[Freeciv-Dev] Re: (PR#3489) Patch to add new generator
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On Sat, Mar 29, 2003 at 12:25:07PM -0800, Mike Kaufman wrote:
> On Thu, Mar 27, 2003 at 03:32:37PM -0800, jjc@xxxxxxxxxxxxxxxxxx wrote:
> > I humbly submit what I hope is the last version of my patch to add a new
> > generator 6. This patch fixes some problems with generating too many
> > mountains
> > in the player's peninsula. It also removes one of the isthmus loop
> > so it is a little shorter.
> >
> > It is generated in relation to cvs. I think it is ready for committing
> > into
> > cvs.
>
> josh-
>
> could you please put up a couple of screenshots somewhere (or if you can't
> upload them to the ftp server) and send us a savegame with a map using this
Savegames and screenshots are up at:
http://www.honors.montana.edu/~jjc/gen_6_upload/
> generator? Also please review doc/CodingStyle. your code isn't compliant.
New patch.
Changes:
Now the isthmus road defaults to the center, instead of left side.
Added enum to eliminate use of T_GRASSLAND to mean new land created.
Ran indent -kr -i2 -l77 on the file to get it to conform to the
coding style.
Added header comments to all new functions that I introduced.
--
Josh Cogliati
jjc@xxxxxxxxxxxxxxxxxx
This message created in Linux, the choice of a GNU generation.
Index: common/map.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/map.h,v
retrieving revision 1.141
diff -U9 -r1.141 map.h
--- common/map.h 2003/03/11 17:59:26 1.141
+++ common/map.h 2003/03/31 15:24:25
@@ -629,19 +629,19 @@
#define MAP_MIN_RIVERS 0
#define MAP_MAX_RIVERS 100
#define MAP_DEFAULT_FORESTS 20
#define MAP_MIN_FORESTS 0
#define MAP_MAX_FORESTS 100
#define MAP_DEFAULT_GENERATOR 1
#define MAP_MIN_GENERATOR 1
-#define MAP_MAX_GENERATOR 5
+#define MAP_MAX_GENERATOR 6
#define MAP_DEFAULT_TINYISLES FALSE
#define MAP_MIN_TINYISLES FALSE
#define MAP_MAX_TINYISLES TRUE
#define MAP_DEFAULT_SEPARATE_POLES TRUE
#define MAP_MIN_SEPARATE_POLES FALSE
#define MAP_MAX_SEPARATE_POLES TRUE
Index: server/mapgen.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/mapgen.c,v
retrieving revision 1.110
diff -U9 -r1.110 mapgen.c
--- server/mapgen.c 2003/02/20 09:45:22 1.110
+++ server/mapgen.c 2003/03/31 15:24:49
@@ -36,18 +36,19 @@
#define rmap(x, y) (river_map[map_pos_to_index(x, y)])
static void make_huts(int number);
static void add_specials(int prob);
static void mapgenerator1(void);
static void mapgenerator2(void);
static void mapgenerator3(void);
static void mapgenerator4(void);
static void mapgenerator5(void);
+static void mapgenerator6(void);
static void smooth_map(void);
static void adjust_map(int minval);
#define RIVERS_MAXTRIES 32767
enum river_map_type {RS_BLOCKED = 0, RS_RIVER = 1};
/* Array needed to mark tiles as blocked to prevent a river from
falling into itself, and for storing rivers temporarly.
A value of 1 means blocked.
@@ -1151,18 +1152,20 @@
mysrand(map.seed);
/* don't generate tiles with mapgen==0 as we've loaded them from file */
/* also, don't delete (the handcrafted!) tiny islands in a scenario */
if (map.generator != 0) {
map_allocate();
/* if one mapgenerator fails, it will choose another mapgenerator */
/* with a lower number to try again */
+ if (map.generator == 6 )
+ mapgenerator6();
if (map.generator == 5 )
mapgenerator5();
if (map.generator == 4 )
mapgenerator4();
if (map.generator == 3 )
mapgenerator3();
if( map.generator == 2 )
mapgenerator2();
if( map.generator == 1 )
@@ -2133,10 +2136,283 @@
if (hmap(x, y) < minval)
minval = hmap(x, y);
} whole_map_iterate_end;
maxval -= minval;
adjust_map(minval);
make_land();
free(height_map);
height_map = NULL;
+}
+
+/****************************************************************************
+ returns true if the terrain at point x,y is land.
+****************************************************************************/
+static int land_terrain(int x, int y)
+{
+ return !is_ocean(map_get_terrain(x, y));
+}
+
+/****************************************************************************
+ returns a score based on the amount of land surrounding the point x,y.
