto zones = map.getZones();
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vstd::erase_if(zones, [](const std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>> & pr)
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{
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return pr.second->getType() == ETemplateZoneType::WATER;
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});
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bool underground = map.getMapGenOptions().getHasTwoLevels();
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findPathsBetweenZones();
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placeOnGrid(rand);
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/*
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Fruchterman-Reingold algorithm
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Let's assume we try to fit N circular zones with radius = size on a map
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Connected zones attract, intersecting zones and map boundaries push back
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*/
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TZoneVector zonesVector(zones.begin(), zones.end());
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assert (zonesVector.size());
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RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
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//0. set zone sizes and surface / underground level
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prepareZones(zones, zonesVector, underground, rand);
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std::map<std::shared_ptr<Zone>, float3> bestSolution;
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TForceVector forces;
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TForceVector totalForces; // both attraction and pushback, overcomplicated?
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TDistanceVector distances;
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TDistanceVector overlaps;
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auto evaluateSolution = [this, zones, &distances, &overlaps, &bestSolution]() -> bool
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{
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bool improvement = false;
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float totalDistance = 0;
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float totalOverlap = 0;
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for (const auto& zone : distances) //find most misplaced zone
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{
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totalDistance += zone.second;
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float overlap = overlaps[zone.first];
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totalOverlap += overlap;
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}
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//check fitness function
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if ((totalDistance + 1) * (totalOverlap + 1) < (bestTotalDistance + 1) * (bestTotalOverlap + 1))
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{
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//multiplication is better for auto-scaling, but stops working if one factor is 0
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improvement = true;
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}
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//Save best solution
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if (improvement)
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{
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bestTotalDistance = totalDistance;
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bestTotalOverlap = totalOverlap;
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for (const auto& zone : zones)
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bestSolution[zone.second] = zone.second->getCenter();
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}
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logGlobal->trace("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s", totalDistance, totalOverlap , improvement);
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return improvement;
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};
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//Start with low stiffness. Bigger graphs need more time and more flexibility
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for (stifness = stiffnessConstant / zones.size(); stifness <= stiffnessConstant;)
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{
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//1. attract connected zones
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attractConnectedZones(zones, forces, distances);
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for(const auto & zone : forces)
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{
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zone.first->setCenter (zone.first->getCenter() + zone.second);
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totalForces[zone.first] = zone.second; //override
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}
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//2. separate overlapping zones
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separateOverlappingZones(zones, forces, overlaps);
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for(const auto & zone : forces)
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{
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zone.first->setCenter (zone.first->getCenter() + zone.second);
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totalForces[zone.first] += zone.second; //accumulate
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}
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bool improved = evaluateSolution();
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if (!improved)
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{
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//3. now perform drastic movement of zone that is completely not linked
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//TODO: Don't do this is fitness was improved
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moveOneZone(zones, totalForces, distances, overlaps);
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improved |= evaluateSolution();;
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}
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if (!improved)
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{
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//Only cool down if we didn't see any improvement
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stifness *= stiffnessIncreaseFactor;
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}
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}
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logGlobal->trace("Best fitness reached: total distance %2.4f, total overlap %2.4f", bestTotalDistance, bestTotalOverlap);
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for(const auto & zone : zones) //finalize zone positions
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{
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zone.second->setPos (cords (bestSolution[zone.second]));
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logGlobal->trace("Placed zone %d at relative position %s and coordinates %s", zone.first, zone.second->getCenter().toString(), zone.second->getPos().toString());
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}
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}
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void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const bool underground, CRandomGenerator * rand)
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{
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std::vector<float> totalSize = { 0, 0 }; //make sure that sum of zone sizes on surface and uderground match size of the map
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int zonesOnLevel[2] = { 0, 0 };
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//even distribution for surface / underground zones. Surface zones always have priority.
