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
This commit is contained in:
2025-10-21 00:05:40 +08:00
parent bccdc3d231
commit c89243452d
2 changed files with 54 additions and 49 deletions

View File

@ -3,43 +3,55 @@
#include "Level/Actor/BusyStaticResource.h" #include "Level/Actor/BusyStaticResource.h"
#include "Utils/MitchellBestCandidate.h" #include "Utils/MitchellBestCandidate.h"
static FName PeekOneOfAlwaysPresent(TMap<FName, int32>& AlwaysPresentResource)
static void CleanUpEmptyResources(TMap<FName, int32>& AlwaysPresentResource)
{ {
TArray<FName> NeedRemoveKeys; TArray<FName> NeedRemoveList;
for (auto& Pair : AlwaysPresentResource) for (auto& Pair : AlwaysPresentResource)
{ {
if (Pair.Value <= 0) if (Pair.Value <= 0)
{ {
NeedRemoveKeys.Add(Pair.Key); NeedRemoveList.Add(Pair.Key);
continue;
} }
} }
for (auto& RemovedKey : NeedRemoveKeys) for (FName& RemovedKey : NeedRemoveList)
{ {
AlwaysPresentResource.Remove(RemovedKey); AlwaysPresentResource.Remove(RemovedKey);
} }
if (AlwaysPresentResource.Num() == 0)
{
return FName();
}
const auto &Pair = *AlwaysPresentResource.begin();
return Pair.Key;
} }
/**
static void ConsumeOneOfAlwaysPresent(TMap<FName, int32>& AlwaysPresentResource, const FName &ResourceName) * 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
* @param CurrentTerrain 指定地形
* @param AlwaysPresentResource 必须要生成的资源清单
* @param GenerateConfig 表格配置
* @return 生成的资源的ID
*/
static FName TryGenerateResourceAtTerrain(const FGameplayTag &CurrentTerrain, TMap<FName, int32>& AlwaysPresentResource, const UDataTable* GenerateConfig)
{ {
if (const int32 *RemainCount = AlwaysPresentResource.Find(ResourceName)) FName Selected;
for (auto& Pair : AlwaysPresentResource)
{ {
if (*RemainCount > 0) if (Pair.Value <= 0) continue;
{
AlwaysPresentResource[ResourceName] = *RemainCount - 1;
return;
}
}
UE_LOG(LogMapGenerate, Error, TEXT("ConsumeOneOfAlwaysPresent %s failed"), *ResourceName.ToString());
}
const auto Config = GenerateConfig->FindRow<FStaticResourceGenerateConfig>(Pair.Key, TEXT(""));
if (!Config)
{
// TODO LOG
continue;
}
if (Config->TerrainTypes.HasTag(CurrentTerrain))
{
Pair.Value -= 1;
Selected = Pair.Key;
break;
}
}
CleanUpEmptyResources(AlwaysPresentResource);
return Selected;
}
@ -54,12 +66,16 @@ inline static IGameMapInterface * GetMapActor(const UActorComponent* Component)
void UStaticResourceLayerComponent::GenerateResources() void UStaticResourceLayerComponent::GenerateResources()
{ {
TArray<FVector2D> ResourcePoints; TArray<FVector2D> ResourcePoints;
TMap<FName, int32> AlwaysPresentResource;
// 生成资源点 // 生成资源点
GenerateResourcePoints(ResourcePoints); GenerateResourcePoints(ResourcePoints);
// 获取所有要生成的资源
GetAlwaysPresentResourceList(AlwaysPresentResource);
// 生成必定生成的资源 // 生成必定生成的资源
GenerateAlwaysPresentInfo(ResourcePoints); GenerateAlwaysPresentInfo(ResourcePoints, AlwaysPresentResource);
// 利用剩下的资源点,根据权重生成资源 // 利用剩下的资源点,根据权重生成资源
GenerateResourceByWeight(ResourcePoints); GenerateResourceByWeight(ResourcePoints);
@ -104,6 +120,10 @@ void UStaticResourceLayerComponent::GenerateResourcePoints(TArray<FVector2D>& Ou
OutResourcePoint = PointCreator->GeneratePoints(ResourcePointCount, MapWidth, MapHeight); OutResourcePoint = PointCreator->GeneratePoints(ResourcePointCount, MapWidth, MapHeight);
} }
/**
* 获取所有要生成的资源列表
* @param OutAlwaysPresentResource 资源名和资源数量的键值Map
*/
void UStaticResourceLayerComponent::GetAlwaysPresentResourceList(TMap<FName, int32>& OutAlwaysPresentResource)const void UStaticResourceLayerComponent::GetAlwaysPresentResourceList(TMap<FName, int32>& OutAlwaysPresentResource)const
{ {
OutAlwaysPresentResource.Empty(); OutAlwaysPresentResource.Empty();
@ -150,53 +170,38 @@ bool UStaticResourceLayerComponent::GetCanGenerateResourcesWeight(const FVector2
