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To all - please, avoid #include's in headers as much as possible This kills incremental build compile times
437 lines
14 KiB
C++
437 lines
14 KiB
C++
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/*
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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 "../CRandomGenerator.h"
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#include "CZonePlacer.h"
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#include "CRmgTemplateZone.h"
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#include "../mapping/CMap.h"
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#include "CZoneGraphGenerator.h"
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class CRandomGenerator;
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CPlacedZone::CPlacedZone(const CRmgTemplateZone * zone)
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{
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}
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CZonePlacer::CZonePlacer(CMapGenerator * Gen) : gen(Gen)
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{
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}
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CZonePlacer::~CZonePlacer()
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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(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
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}
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void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand)
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{
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logGlobal->infoStream() << "Starting zone placement";
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int width = mapGenOptions->getWidth();
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int height = mapGenOptions->getHeight();
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auto zones = gen->getZones();
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bool underground = mapGenOptions->getHasTwoLevels();
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//gravity-based algorithm
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const float gravityConstant = 4e-3;
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const float stiffnessConstant = 4e-3;
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float zoneScale = 1.0f / std::sqrt(zones.size()); //zones starts small and then inflate. placing more zones is more difficult
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const float inflateModifier = 1.02;
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/*
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let's assume we try to fit N circular zones with radius = size on a map
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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<std::pair<TRmgTemplateZoneId, CRmgTemplateZone*>> zonesVector (zones.begin(), zones.end());
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assert (zonesVector.size());
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RandomGeneratorUtil::randomShuffle(zonesVector, *rand);
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TRmgTemplateZoneId firstZone = zones.begin()->first; //we want lowest ID here
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bool undergroundFlag = false;
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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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const float radius = 0.4f;
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const float pi2 = 6.28f;
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for (auto zone : zonesVector)
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{
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//even distribution for surface / underground zones. Surface zones always have priority.
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int level = 0;
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if (underground) //only then consider underground zones
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{
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if (zone.first == firstZone)
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{
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level = 0;
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}
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else
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{
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level = undergroundFlag;
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undergroundFlag = !undergroundFlag; //toggle underground on/off
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}
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}
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totalSize[level] += (zone.second->getSize() * zone.second->getSize());
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float randomAngle = rand->nextDouble(0, pi2);
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zone.second->setCenter(float3(0.5f + std::sin(randomAngle) * radius, 0.5f + std::cos(randomAngle) * radius, level)); //place zones around circle
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}
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//prescale zones
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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] = sqrt((width * height) / (totalSize[i] * 3.14f));
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float mapSize = sqrt (width * height);
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for (auto zone : zones)
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{
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zone.second->setSize (zone.second->getSize() * prescaler[zone.second->getCenter().z]);
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}
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//gravity-based algorithm. connected zones attract, intersceting zones and map boundaries push back
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//remember best solution
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float bestTotalDistance = 1e10;
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float bestTotalOverlap = 1e10;
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//float bestRatio = 1e10;
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std::map<CRmgTemplateZone *, float3> bestSolution;
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const int maxDistanceMovementRatio = zones.size() * zones.size(); //experimental - the more zones, the greater total distance expected
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auto getDistance = [](float distance) -> float
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{
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return (distance ? distance * distance : 1e-6);
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};
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std::map <CRmgTemplateZone *, float3> forces;
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std::map <CRmgTemplateZone *, float> distances;
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std::map <CRmgTemplateZone *, float> overlaps;
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while (zoneScale < 1) //until zones reach their desired size and fill the map tightly
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{
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for (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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//attract connected zones
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for (auto con : zone.second->getConnections())
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{
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auto otherZone = zones[con];
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float3 otherZoneCenter = otherZone->getCenter();
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float distance = pos.dist2d (otherZoneCenter);
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float minDistance = (zone.second->getSize() + otherZone->getSize())/mapSize * zoneScale; //scale down to (0,1) coordinates
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if (distance > minDistance)
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{
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//WARNING: compiler used to 'optimize' that line so it never actually worked
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forceVector += (((otherZoneCenter - pos)*(pos.z == otherZoneCenter.z ? (minDistance/distance) : 1)/ getDistance(distance))) * gravityConstant; //positive value
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totalDistance += (distance - minDistance);
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}
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}
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distances[zone.second] = totalDistance;
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float totalOverlap = 0;
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//separate overlaping zones
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for (auto otherZone : zones)
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{
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float3 otherZoneCenter = otherZone.second->getCenter();
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//zones on different levels don't push away
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if (zone == otherZone || pos.z != otherZoneCenter.z)
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continue;
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float distance = pos.dist2d (otherZoneCenter);
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float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize * zoneScale;
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if (distance < minDistance)
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{
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forceVector -= (((otherZoneCenter - pos)*(minDistance/(distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
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totalOverlap += (minDistance - distance) / (zoneScale * zoneScale); //overlapping of small zones hurts us more
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}
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}
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//move zones away from boundaries