+ No land is 0. All eight neighbors is 12
+ ***************************************************************************/
+static int border_score(int x, int y)
+{
+ int adj_score = 2;
+ int diag_score = 1;
+ int score = 0;
+ score += land_terrain(x - 1, y) ? adj_score : 0;
+ score += land_terrain(x + 1, y) ? adj_score : 0;
+ score += land_terrain(x, y - 1) ? adj_score : 0;
+ score += land_terrain(x, y + 1) ? adj_score : 0;
+ score += land_terrain(x - 1, y - 1) ? diag_score : 0;
+ score += land_terrain(x + 1, y - 1) ? diag_score : 0;
+ score += land_terrain(x - 1, y + 1) ? diag_score : 0;
+ score += land_terrain(x + 1, y + 1) ? diag_score : 0;
+ return score;
+}
+
+enum terrain_status { TS_OCEAN, TS_LAND, TS_NEW_LAND };
+
+/*************************************************************************
+ Returns TS_NEW_LAND if the point is not already land and
+ the random number is less than the border score.
+ More likely to return TS_NEW_LAND on a location that has
+ more land around it. Will never return TS_NEW_LAND on a
+ location that has no land in any of the eight neighbors.
+ *************************************************************************/
+static int random_new_land(int x, int y)
+{
+ int score;
+ int random;
+ if (land_terrain(x, y)) {
+ return TS_LAND;
+ }
+ score = border_score(x, y);
+ random = myrand(4 * 2 + 4 * 1);
+ return random + 1 > score ? TS_OCEAN : TS_NEW_LAND;
+
+}
+
+/*************************************************************************
+ Creates a peninsula and put the player's starting position
+ on it. The direction is either +1 or -1 depending on which
+ direction the peninsula should go from the y position.
+ The remaining_count is the number of tiles to fill with
+ land.
+ *************************************************************************/
+static void create_peninsula(int x, int y, int player_number,
+ int width, int height, int direction,
+ int remaining_count)
+{
+ int cx, cy;
+
+ cx = x + width / 2;
+ for (cy = y; cy != y + (height + 1) * direction; cy += direction) {
+ map_set_terrain(cx, cy, T_GRASSLAND);
+ map_set_continent(cx, cy, 1);
+ }
+ remaining_count -= height; /* account for the already added strip */
+ cy = y;
+ for (cx = x + width / 2 - 2; cx <= x + width / 2 + 2; cx++) {
+ map_set_terrain(cx, cy, T_GRASSLAND);
+ map_set_continent(cx, cy, 1);
+ }
+ remaining_count -= 4; /* account for extra 4 (not 5 because
that would
+ double count the one already done by height
strip. */
+
+ while (remaining_count > 0) {
+ for (cx = x; cx < x + width; cx++) {
+ for (cy = y; cy != y + (height + 1) * direction; cy += direction) {
+ int new_terrain = random_new_land(cx, cy);
+ if (new_terrain == TS_NEW_LAND) {
+ remaining_count--;
+ map_set_terrain(cx, cy, T_GRASSLAND);
+ map_set_continent(cx, cy, 1);
+ hmap(cx, cy) = myrand(7000) - 2000;
+ }
+ if (remaining_count <= 0) {
+ goto done_with_peninsula;
+ }
+ }
+ }
+ }
+
+done_with_peninsula:
+
+ map.start_positions[player_number].x = x + width / 2;
+ map.start_positions[player_number].y = y;
+}
+
+/*************************************************************************
+ This generator creates a map with one penisula for each
+ player and an isthmus between. It creates a central
+ ocean and puts the peninsulas around the edges. It is
+ intented for quicker games. Should look something like this:
+ *****************************
+ **** ***** ***** *****
+ ** *** *** ***
+ **
+ **
+ ** *** ***
+ **** ***** *****
+ *****************************
+
+ *************************************************************************/
+static void mapgenerator6(void)
+{
+ int peninsulas = game.nplayers;
+ int peninsulas_on_one_side = (peninsulas + 1) / 2;
+ int isthmus_width = 10;
+ int peninsula_separation = 5;
+ int peninsula_width = (map.xsize - isthmus_width - peninsula_separation)
+ / (peninsulas_on_one_side) - peninsula_separation;
+ /* if landpercent <= 50, then make shorter peninsulas */
+ int peninsula_height = (map.landpercent <= 50)
+ ? map.ysize / 3 : (map.ysize * 2) / 5;
+ int continent_percent = (map.landpercent <= 50)
+ ? (map.landpercent * 3) / 2 : (map.landpercent * 5) / 4;
+ int i, x, y;
+ int polar_height = 3;
+ int remaining_count = MIN(isthmus_width * (map.ysize - polar_height * 2),
+ ((isthmus_width +
+ peninsula_separation) * (map.ysize -
+ polar_height * 2)
+ * continent_percent) / 100);
+