} }
bool UStaticResourceLayerComponent::GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints) bool UStaticResourceLayerComponent::GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints, TMap<FName, int32>& AlwaysPresent)
{ {
AActor *Owner = GetOwner(); AActor *Owner = GetOwner();
if (!Owner) return false; if (!Owner) return false;
const IGameMapInterface * MapInterface = Cast<IGameMapInterface>(Owner); const IGameMapInterface * MapInterface = Cast<IGameMapInterface>(Owner);
if (!MapInterface) return false; if (!MapInterface) return false;
TMap<FName, int> AlwaysPresentResource;
GetAlwaysPresentResourceList(AlwaysPresentResource);
for (int i = ResourcePoints.Num() - 1; i >= 0; i--) // 遍历所有的资源点尝试生成资源 for (int i = ResourcePoints.Num() - 1; i >= 0; i--) // 遍历所有的资源点尝试生成资源
{ {
FName CurrentSelected = PeekOneOfAlwaysPresent(AlwaysPresentResource); // 取资源点
if (CurrentSelected.IsNone()) // 必须生成的资源已经全部生成了,则结束
{
UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo All Always present created."))
break;
}
const FVector2D& CurrentPoint = ResourcePoints[i]; const FVector2D& CurrentPoint = ResourcePoints[i];
FGameplayTag CurrentTerrain = MapInterface->Execute_GetTerrainAt(Owner, CurrentPoint.X, CurrentPoint.Y); // 获取这个资源点的地形类型
const auto Config = GenerateConfig->FindRow<FStaticResourceGenerateConfig>(
CurrentSelected, TEXT("")
);
if (!Config) continue;
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 // 获取这个资源的地形类型
FGameplayTag CurrentTerrain = MapInterface->Execute_GetTerrainAt(Owner, CurrentPoint.X, CurrentPoint.Y);
// 获取要生成的资源名
FName&& ResourceName = TryGenerateResourceAtTerrain(CurrentTerrain, AlwaysPresent, GenerateConfig);
if (!ResourceName.IsNone())
{ {
TryPushGenerateResult(CurrentSelected, CurrentPoint); TryPushGenerateResult(ResourceName, CurrentPoint);
// GeneratedResourcePoints.Add(TTuple<FName, FVector2D>(CurrentSelected, FVector2D(ResourcePoints[i].X, ResourcePoints[i].Y)));
ConsumeOneOfAlwaysPresent(AlwaysPresentResource, CurrentSelected);
ResourcePoints[i].X = ResourcePoints[i].Y = -1; ResourcePoints[i].X = ResourcePoints[i].Y = -1;
UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo Create %s at (%d, %d)"), UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo Create %s at (%d, %d)"),
*CurrentSelected.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y)) *ResourceName.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y))
} }
else else
{ {
UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo Failed create %s at (%d,%d) in %s"), UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo Failed create %s at (%d,%d) in %s"),
*CurrentSelected.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y), *CurrentTerrain.ToString()); *ResourceName.ToString(), int32(ResourcePoints[i].X), int32(ResourcePoints[i].Y), *CurrentTerrain.ToString());
} }
} }
// 清理已经生成的数据
if (!PeekOneOfAlwaysPresent(AlwaysPresentResource).IsNone()) // 如果还有必须要生成的没有生成,则生成失败
{
GeneratedResourcePoints.Empty();
return false;
}
ResourcePoints.RemoveAll([](const FVector2D Element){ return Element.X < 0 && Element.Y < 0; }); ResourcePoints.RemoveAll([](const FVector2D Element){ return Element.X < 0 && Element.Y < 0; });
return true; return true;
} }

View File

@ -60,7 +60,7 @@ protected:
virtual void GenerateResourcePoints(TArray<FVector2D>& OutResourcePoint); virtual void GenerateResourcePoints(TArray<FVector2D>& OutResourcePoint);
bool GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints); bool GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints, TMap<FName, int32>& AlwaysPresent);
void GenerateResourceByWeight(TArray<FVector2D>& ResourcePoints); void GenerateResourceByWeight(TArray<FVector2D>& ResourcePoints);