Generate more elaborate roads

Updates the random map generator to produce more elaborate roads:

- Roads extend beyond map bounds.
- Shorter, unviable roads are pruned and merged to create longer roads.
- Roads can loop.
This commit is contained in:
Ashley Newson
2025-01-14 01:12:38 +00:00
committed by Gustas
parent 5f9e0ffd43
commit 9d77ca2bf8
4 changed files with 282 additions and 83 deletions

View File

@@ -105,6 +105,16 @@ namespace OpenRA.Mods.Common.MapGenerator
return x >= 0 && x < Size.X && y >= 0 && y < Size.Y;
}
public bool IsEdge(int x, int y)
{
return x == 0 || x == Size.X - 1 || y == 0 || y == Size.Y - 1;
}
public bool IsEdge(int2 xy)
{
return IsEdge(xy.X, xy.Y);
}
/// <summary>Clamp xy to be the closest index within the matrix.</summary>
public int2 ClampXY(int2 xy)
{

View File

@@ -1203,6 +1203,30 @@ namespace OpenRA.Mods.Common.MapGenerator
return changes;
}
/// <summary>Remove links from a direction map that are not reciprocated.</summary>
public static void RemoveStubsFromDirectionMapInPlace(Matrix<byte> matrix)
{
var output = matrix.Clone();
for (var cy = 0; cy < matrix.Size.Y; cy++)
for (var cx = 0; cx < matrix.Size.X; cx++)
{
var fromPos = new int2(cx, cy);
var fromDm = matrix[fromPos];
foreach (var (offset, d) in Direction.Spread8D)
{
if ((fromDm & (1 << d)) == 0)
continue;
var dr = Direction.Reverse(d);
var toPos = new int2(cx + offset.X, cy + offset.Y);
if (matrix.ContainsXY(toPos) && (matrix[toPos] & (1 << dr)) != 0)
continue;
matrix[fromPos] = (byte)(output[fromPos] & ~(1 << d));
}
}
}
static Matrix<byte> RemoveJunctionsFromDirectionMap(Matrix<byte> input)
{
var output = input.Clone();
@@ -1224,67 +1248,116 @@ namespace OpenRA.Mods.Common.MapGenerator
}
}
for (var x = 0; x < input.Size.X; x++)
{
output[x, 0] = (byte)(output[x, 0] & ~(Direction.MLU | Direction.MU | Direction.MRU));
output[x, input.Size.Y - 1] = (byte)(output[x, input.Size.Y - 1] & ~(Direction.MRD | Direction.MD | Direction.MLD));
}
for (var y = 0; y < input.Size.Y; y++)
{
output[0, y] = (byte)(output[0, y] & ~(Direction.MLD | Direction.ML | Direction.MLU));
output[input.Size.X - 1, y] &= (byte)(output[input.Size.X - 1, y] & ~(Direction.MRU | Direction.MR | Direction.MRD));
}
return output;
}
/// <summary>
/// Traces a matrix of directions into a set of point sequences.
/// Any junctions in the input direction map are dropped.
/// Traces a matrix of directions into a set of point sequences. Each point sequence is
/// traced up to but excluding junction points. Paths are traced in both directions. The
/// paths in the direction map must be bidrectional and contain no stubs.
/// </summary>
public static int2[][] DirectionMapToPaths(Matrix<byte> input)
{
input = RemoveJunctionsFromDirectionMap(input);
var links = RemoveJunctionsFromDirectionMap(input);
// Loops not handled, but these would be extremely rare anyway.
// Find non-loops, starting at terminals.
var pointArrays = new List<int2[]>();
for (var sy = 0; sy < input.Size.Y; sy++)
for (var sx = 0; sx < input.Size.X; sx++)
