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9d06e51631
Implement feature of proper town selection in underground and surface * Some minor refactoring of rmg
569 lines
17 KiB
C++
569 lines
17 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 "../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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CZonePlacer::CZonePlacer(CMapGenerator * Gen)
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: width(0), height(0), scaleX(0), scaleY(0), mapSize(0), gravityConstant(0), stiffnessConstant(0),
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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((si32)std::max(0.f, (f.x * gen->map->width)-1), (si32)std::max(0.f, (f.y * gen->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::placeZones(CRandomGenerator * rand)
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{
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logGlobal->info("Starting zone placement");
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width = gen->getMapGenOptions().getWidth();
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height = gen->getMapGenOptions().getHeight();
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auto zones = gen->getZones();
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bool underground = gen->getMapGenOptions().getHasTwoLevels();
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/*
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gravity-based 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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*/
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gravityConstant = 4e-3f;
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stiffnessConstant = 4e-3f;
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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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//gravity-based algorithm. connected zones attract, intersecting 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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std::map<std::shared_ptr<CRmgTemplateZone>, 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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const int MAX_ITERATIONS = 100;
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for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
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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 (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 (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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//3. now perform drastic movement of zone that is completely not linked
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moveOneZone(zones, totalForces, distances, overlaps);
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//4. NOW after everything was moved, re-evaluate zone positions
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attractConnectedZones(zones, forces, distances);
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separateOverlappingZones(zones, forces, overlaps);
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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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}
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//check fitness function
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bool improvement = false;
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if (bestTotalDistance > 0 && bestTotalOverlap > 0)
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{
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if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //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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else
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{
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if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
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improvement = true;
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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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//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 (auto zone : zones)
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bestSolution[zone.second] = zone.second->getCenter();
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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 (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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const float radius = 0.4f;
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const float pi2 = 6.28f;
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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 (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 (boost::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 = gen->getMapGenOptions().getPlayersSettings();
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si32 faction = CMapGenOptions::CPlayerSettings::RANDOM_TOWN;
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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 == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) //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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switch ((*VLC->townh)[faction]->nativeTerrain)
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{
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case ETerrainType::GRASS:
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case ETerrainType::SWAMP:
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case ETerrainType::SNOW:
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case ETerrainType::SAND:
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case ETerrainType::ROUGH:
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//surface
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zonesOnLevel[0]++;
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levels[zone.first] = 0;
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break;
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case ETerrainType::LAVA:
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case ETerrainType::SUBTERRANEAN:
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//underground
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zonesOnLevel[1]++;
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levels[zone.first] = 1;
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break;
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case ETerrainType::DIRT:
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default:
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//any / random
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zonesToPlace.push_back(zone);
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break;
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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 (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 (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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float randomAngle = static_cast<float>(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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/*
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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] = sqrt((width * height) / (totalSize[i] * 3.14f));
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mapSize = static_cast<float>(sqrt(width * height));
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for (auto zone : zones)
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{
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zone.second->setSize((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)
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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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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 = static_cast<float>(pos.dist2d(otherZoneCenter));
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float minDistance = 0;
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if (pos.z != otherZoneCenter.z)
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minDistance = 0; //zones on different levels can overlap completely
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else
