Merge branch 'better-town-placement' into 'master'

Better town placement

See merge request veloren/veloren!3208
This commit is contained in:
Joshua Barretto 2022-02-22 21:36:48 +00:00
commit 5678bd2bbb
2 changed files with 196 additions and 34 deletions

View File

@ -12,6 +12,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Changed
- Improved site placement
### Removed
### Fixed

View File

@ -4,7 +4,7 @@ mod econ;
use crate::{
config::CONFIG,
sim::{SimChunk, WorldSim},
sim::WorldSim,
site::{namegen::NameGen, Castle, Settlement, Site as WorldSite, Tree},
site2,
util::{attempt, seed_expan, DHashMap, DHashSet, NEIGHBORS},
@ -15,7 +15,7 @@ use common::{
path::Path,
spiral::Spiral2d,
store::{Id, Store},
terrain::{uniform_idx_as_vec2, MapSizeLg, TerrainChunkSize},
terrain::{uniform_idx_as_vec2, MapSizeLg, TerrainChunkSize, TERRAIN_CHUNK_BLOCKS_LG},
vol::RectVolSize,
};
use core::{fmt, hash::BuildHasherDefault, ops::Range};
@ -90,29 +90,56 @@ impl Civs {
this.generate_cave(&mut ctx);
}
let mut start_locations: Vec<Vec2<i32>> = Vec::new();
for _ in 0..initial_civ_count {
debug!("Creating civilisation...");
if this.birth_civ(&mut ctx.reseed()).is_none() {
if this
.birth_civ(&mut ctx.reseed(), &mut start_locations)
.is_none()
{
warn!("Failed to find starting site for civilisation.");
}
}
info!(?initial_civ_count, "all civilisations created");
let mut gnarling_enemies: Vec<Vec2<i32>> = start_locations.clone();
let mut dungeon_enemies: Vec<Vec2<i32>> = start_locations.clone();
let mut tree_enemies: Vec<Vec2<i32>> = start_locations.clone();
let mut castle_enemies: Vec<Vec2<i32>> = Vec::new();
for _ in 0..initial_civ_count * 3 {
attempt(5, || {
let (kind, size) = match ctx.rng.gen_range(0..64) {
0..=5 => (SiteKind::Castle, 3),
let (kind, size, avoid) = match ctx.rng.gen_range(0..64) {
0..=5 => (SiteKind::Castle, 3, (&castle_enemies, 20)),
28..=31 => {
if index.features().site2_giant_trees {
(SiteKind::GiantTree, 4)
(SiteKind::GiantTree, 4, (&tree_enemies, 20))
} else {
(SiteKind::Tree, 4)
(SiteKind::Tree, 4, (&tree_enemies, 20))
}
},
32..=37 => (SiteKind::Gnarling, 5),
_ => (SiteKind::Dungeon, 0),
32..=37 => (SiteKind::Gnarling, 5, (&gnarling_enemies, 20)),
_ => (SiteKind::Dungeon, 0, (&dungeon_enemies, 20)),
};
let loc = find_site_loc(&mut ctx, None, size, kind)?;
let loc = find_site_loc(&mut ctx, avoid, size, kind)?;
match kind {
SiteKind::Castle => {
gnarling_enemies.push(loc);
dungeon_enemies.push(loc);
tree_enemies.push(loc);
castle_enemies.push(loc);
},
SiteKind::Gnarling => {
castle_enemies.push(loc);
dungeon_enemies.push(loc);
gnarling_enemies.push(loc);
},
SiteKind::Dungeon => {
gnarling_enemies.push(loc);
dungeon_enemies.push(loc);
castle_enemies.push(loc);
},
_ => (),
}
Some(this.establish_site(&mut ctx.reseed(), loc, |place| Site {
kind,
center: loc,
@ -447,10 +474,15 @@ impl Civs {
.and_then(|path| astar.get_cheapest_cost().map(|cost| (path, cost)))
}
fn birth_civ(&mut self, ctx: &mut GenCtx<impl Rng>) -> Option<Id<Civ>> {
fn birth_civ(
&mut self,
ctx: &mut GenCtx<impl Rng>,
start_locations: &mut Vec<Vec2<i32>>,
) -> Option<Id<Civ>> {
let kind = SiteKind::Refactor;
