优化资源排布算法 #1
之前的实现有bug,现在营地基本一定能生成 现在还有一个问题是,森林非常小的情况下,在森林的资源点可能达不到必须生成的数量要求 需要进一步解决这个问题
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@ -3,46 +3,58 @@
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#include "Level/Actor/BusyStaticResource.h"
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#include "Utils/MitchellBestCandidate.h"
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static FName PeekOneOfAlwaysPresent(TMap<FName, int32>& AlwaysPresentResource)
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static void CleanUpEmptyResources(TMap<FName, int32>& AlwaysPresentResource)
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{
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TArray<FName> NeedRemoveKeys;
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TArray<FName> NeedRemoveList;
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for (auto& Pair : AlwaysPresentResource)
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{
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if (Pair.Value <= 0)
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{
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NeedRemoveKeys.Add(Pair.Key);
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NeedRemoveList.Add(Pair.Key);
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continue;
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}
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}
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for (auto& RemovedKey : NeedRemoveKeys)
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for (FName& RemovedKey : NeedRemoveList)
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{
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AlwaysPresentResource.Remove(RemovedKey);
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}
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if (AlwaysPresentResource.Num() == 0)
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{
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return FName();
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}
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const auto &Pair = *AlwaysPresentResource.begin();
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return Pair.Key;
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}
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static void ConsumeOneOfAlwaysPresent(TMap<FName, int32>& AlwaysPresentResource, const FName &ResourceName)
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/**
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* 给定地形,遍历所有的资源,找一个能生成在这个地形上的资源
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* @param CurrentTerrain 指定地形
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* @param AlwaysPresentResource 必须要生成的资源清单
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* @param GenerateConfig 表格配置
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* @return 生成的资源的ID
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*/
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static FName TryGenerateResourceAtTerrain(const FGameplayTag &CurrentTerrain, TMap<FName, int32>& AlwaysPresentResource, const UDataTable* GenerateConfig)
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{
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if (const int32 *RemainCount = AlwaysPresentResource.Find(ResourceName))
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FName Selected;
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for (auto& Pair : AlwaysPresentResource)
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{
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if (*RemainCount > 0)
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if (Pair.Value <= 0) continue;
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const auto Config = GenerateConfig->FindRow<FStaticResourceGenerateConfig>(Pair.Key, TEXT(""));
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if (!Config)
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{
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AlwaysPresentResource[ResourceName] = *RemainCount - 1;
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return;
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// TODO LOG
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continue;
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}
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if (Config->TerrainTypes.HasTag(CurrentTerrain))
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{
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Pair.Value -= 1;
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Selected = Pair.Key;
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break;
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}
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}
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UE_LOG(LogMapGenerate, Error, TEXT("ConsumeOneOfAlwaysPresent %s failed"), *ResourceName.ToString());
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CleanUpEmptyResources(AlwaysPresentResource);
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return Selected;
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}
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inline static IGameMapInterface * GetMapActor(const UActorComponent* Component)
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{
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AActor *Owner = Component->GetOwner();
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@ -54,12 +66,16 @@ inline static IGameMapInterface * GetMapActor(const UActorComponent* Component)
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void UStaticResourceLayerComponent::GenerateResources()
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{
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TArray<FVector2D> ResourcePoints;
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TMap<FName, int32> AlwaysPresentResource;
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// 生成资源点
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GenerateResourcePoints(ResourcePoints);
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// 获取所有要生成的资源
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GetAlwaysPresentResourceList(AlwaysPresentResource);
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// 生成必定生成的资源
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GenerateAlwaysPresentInfo(ResourcePoints);
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GenerateAlwaysPresentInfo(ResourcePoints, AlwaysPresentResource);
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// 利用剩下的资源点,根据权重生成资源
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GenerateResourceByWeight(ResourcePoints);
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@ -104,6 +120,10 @@ void UStaticResourceLayerComponent::GenerateResourcePoints(TArray<FVector2D>& Ou
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OutResourcePoint = PointCreator->GeneratePoints(ResourcePointCount, MapWidth, MapHeight);