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//do not scale boundary distance - zones tend to get squashed
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float size = zone.second->getSize() / mapSize;
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auto pushAwayFromBoundary = [&forceVector, pos, &getDistance, size, stiffnessConstant, &totalOverlap](float x, float y)
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{
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float3 boundary = float3 (x, y, pos.z);
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float distance = pos.dist2d(boundary);
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totalOverlap += distance; //overlapping map boundaries is wrong as well
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forceVector -= (boundary - pos) * (size - distance) / getDistance(distance) * stiffnessConstant; //negative value
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};
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if (pos.x < size)
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{
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pushAwayFromBoundary(0, pos.y);
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}
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if (pos.x > 1-size)
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{
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pushAwayFromBoundary(1, pos.y);
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}
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if (pos.y < size)
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{
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pushAwayFromBoundary(pos.x, 0);
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}
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if (pos.y > 1-size)
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{
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pushAwayFromBoundary(pos.x, 1);
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}
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overlaps[zone.second] = totalOverlap;
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forceVector.z = 0; //operator - doesn't preserve z coordinate :/
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forces[zone.second] = forceVector;
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}
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//update positions
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for (auto zone : forces)
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{
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zone.first->setCenter (zone.first->getCenter() + zone.second);
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}
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//now perform drastic movement of zone that is completely not linked
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float maxRatio = 0;
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CRmgTemplateZone * misplacedZone = nullptr;
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float totalDistance = 0;
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float totalOverlap = 0;
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for (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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float ratio = (zone.second + overlap) / forces[zone.first].mag(); //if distance to actual movement is long, the zone is misplaced
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if (ratio > maxRatio)
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{
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maxRatio = ratio;
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misplacedZone = zone.first;
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}
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}
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logGlobal->traceStream() << boost::format("Total distance between zones in this iteration: %2.4f, Total overlap: %2.4f, Worst misplacement/movement ratio: %3.2f") % totalDistance % totalOverlap % maxRatio;
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//save best solution before drastic jump
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if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
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{
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bestTotalDistance = totalDistance;
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bestTotalOverlap = totalOverlap;
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//if (maxRatio < bestRatio)
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//{
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// bestRatio = maxRatio;
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for (auto zone : zones)
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bestSolution[zone.second] = zone.second->getCenter();
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}
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if (maxRatio > maxDistanceMovementRatio)
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{
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CRmgTemplateZone * targetZone = nullptr;
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float3 ourCenter = misplacedZone->getCenter();
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if (totalDistance > totalOverlap)
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{
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//find most distant zone that should be attracted and move inside it
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float maxDistance = 0;
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for (auto con : misplacedZone->getConnections())
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{
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auto otherZone = zones[con];
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float distance = otherZone->getCenter().dist2dSQ(ourCenter);
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if (distance > maxDistance)
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{
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maxDistance = distance;
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targetZone = otherZone;
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}
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}
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float3 vec = targetZone->getCenter() - ourCenter;
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float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) * zoneScale / mapSize;
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logGlobal->traceStream() << boost::format("Trying to move zone %d %s towards %d %s. Old distance %f") %
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misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxDistance;
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logGlobal->traceStream() << boost::format("direction is %s") % vec();
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misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
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logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
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}
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else
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{
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float maxOverlap = 0;
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for (auto otherZone : zones)
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{
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float3 otherZoneCenter = otherZone.second->getCenter();
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if (otherZone.second == misplacedZone || otherZoneCenter.z != ourCenter.z)
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continue;
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float distance = otherZoneCenter.dist2dSQ(ourCenter);
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if (distance > maxOverlap)
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{
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maxOverlap = distance;
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targetZone = otherZone.second;
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}
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}
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float3 vec = ourCenter - targetZone->getCenter();
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float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) * zoneScale / mapSize;
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logGlobal->traceStream() << boost::format("Trying to move zone %d %s away from %d %s. Old distance %f") %
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misplacedZone->getId() % ourCenter() % targetZone->getId() % targetZone->getCenter()() % maxOverlap;
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logGlobal->traceStream() << boost::format("direction is %s") % vec();
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misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
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logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
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}
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}
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zoneScale *= inflateModifier; //increase size of zones so they
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}
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logGlobal->traceStream() << boost::format("Best fitness reached: total distance %2.4f, total overlap %2.4f") % bestTotalDistance % bestTotalOverlap;
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for (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->traceStream() << boost::format ("Placed zone %d at relative position %s and coordinates %s") % zone.first % zone.second->getCenter() % zone.second->getPos();
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}
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}
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float CZonePlacer::metric (const int3 &A, const int3 &B) const
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{
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/*
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Matlab code
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dx = abs(A(1) - B(1)); %distance must be symmetric
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dy = abs(A(2) - B(2));
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d = 0.01 * dx^3 - 0.1618 * dx^2 + 1 * dx + ...