let site = attempt(5, || {
let loc = find_site_loc(ctx, None, 1, kind)?;
let site = attempt(100, || {
let loc = find_site_loc(ctx, (start_locations, 40), 1, kind)?;
start_locations.push(loc);
Some(self.establish_site(ctx, loc, |place| Site {
kind,
site_tmp: None,
@ -1006,46 +1038,51 @@ fn loc_suitable_for_site(sim: &WorldSim, loc: Vec2<i32>, site_kind: SiteKind) ->
}
true
}
(if let Some(chunk) = sim.get(loc) {
let possible_terrain = if let Some(chunk) = sim.get(loc) {
!chunk.river.is_ocean()
&& !chunk.river.is_lake()
&& !chunk.river.is_river()
&& !chunk.is_underwater()
&& !matches!(
chunk.get_biome(),
common::terrain::BiomeKind::Lake | common::terrain::BiomeKind::Ocean
)
&& sim
.get_gradient_approx(loc)
.map(|grad| grad < 1.0)
.unwrap_or(false)
&& site_kind.is_suitable_loc(chunk)
} else {
false
}) && check_chunk_occupation(sim, loc, site_kind.exclusion_radius())
};
let not_occupied = check_chunk_occupation(sim, loc, site_kind.exclusion_radius());
possible_terrain && site_kind.is_suitable_loc(loc, sim) && not_occupied
}
/// Attempt to search for a location that's suitable for site construction
fn find_site_loc(
ctx: &mut GenCtx<impl Rng>,
near: Option<(Vec2<i32>, f32)>,
avoid: (&Vec<Vec2<i32>>, i32),
size: i32,
site_kind: SiteKind,
) -> Option<Vec2<i32>> {
const MAX_ATTEMPTS: usize = 100;
const MAX_ATTEMPTS: usize = 10000;
let mut loc = None;
let (avoid_locs, distance) = avoid;
for _ in 0..MAX_ATTEMPTS {
let test_loc = loc.unwrap_or_else(|| match near {
Some((origin, dist)) => {
origin
+ (Vec2::new(ctx.rng.gen_range(-1.0..1.0), ctx.rng.gen_range(-1.0..1.0))
.try_normalized()
.unwrap_or_else(Vec2::zero)
* ctx.rng.gen::<f32>()
* dist)
.map(|e| e as i32)
},
None => Vec2::new(
let test_loc = loc.unwrap_or_else(|| {
Vec2::new(
ctx.rng.gen_range(0..ctx.sim.get_size().x as i32),
ctx.rng.gen_range(0..ctx.sim.get_size().y as i32),
),
)
});
if avoid_locs
.iter()
.any(|l| l.distance_squared(test_loc) < distance * distance)
{
continue;
}
for offset in Spiral2d::new().take((size * 2 + 1).pow(2) as usize) {
if loc_suitable_for_site(ctx.sim, test_loc + offset, site_kind) {
return Some(test_loc);
@ -1053,12 +1090,13 @@ fn find_site_loc(
}
loc = ctx.sim.get(test_loc).and_then(|c| {
site_kind.is_suitable_loc(c).then_some(
site_kind.is_suitable_loc(test_loc, ctx.sim).then_some(
c.downhill?
.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / (sz as i32)),
)
});
}
warn!("Failed to place site {:?}.", site_kind);
None
}
@ -1117,11 +1155,133 @@ pub enum SiteKind {
}
impl SiteKind {
pub fn is_suitable_loc(&self, chunk: &SimChunk) -> bool {
match self {
pub fn is_suitable_loc(&self, loc: Vec2<i32>, sim: &WorldSim) -> bool {
sim.get(loc).map_or(false, |chunk| match self {
SiteKind::Gnarling => (-0.3..0.4).contains(&chunk.temp) && chunk.tree_density > 0.75,
_ => true,
SiteKind::GiantTree | SiteKind::Tree => chunk.tree_density > 0.4,
SiteKind::Castle => {
if chunk.tree_density > 0.4 || chunk.river.near_water() || chunk.near_cliffs() {
return false;
}
const HILL_RADIUS: i32 = 3 * TERRAIN_CHUNK_BLOCKS_LG as i32;
for x in (-HILL_RADIUS)..HILL_RADIUS {
for y in (-HILL_RADIUS)..HILL_RADIUS {