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minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //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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float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
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forceVector += ((otherZoneCenter - pos)* overlapMultiplier / 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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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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}
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void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
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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 overlap = 0;
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//separate overlapping 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 = static_cast<float>(pos.dist2d(otherZoneCenter));
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float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
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if (distance < minDistance)
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{
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forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3f))) / getDistance(distance)) * stiffnessConstant; //negative value
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overlap += (minDistance - distance); //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, size, &overlap, this](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 = static_cast<float>(pos.dist2d(boundary));
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overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
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forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->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] = overlap;
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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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}
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void CZonePlacer::moveOneZone(TZoneMap &zones, TForceVector &totalForces, TDistanceVector &distances, TDistanceVector &overlaps)
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{
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float maxRatio = 0;
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const int maxDistanceMovementRatio = static_cast<int>(zones.size() * zones.size()); //experimental - the more zones, the greater total distance expected
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std::shared_ptr<CRmgTemplateZone> misplacedZone;
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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) / (float)totalForces[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->trace("Worst misplacement/movement ratio: %3.2f", maxRatio);
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if (maxRatio > maxDistanceMovementRatio && misplacedZone)
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{
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std::shared_ptr<CRmgTemplateZone> targetZone;
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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 = static_cast<float>(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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if (targetZone) //TODO: consider refactoring duplicated code
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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())) / mapSize;
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logGlobal->trace("Trying to move zone %d %s towards %d %s. Old distance %f", misplacedZone->getId(), ourCenter.toString(), targetZone->getId(), targetZone->getCenter().toString(), maxDistance);
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logGlobal->trace("direction is %s", vec.toString());
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misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
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logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
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}
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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 = static_cast<float>(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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if (targetZone)
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{
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float3 vec = ourCenter - targetZone->getCenter();
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float newDistanceBetweenZones = (misplacedZone->getSize() + targetZone->getSize()) / mapSize;
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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);
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logGlobal->trace("direction is %s", vec.toString());
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misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
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logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
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}
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}
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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 * (1.0f + dx * (0.1f + dx * 0.01f)) + dy * (1.618f + dy * (-0.1618f + dy * 0.01618f));
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}
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void CZonePlacer::assignZones()
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{
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logGlobal->info("Starting zone colouring");
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auto width = gen->getMapGenOptions().getWidth();
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auto height = gen->getMapGenOptions().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<std::shared_ptr<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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//bigger zones have smaller distance
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return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize();
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};
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auto moveZoneToCenterOfMass = [](std::shared_ptr<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 = static_cast<int>(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++)
|
|
{
|
|
for (int j = 0; j<height; j++)
|
|
{
|
|
for (int k = 0; k < levels; k++)
|
|
{
|
|
distances.clear();
|
|
int3 pos(i, j, k);
|
|
for (auto zone : zones)
|
|
{
|
|
if (zone.second->getPos().z == k)
|
|
distances.push_back(std::make_pair(zone.second, (float)pos.dist2dSQ(zone.second->getPos())));
|
|
else
|
|
distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
|
|
}
|
|
boost::min_element(distances, compareByDistance)->first->addTile(pos); //closest tile belongs to zone
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto zone : zones)
|
|
moveZoneToCenterOfMass(zone.second);
|
|
|
|
//assign actual tiles to each zone using nonlinear norm for fine edges
|
|
|
|
for (auto zone : zones)
|
|
zone.second->clearTiles(); //now populate them again
|
|
|
|
for (int i=0; i<width; i++)
|
|
{
|
|
for(int j=0; j<height; j++)
|
|
{
|
|
for (int k = 0; k < levels; k++)
|
|
{
|
|
distances.clear();
|
|
int3 pos(i, j, k);
|
|
for (auto zone : zones)
|
|
{
|
|
if (zone.second->getPos().z == k)
|
|
distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
|
|
else
|
|
distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));
|
|
}
|
|
auto zone = boost::min_element(distances, compareByDistance)->first; //closest tile belongs to zone
|
|
zone->addTile(pos);
|
|
gen->setZoneID(pos, zone->getId());
|
|
}
|
|
}
|
|
}
|
|
//set position (town position) to center of mass of irregular zone
|
|
for (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)
|
|
zone.second->discardDistantTiles((float)(zone.second->getSize() + 1));
|
|
|
|
//make sure that terrain inside zone is not a rock
|
|
//FIXME: reorder actions?
|
|
zone.second->paintZoneTerrain (ETerrainType::SUBTERRANEAN);
|
|
}
|
|
}
|
|
logGlobal->info("Finished zone colouring");
|
|
}
|