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

@@ -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,