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TZoneVector zonesToPlace;
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std::map<TRmgTemplateZoneId, int> levels;
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//first pass - determine fixed surface for zones
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for(const auto & zone : zonesVector)
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{
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if (!underground) //this step is ignored
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zonesToPlace.push_back(zone);
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else //place players depending on their factions
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{
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if(std::optional<int> owner = zone.second->getOwner())
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{
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auto player = PlayerColor(*owner - 1);
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auto playerSettings = map.getMapGenOptions().getPlayersSettings();
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si32 faction = FactionID::RANDOM;
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if (vstd::contains(playerSettings, player))
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faction = playerSettings[player].getStartingTown();
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else
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logGlobal->error("Can't find info for player %d (starting zone)", player.getNum());
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if (faction == FactionID::RANDOM) //TODO: check this after a town has already been randomized
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zonesToPlace.push_back(zone);
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else
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{
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auto & tt = (*VLC->townh)[faction]->nativeTerrain;
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if(tt == ETerrainId::NONE)
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{
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//any / random
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zonesToPlace.push_back(zone);
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}
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else
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{
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const auto & terrainType = VLC->terrainTypeHandler->getById(tt);
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if(terrainType->isUnderground() && !terrainType->isSurface())
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{
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//underground only
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zonesOnLevel[1]++;
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levels[zone.first] = 1;
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}
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else
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{
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//surface
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zonesOnLevel[0]++;
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levels[zone.first] = 0;
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}
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}
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}
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}
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else //no starting zone or no underground altogether
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{
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zonesToPlace.push_back(zone);
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}
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}
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}
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for(const auto & zone : zonesToPlace)
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{
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if (underground) //only then consider underground zones
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{
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int level = 0;
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if (zonesOnLevel[1] < zonesOnLevel[0]) //only if there are less underground zones
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level = 1;
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else
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level = 0;
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levels[zone.first] = level;
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zonesOnLevel[level]++;
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}
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else
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levels[zone.first] = 0;
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}
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for(const auto & zone : zonesVector)
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{
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int level = levels[zone.first];
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totalSize[level] += (zone.second->getSize() * zone.second->getSize());
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float3 center = zone.second->getCenter();
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center.z = level;
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zone.second->setCenter(center);
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}
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/*
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prescale zones
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formula: sum((prescaler*n)^2)*pi = WH
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prescaler = sqrt((WH)/(sum(n^2)*pi))
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*/
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std::vector<float> prescaler = { 0, 0 };
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for (int i = 0; i < 2; i++)
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prescaler[i] = std::sqrt((width * height) / (totalSize[i] * 3.14f));
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mapSize = static_cast<float>(sqrt(width * height));
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for(const auto & zone : zones)
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{
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zone.second->setSize(static_cast<int>(zone.second->getSize() * prescaler[zone.second->getCenter().z]));
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}
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}
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void CZonePlacer::attractConnectedZones(TZoneMap & zones, TForceVector & forces, TDistanceVector & distances) const
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{
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for(const auto & zone : zones)
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{
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float3 forceVector(0, 0, 0);
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float3 pos = zone.second->getCenter();
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float totalDistance = 0;
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for (const auto & connection : zone.second->getConnections())
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{
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if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
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{
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continue;
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}
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auto otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
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float3 otherZoneCenter = otherZone->getCenter();
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auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
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forceVector += (otherZoneCenter - pos) * distance * gravityConstant * scaleForceBetweenZones(zone.second, otherZone); //positive value
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//Attract zone centers always
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|
|
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)
|
|
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)
|
|
{
|
|
float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
|
|
//negative value
|
|
localForce *= scaleForceBetweenZones(zone.second, otherZone.second);
|
|
forceVector -= localForce * (distancesBetweenZones[zone.second->getId()][otherZone.second->getId()] / 2.0f);
|
|
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->stifness; //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);
|
|
}
|
|
|
|
//Always move repulsive zones away, no matter their distance
|
|
//TODO: Consider z plane?
|
|
for (auto& connection : zone.second->getConnections())
|
|
{
|
|
if (connection.getConnectionType() == rmg::EConnectionType::REPULSIVE)
|
|
{
|
|
auto & otherZone = zones[connection.getOtherZoneId(zone.second->getId())];
|
|
float3 otherZoneCenter = otherZone->getCenter();
|
|
|
|
//TODO: Roll into lambda?
|
|
auto distance = static_cast<float>(pos.dist2d(otherZoneCenter));
|
|
float minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize;
|
|
float3 localForce = (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stifness;
|
|
localForce *= (distancesBetweenZones[zone.second->getId()][otherZone->getId()]);
|
|
forceVector -= localForce * scaleForceBetweenZones(zone.second, otherZone);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
//The more zones, the greater total distance expected
|
|
//Also, higher stiffness make expected movement lower
|
|
const int maxDistanceMovementRatio = zones.size() * zones.size() * (stiffnessConstant / stifness);
|
|
|
|
typedef std::pair<float, std::shared_ptr<Zone>> Misplacement;
|
|
std::vector<Misplacement> misplacedZones;
|
|
|
|
float totalDistance = 0;
|
|
float totalOverlap = 0;
|
|
for (const auto& zone : distances) //find most misplaced zone
|
|
{
|
|
if (vstd::contains(lastSwappedZones, zone.first->getId()))
|
|
{
|
|
continue;
|
|
}
|
|
totalDistance += zone.second;
|
|
float overlap = overlaps[zone.first];
|
|
totalOverlap += overlap;
|
|
//if distance to actual movement is long, the zone is misplaced
|
|
float ratio = (zone.second + overlap) / static_cast<float>(totalForces[zone.first].mag());
|
|
if (ratio > maxDistanceMovementRatio)
|
|
{
|
|
misplacedZones.emplace_back(std::make_pair(ratio, zone.first));
|
|
}
|
|
}
|
|
|
|
if (misplacedZones.empty())
|
|
return;
|
|
|
|
boost::sort(misplacedZones, [](const Misplacement& lhs, Misplacement& rhs)
|
|
{
|
|
return lhs.first > rhs.first; //Largest dispalcement first
|
|
});
|
|
|
|
logGlobal->trace("Worst misplacement/movement ratio: %3.2f", misplacedZones.front().first);
|
|
|
|
if (misplacedZones.size() >= 2)
|
|
{
|
|
//Swap 2 misplaced zones
|
|
|
|
auto firstZone = misplacedZones.front().second;
|
|
std::shared_ptr<Zone> secondZone;
|
|
std::set<TRmgTemplateZoneId> connectedZones;
|
|
for (const auto& connection : firstZone->getConnections())
|
|
{
|
|
//FIXME: Should we also exclude fictive connections?