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}
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/**
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* 获取所有要生成的资源列表
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* @param OutAlwaysPresentResource 资源名和资源数量的键值Map
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*/
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void UStaticResourceLayerComponent::GetAlwaysPresentResourceList(TMap<FName, int32>& OutAlwaysPresentResource)const
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{
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OutAlwaysPresentResource.Empty();
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@ -150,53 +170,38 @@ bool UStaticResourceLayerComponent::GetCanGenerateResourcesWeight(const FVector2
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}
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bool UStaticResourceLayerComponent::GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints)
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bool UStaticResourceLayerComponent::GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints, TMap<FName, int32>& AlwaysPresent)
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{
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AActor *Owner = GetOwner();
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if (!Owner) return false;
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const IGameMapInterface * MapInterface = Cast<IGameMapInterface>(Owner);
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if (!MapInterface) return false;
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TMap<FName, int> AlwaysPresentResource;
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GetAlwaysPresentResourceList(AlwaysPresentResource);
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for (int i = ResourcePoints.Num() - 1; i >= 0; i--) // 遍历所有的资源点尝试生成资源
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{
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FName CurrentSelected = PeekOneOfAlwaysPresent(AlwaysPresentResource);
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if (CurrentSelected.IsNone()) // 必须生成的资源已经全部生成了,则结束
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{
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UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo All Always present created."))
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break;
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}
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// 取资源点
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const FVector2D& CurrentPoint = ResourcePoints[i];
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FGameplayTag CurrentTerrain = MapInterface->Execute_GetTerrainAt(Owner, CurrentPoint.X, CurrentPoint.Y); // 获取这个资源点的地形类型
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const auto Config = GenerateConfig->FindRow<FStaticResourceGenerateConfig>(
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CurrentSelected, TEXT("")
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);
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if (!Config) continue;
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// 获取这个资源点的地形类型
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FGameplayTag CurrentTerrain = MapInterface->Execute_GetTerrainAt(Owner, CurrentPoint.X, CurrentPoint.Y);
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if (Config->TerrainTypes.HasTag(CurrentTerrain)) // 资源的地形配置包含当前的地形,则添加进生成的列表
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// 获取要生成的资源名
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FName&& ResourceName = TryGenerateResourceAtTerrain(CurrentTerrain, AlwaysPresent, GenerateConfig);
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if (!ResourceName.IsNone())
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{
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TryPushGenerateResult(CurrentSelected, CurrentPoint);
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// GeneratedResourcePoints.Add(TTuple<FName, FVector2D>(CurrentSelected, FVector2D(ResourcePoints[i].X, ResourcePoints[i].Y)));
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ConsumeOneOfAlwaysPresent(AlwaysPresentResource, CurrentSelected);
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TryPushGenerateResult(ResourceName, CurrentPoint);
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ResourcePoints[i].X = ResourcePoints[i].Y = -1;
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UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo Create %s at (%d, %d)"),
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*CurrentSelected.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y))
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*ResourceName.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y))
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}
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else
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{
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UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo Failed create %s at (%d,%d) in %s"),
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*CurrentSelected.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y), *CurrentTerrain.ToString());
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*ResourceName.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y), *CurrentTerrain.ToString());
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}
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}
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if (!PeekOneOfAlwaysPresent(AlwaysPresentResource).IsNone()) // 如果还有必须要生成的没有生成,则生成失败
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{
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GeneratedResourcePoints.Empty();
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return false;
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}
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// 清理已经生成的数据
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ResourcePoints.RemoveAll([](const FVector2D Element){ return Element.X < 0 && Element.Y < 0; });
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return true;
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}
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@ -60,7 +60,7 @@ protected:
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virtual void GenerateResourcePoints(TArray<FVector2D>& OutResourcePoint);
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bool GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints);
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bool GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints, TMap<FName, int32>& AlwaysPresent);
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void GenerateResourceByWeight(TArray<FVector2D>& ResourcePoints);
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