let check_loc = loc + Vec2::new(x, y);
if let Some(true) = sim
.get_alt_approx(check_loc)
.map(|surrounding_alt| surrounding_alt > chunk.alt + 1.0)
{
return false;
}
// Castles are really big, so to avoid parts of them ending up underwater or
// in other awkward positions we have to do this
if sim
.get(check_loc)
.map_or(true, |c| c.is_underwater() || c.near_cliffs())
{
return false;
}
}
}
true
},
SiteKind::Refactor | SiteKind::Settlement => {
const RESOURCE_RADIUS: i32 = 1;
let mut river_chunks = 0;
let mut lake_chunks = 0;
let mut ocean_chunks = 0;
let mut rock_chunks = 0;
let mut tree_chunks = 0;
let mut farmable_chunks = 0;
let mut farmable_needs_irrigation_chunks = 0;
let mut land_chunks = 0;
for x in (-RESOURCE_RADIUS)..RESOURCE_RADIUS {
for y in (-RESOURCE_RADIUS)..RESOURCE_RADIUS {
let check_loc = loc
+ Vec2::new(x, y)
.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e * sz as i32);
sim.get(check_loc).map(|c| {
if num::abs(chunk.alt - c.alt) < 200.0 {
if c.river.is_river() {
river_chunks += 1;
}
if c.river.is_lake() {
lake_chunks += 1;
}
if c.river.is_ocean() {
ocean_chunks += 1;
}
if c.tree_density > 0.7 {
tree_chunks += 1;
}
if c.rockiness < 0.3 && c.temp > CONFIG.snow_temp {
if c.surface_veg > 0.5 {
farmable_chunks += 1;
} else {
match c.get_biome() {
common::terrain::BiomeKind::Savannah => {
farmable_needs_irrigation_chunks += 1
},
common::terrain::BiomeKind::Desert => {
farmable_needs_irrigation_chunks += 1
},
_ => (),
}
}
}
if !c.river.is_river() && !c.river.is_lake() && !c.river.is_ocean()
{
land_chunks += 1;
}
}
// Mining is different since presumably you dig into the hillside
if c.rockiness > 0.7 && c.alt - chunk.alt > -10.0 {
rock_chunks += 1;
}
});
}
}
let has_river = river_chunks > 1;
let has_lake = lake_chunks > 1;
let vegetation_implies_potable_water = chunk.tree_density > 0.4
&& !matches!(chunk.get_biome(), common::terrain::BiomeKind::Swamp);
let warm_or_firewood = chunk.temp > CONFIG.snow_temp || tree_chunks > 2;
let has_potable_water = {
has_river || (has_lake && chunk.alt > 100.0) || vegetation_implies_potable_water
};
let has_building_materials = tree_chunks > 0
|| rock_chunks > 0
|| chunk.temp > CONFIG.tropical_temp && (has_river || has_lake);
let water_rich = lake_chunks + river_chunks > 2;
let can_grow_rice = water_rich
&& chunk.humidity + 1.0 > CONFIG.jungle_hum
&& chunk.temp + 1.0 > CONFIG.tropical_temp;
let farming_score = if can_grow_rice {
farmable_chunks * 2
} else {
farmable_chunks
} + if water_rich {
farmable_needs_irrigation_chunks
} else {
0
};
let fish_score = lake_chunks + ocean_chunks;
let food_score = farming_score + fish_score;
let mining_score = if tree_chunks > 1 { rock_chunks } else { 0 };
let forestry_score = if has_river { tree_chunks } else { 0 };
let trading_score =
std::cmp::min(std::cmp::min(land_chunks, ocean_chunks), river_chunks);
let industry_score = 3.0 * (food_score as f32 + 1.0).log2()
+ 2.0 * (forestry_score as f32 + 1.0).log2()
+ (mining_score as f32 + 1.0).log2()
+ (trading_score as f32 + 1.0).log2();
has_potable_water
&& has_building_materials
&& industry_score > 6.0
&& warm_or_firewood
},
_ => true,
})
}
}