|
|
if (connection.getConnectionType() != rmg::EConnectionType::REPULSIVE)
|
|
{
|
|
connectedZones.insert(connection.getOtherZoneId(firstZone->getId()));
|
|
}
|
|
}
|
|
|
|
auto level = firstZone->getCenter().z;
|
|
for (size_t i = 1; i < misplacedZones.size(); i++)
|
|
{
|
|
//Only swap zones on the same level
|
|
//Don't swap zones that should be connected (Jebus)
|
|
|
|
if (misplacedZones[i].second->getCenter().z == level &&
|
|
!vstd::contains(connectedZones, misplacedZones[i].second->getId()))
|
|
{
|
|
secondZone = misplacedZones[i].second;
|
|
break;
|
|
}
|
|
}
|
|
if (secondZone)
|
|
{
|
|
logGlobal->trace("Swapping two misplaced zones %d and %d", firstZone->getId(), secondZone->getId());
|
|
|
|
auto firstCenter = firstZone->getCenter();
|
|
auto secondCenter = secondZone->getCenter();
|
|
firstZone->setCenter(secondCenter);
|
|
secondZone->setCenter(firstCenter);
|
|
|
|
lastSwappedZones.insert(firstZone->getId());
|
|
lastSwappedZones.insert(secondZone->getId());
|
|
return;
|
|
}
|
|
}
|
|
lastSwappedZones.clear(); //If we didn't swap zones in this iteration, we can do it in the next
|
|
|
|
//find most distant zone that should be attracted and move inside it
|
|
std::shared_ptr<Zone> targetZone;
|
|
auto misplacedZone = misplacedZones.front().second;
|
|
float3 ourCenter = misplacedZone->getCenter();
|
|
|
|
if ((totalDistance / (bestTotalDistance + 1)) > (totalOverlap / (bestTotalOverlap + 1)))
|
|
{
|
|
//Move one zone towards most distant zone to reduce distance
|
|
|
|
float maxDistance = 0;
|
|
for (auto con : misplacedZone->getConnections())
|
|
{
|
|
if (con.getConnectionType() == rmg::EConnectionType::REPULSIVE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
auto otherZone = zones[con.getOtherZoneId(misplacedZone->getId())];
|
|
float distance = static_cast<float>(otherZone->getCenter().dist2dSQ(ourCenter));
|
|
if (distance > maxDistance)
|
|
{
|
|
maxDistance = distance;
|
|
targetZone = otherZone;
|
|
}
|
|
}
|
|
if (targetZone)
|
|
{
|
|
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. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
|
|
|
|
misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Move misplaced zone away from overlapping zone
|
|
|
|
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. Direction is %s", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), vec.toString());
|
|
|
|
misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
|
|
}
|
|
}
|
|
//Don't swap that zone in next iteration
|
|
lastSwappedZones.insert(misplacedZone->getId());
|
|
}
|
|
|
|
float CZonePlacer::metric (const int3 &A, const int3 &B) const
|
|
{
|
|
float dx = abs(A.x - B.x) * scaleX;
|
|
float dy = abs(A.y - B.y) * scaleY;
|
|
|
|
/*
|
|
1. Normal euclidean distance
|
|
2. Sinus for extra curves
|
|
3. Nonlinear mess for fuzzy edges
|
|
*/
|
|
|
|
return dx * dx + dy * dy +
|
|
5 * std::sin(dx * dy / 10) +
|
|
25 * std::sin (std::sqrt(A.x * B.x) * (A.y - B.y) / 100 * (scaleX * scaleY));
|
|
}
|
|
|
|
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.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
|
|
|
|
auto v = zone.second->getArea().getTilesVector();
|
|
map.getMapProxy()->drawTerrain(*rand, v, ETerrainId::SUBTERRANEAN);
|
|
}
|
|
}
|
|
logGlobal->info("Finished zone colouring");
|
|
}
|
|
|
|
const TDistanceMap& CZonePlacer::getDistanceMap()
|
|
{
|
|
return distancesBetweenZones;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|