void TracePoints(int2 xy, int reverseDm)
{
var points = new List<int2>();
bool AddPoint()
{
var sdm = input[sx, sy];
if (Direction.FromMask(sdm) != Direction.None)
{
var points = new List<int2>();
var xy = new int2(sx, sy);
var reverseDm = 0;
bool AddPoint()
points.Add(xy);
var dm = links[xy] & ~reverseDm;
links[xy] = 0;
foreach (var (offset, d) in Direction.Spread8D)
if ((dm & (1 << d)) != 0)
{
points.Add(xy);
var dm = input[xy] & ~reverseDm;
foreach (var (offset, d) in Direction.Spread8D)
if ((dm & (1 << d)) != 0)
{
xy += offset;
if (!input.ContainsXY(xy))
throw new ArgumentException("input should not link out of bounds");
reverseDm = 1 << Direction.Reverse(d);
return true;
}
return false;
xy += offset;
reverseDm = 1 << Direction.Reverse(d);
return true;
}
while (AddPoint()) { }
pointArrays.Add(points.ToArray());
}
return false;
}
while (AddPoint()) { }
pointArrays.Add(points.ToArray());
pointArrays.Add(points.Reverse<int2>().ToArray());
}
for (var sy = 0; sy < links.Size.Y; sy++)
for (var sx = 0; sx < links.Size.X; sx++)
if (Direction.FromMask(links[sx, sy]) != Direction.None)
TracePoints(new int2(sx, sy), 0);
// All non-loops have been removed, leaving only loops left.
for (var sy = 0; sy < links.Size.Y; sy++)
for (var sx = 0; sx < links.Size.X; sx++)
if (links[sx, sy] != 0)
{
// Choose direction with most-significant bit
var reverseDm = links[sx, sy] & (links[sx, sy] - 1);
TracePoints(new int2(sx, sy), reverseDm);
}
return pointArrays.ToArray();
}
/// <summary>
/// Wrapper around DirectionMapToPaths which iteratively prunes stubs and short paths until
/// all paths are at least a minimumLength. Paths shorter than mimimumJunctionSeparation
/// sever their neighboring junctions instead of fusing them together.
/// </summary>
public static int2[][] DirectionMapToPathsWithPruning(
Matrix<byte> input,
int minimumLength,
int minimumJunctionSeparation,
bool preserveEdgePaths)
{
var links = input.Clone();
int2[][] pointArrays;
// Iteratively remove paths which are too short and merge remaining ones.
while (true)
{
RemoveStubsFromDirectionMapInPlace(links);
pointArrays = DirectionMapToPaths(links);
var removeablePointArrays = pointArrays;
if (preserveEdgePaths)
removeablePointArrays = pointArrays
.Where(a => !(links.IsEdge(a[0]) || links.IsEdge(a[^1])))
.ToArray();
if (removeablePointArrays.Length == 0)
return pointArrays;
var shortest = removeablePointArrays.Min(a => a.Length);
if (shortest >= minimumLength)
return pointArrays;
var toDelete = new List<int2>();
foreach (var pointArray in removeablePointArrays)
if (pointArray.Length == shortest)
foreach (var point in pointArray)
{
toDelete.Add(point);
if (pointArray.Length < minimumJunctionSeparation)
foreach (var (offset, d) in Direction.Spread8D)
if ((links[point] & (1 << d)) != 0)
toDelete.Add(point + offset);
}
foreach (var point in toDelete)
links[point] = 0;
}
}
/// <summary>
/// <para>
/// Given a set of point sequences and a stencil mask that defines permitted point positions,