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0.01618 * dy^3 + 0.1 * dy^2 + 0.168 * dy;
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*/
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float dx = abs(A.x - B.x) * scaleX;
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float dy = abs(A.y - B.y) * scaleY;
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//Horner scheme
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return dx * (1 + dx * (0.1 + dx * 0.01)) + dy * (1.618 + dy * (-0.1618 + dy * 0.01618));
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}
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void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions)
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{
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logGlobal->infoStream() << "Starting zone colouring";
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auto width = mapGenOptions->getWidth();
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auto height = mapGenOptions->getHeight();
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//scale to Medium map to ensure smooth results
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scaleX = 72.f / width;
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scaleY = 72.f / height;
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auto zones = gen->getZones();
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typedef std::pair<CRmgTemplateZone *, float> Dpair;
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std::vector <Dpair> distances;
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distances.reserve(zones.size());
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//now place zones correctly and assign tiles to each zone
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auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool
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{
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return lhs.second < rhs.second;
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};
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auto moveZoneToCenterOfMass = [](CRmgTemplateZone * zone) -> void
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{
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int3 total(0, 0, 0);
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auto tiles = zone->getTileInfo();
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for (auto tile : tiles)
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{
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total += tile;
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}
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int size = tiles.size();
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assert(size);
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zone->setPos(int3(total.x / size, total.y / size, total.z / size));
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};
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int levels = gen->map->twoLevel ? 2 : 1;
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/*
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1. Create Voronoi diagram
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2. find current center of mass for each zone. Move zone to that center to balance zones sizes
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*/
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for (int i = 0; i<width; i++)
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{
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for (int j = 0; j<height; j++)
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{
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for (int k = 0; k < levels; k++)
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{
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distances.clear();
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int3 pos(i, j, k);
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for (auto zone : zones)
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{
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if (zone.second->getPos().z == k)
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distances.push_back(std::make_pair(zone.second, pos.dist2dSQ(zone.second->getPos())));
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else
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distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
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}
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boost::sort(distances, compareByDistance);
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distances.front().first->addTile(pos); //closest tile belongs to zone
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}
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}
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}
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for (auto zone : zones)
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moveZoneToCenterOfMass(zone.second);
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//assign actual tiles to each zone using nonlinear norm for fine edges
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for (auto zone : zones)
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zone.second->clearTiles(); //now populate them again
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for (int i=0; i<width; i++)
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{
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for(int j=0; j<height; j++)
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{
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for (int k = 0; k < levels; k++)
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{
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distances.clear();
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int3 pos(i, j, k);
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for (auto zone : zones)
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{
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if (zone.second->getPos().z == k)
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distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
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else
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distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));
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}
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boost::sort (distances, compareByDistance);
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distances.front().first->addTile(pos); //closest tile belongs to zone
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}
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}
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}
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//set position (town position) to center of mass of irregular zone
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for (auto zone : zones)
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{
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moveZoneToCenterOfMass(zone.second);
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//TODO: similiar for islands
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#define CREATE_FULL_UNDERGROUND true //consider linking this with water amount
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if (zone.second->getPos().z)
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{
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if (!CREATE_FULL_UNDERGROUND)
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zone.second->discardDistantTiles(gen, zone.second->getSize() + 1);
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//make sure that terrain inside zone is not a rock
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//FIXME: reorder actions?
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zone.second->paintZoneTerrain (gen, ETerrainType::SUBTERRANEAN);
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}
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}
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logGlobal->infoStream() << "Finished zone colouring";
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}
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