View File

@@ -395,6 +395,9 @@ namespace OpenRA.Mods.Common.MapGenerator
? forwardProgressLimit
: int.MinValue;
// Find the progress difference of two progress values. For loops high progress values
// wrap around to low ones. (Think of loops' progress like a 24 hour clock,
// where 22 -> 2 is a difference of 4, and 2 -> 22 is a difference of -4).
int Progress(int from, int to)
{
if (IsLoop)
@@ -425,11 +428,24 @@ namespace OpenRA.Mods.Common.MapGenerator
(int Low, int High) FindLowAndHigh(List<int> values)
{
Debug.Assert(values.Count > 0, "No values");
if (values.Count == 0)
return (InvalidProgress, InvalidProgress);
if (values.Count == 1)
return (values[0], values[0]);
if (IsLoop)
{
// For loops, with a list of 2+ sorted progress values, there are 2 cases:
// - The values are spatially grouped, such that the values are contained
// in under a half of the progress range, and the largest gap between
// values is more than half of the progress range. This means that going
// from before the gap to after it is an overall negative progress
// change. (It must be the only negative progress change one as there can
// only be one gap that is over half of the progress range.) In this
// case, there is an obvious start and end to the group, with an overall
// positive progress change.
// - The values are dispersed such that there is no obvious start or end.
if (Progress(values[^1], values[0]) < 0)
return (values[0], values[^1]);
for (var i = 0; i < values.Count - 1; i++)
@@ -459,9 +475,8 @@ namespace OpenRA.Mods.Common.MapGenerator
lows.Clear();
highs.Clear();
for (var i = 0; i < 8; i++)
foreach (var offset in Direction.Spread8)
{
var offset = Direction.Spread8[i];
var neighbor = xy + offset;
if (!deviations.ContainsXY(neighbor) ||
deviations[neighbor] >= deviation ||
@@ -839,12 +854,19 @@ namespace OpenRA.Mods.Common.MapGenerator
/// <summary>
/// Extend the start and end of a path by extensionLength points. The directions of the
/// extensions are based on the overall direction of the outermost inertialRange points.
/// Loops are left unmodified.
/// </summary>
public static CPos[] InertiallyExtendPathPoints(CPos[] points, int extensionLength, int inertialRange)
{
if (points == null)
return null;
if (points[0] == points[^1])
{
// Is a loop.
return points;
}
if (inertialRange > points.Length - 1)
inertialRange = points.Length - 1;
var sd = Direction.FromCVecNonDiagonal(points[inertialRange] - points[0]);
@@ -1107,6 +1129,9 @@ namespace OpenRA.Mods.Common.MapGenerator
/// Normalized but opposing paths rotate around the center in the same direction.
/// </para>
/// <para>
/// Loops are normalized to rotate in a consistent direction, regardless of position.
/// </para>
/// <para>
/// The measureFromCenter function must convert CVec positions to WVec offsets from the map
/// center.
/// </para>
@@ -1122,34 +1147,56 @@ namespace OpenRA.Mods.Common.MapGenerator
if (start == end)
{
// Is loop
start = points[1];
end = points[^2];
}
// Is a loop.
// Find the top-left-most corner point (on the convex hull) and
// sample which way the points are bending.
var topLeftIndex = 0;
var topLeftPoint = points[0];
for (var i = 1; i < points.Length; i++)
{
var point = points[i];
if (point.Y < topLeftPoint.Y || (point.Y == topLeftPoint.Y && point.X < topLeftPoint.X))
{
topLeftIndex = i;
topLeftPoint = point;
}
}
bool ShouldReverse(CPos start, CPos end)
var inOffset = points[topLeftIndex] - points[(topLeftIndex + points.Length - 1) % points.Length];
var outOffset = points[(topLeftIndex + points.Length + 1) % points.Length] - points[topLeftIndex];
var crossProd = inOffset.X * outOffset.Y - inOffset.Y * outOffset.X;
// crossProd should never be 0 for a valid input.
if (crossProd < 0)
Array.Reverse(normalized);
}
else
{
var v1 = measureFromCenter(start);
var v2 = measureFromCenter(end);
// Is not a loop.
bool ShouldReverse(CPos start, CPos end)
{
var v1 = measureFromCenter(start);
var v2 = measureFromCenter(end);
// Rotation around center?
var crossProd = v1.X * v2.Y - v2.X * v1.Y;
if (crossProd != 0)
return crossProd < 0;
// Rotation around center?
var crossProd = v1.X * v2.Y - v2.X * v1.Y;
if (crossProd != 0)
return crossProd < 0;
// Distance from center?
var r1 = v1.X * v1.X + v1.Y * v1.Y;
var r2 = v2.X * v2.X + v2.Y * v2.Y;
if (r1 != r2)
return r1 < r2;
// Distance from center?
var r1 = v1.X * v1.X + v1.Y * v1.Y;
var r2 = v2.X * v2.X + v2.Y * v2.Y;
if (r1 != r2)
return r1 < r2;
// Absolute angle
return v1.Y == v2.Y ? v1.X > v2.X : v1.Y > v2.Y;
// Absolute angle
return v1.Y == v2.Y ? v1.X > v2.X : v1.Y > v2.Y;
}
if (ShouldReverse(start, end))
Array.Reverse(normalized);
}
if (ShouldReverse(start, end))
Array.Reverse(normalized);
return normalized;
}
@@ -1191,5 +1238,42 @@ namespace OpenRA.Mods.Common.MapGenerator
return outputs.ToArray();
}
/// <summary>Nullify the path's points if they aren't suitable for tiling.</summary>
public TilingPath RetainIfValid()
{
if (!ValidatePathPoints(Points))
Points = null;
return this;
}
public static bool ValidatePathPoints(CPos[] points)
{
if (points == null || points.Length == 0)
return false;
var isLoop = points[0] == points[^1];
if (points.Length < (isLoop ? 3 : 2))
return false;
// Duplicate points check
if (points.Distinct().Count() != points.Length - (isLoop ? 1 : 0))
return false;
// All steps must be (non-diagonal) unit offsets.
var lastPoint = points[0];
for (var i = 1; i < points.Length; i++)
{
var offset = lastPoint - points[i];
if (Direction.ToCVec(Direction.FromCVecNonDiagonal(offset)) != offset)
return false;
lastPoint = points[i];
}
return true;
}
}
}