+ height_map = fc_malloc(sizeof(int) * map.xsize * map.ysize);
+
+ /* initialize everything to ocean */
+ for (y = 0; y < map.ysize; y++)
+ for (x = 0; x < map.xsize; x++) {
+ map_set_terrain(x, y, T_OCEAN);
+ map_set_continent(x, y, 0);
+ hmap(x, y) = 0;
+ }
+
+ /* create polar regions */
+ for (x = 0; x < map.xsize; x++) {
+ for (y = 0; y < polar_height; y++) {
+ int rand_num = myrand(9);
+ map_set_terrain(x, y, rand_num > 7 ? T_ARCTIC :
+ (rand_num < 2 ? T_MOUNTAINS : T_TUNDRA));
+ map_set_continent(x, y, 1);
+ rand_num = myrand(9);
+ map_set_terrain(x, map.ysize - 1 - y, rand_num > 7 ? T_ARCTIC :
+ (rand_num < 2 ? T_MOUNTAINS : T_TUNDRA));
+ map_set_continent(x, map.ysize - 1 - y, 1);
+ }
+ }
+
+ /* build polar regions road */
+ for (x = 0; x < map.xsize; x++) {
+ y = polar_height - 1;
+ if (map_build_road_time(x, y - 1) < map_build_road_time(x, y)) {
+ map_set_special(x, y - 1, S_ROAD);
+ } else {
+ map_set_special(x, y, S_ROAD);
+ }
+ y = map.ysize - polar_height;
+ if (map_build_road_time(x, y + 1) < map_build_road_time(x, y)) {
+ map_set_special(x, y + 1, S_ROAD);
+ } else {
+ map_set_special(x, y, S_ROAD);
+ }
+ }
+
+ map.num_continents = 1;
+
+ /* create isthmus centeral strip */
+ x = isthmus_width / 2;
+ for (y = polar_height; y < map.ysize - polar_height; y++) {
+ map_set_terrain(x, y, T_GRASSLAND);
+ map_set_continent(x, y, 1);
+ hmap(x, y) = 100 * x * (isthmus_width - x) + (myrand(400) - 200);
+ }
+
+ remaining_count -= (map.ysize - 2 * polar_height) * 1;
+
+ /* add additional isthmus area randomly */
+ while (remaining_count > 0) {
+ int low = polar_height;
+ int high = map.ysize - polar_height - 1;
+ int direction;
+ for (direction = -1; direction < 2; direction += 2) {
+ int start = (direction == 1) ? low : high;
+ int end = (direction == 1) ? high : low;
+ for (y = start; y != end + direction; y += direction) {
+ for (x = 0; x < isthmus_width; x++) {
+ int new_terrain = random_new_land(x, y);
+ if (new_terrain == TS_NEW_LAND) {
+ remaining_count--;
+ map_set_terrain(x, y, T_GRASSLAND);
+ map_set_continent(x, y, 1);
+ hmap(x, y) = 100 * x * (isthmus_width - x) + (myrand(400) - 200);
+ }
+ if (remaining_count <= 0) {
+ goto done_with_isthmus;
+ }
+ }
+ }
+ }
+ }
+done_with_isthmus:
+
+ /* setup peninsulas */
+ for (i = 0; i < game.nplayers; i++) {
+ /* direction is the direction to increment from the x and y location */
+ int direction = (i < peninsulas_on_one_side) ? -1 : 1;
+ int index = (direction == -1) ? i : i - peninsulas_on_one_side;
+ int width = (continent_percent < 95)
+ ? peninsula_width : peninsula_width + peninsula_separation - 1; /*Give
more room */
+ int height = peninsula_height - polar_height;
+ int peninsula_remaining_count = MIN(width * height,
+ ((width + peninsula_separation)
+ * height *
+ continent_percent) / 100);
+ /* x_adder centers the peninsulas if there are an odd number */
+ int x_adder = (direction == 1 && game.nplayers % 2 == 1) ?
+ (peninsula_width + peninsula_separation) / 2 : 0;
+ x = index * (peninsula_width + peninsula_separation)
+ + isthmus_width + peninsula_separation + x_adder;
+ y = (direction == -1)
+ ? peninsula_height : map.ysize - 1 - peninsula_height;
+ create_peninsula(x, y, i, width, height, direction,
+ peninsula_remaining_count);
+ }
+
+ map.num_start_positions = game.nplayers;
+
+ /* setup terrain */
+ smooth_map();
+ make_mountains(1600);
+ make_swamps();
+ make_forests();
+ make_deserts();
+ make_plains();
+ make_fair();
+ make_rivers();
+
+ /* create isthmus road */
+ {
+ int last_x, middle_x = isthmus_width / 2;
+ last_x = middle_x;
+ for (y = polar_height - 1; y < map.ysize - polar_height + 1; y++) {
+ int best_x = middle_x;
+ int min_build = map_build_road_time(middle_x, y);
+ for (x = MAX(last_x - 1, middle_x - 1);
+ x != MIN(last_x + 1, middle_x + 1) + 1; x++) {
+ if (land_terrain(x, y) && map_build_road_time(x, y) < min_build) {
+ best_x = x;
+ min_build = map_build_road_time(x, y);
+ }
+ }
+ map_set_special(best_x, y, S_ROAD);
+ last_x = best_x;
+ }
+ }
+
+
+ free(height_map);
+
}
Index: server/stdinhand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/stdinhand.c,v
retrieving revision 1.273
diff -U9 -r1.273 stdinhand.c
--- server/stdinhand.c 2003/03/24 22:20:58 1.273
+++ server/stdinhand.c 2003/03/31 15:25:12
@@ -236,19 +236,21 @@
"3 = equally sized large islands with one player each, and "
"a number of other\n"
" islands of similar size;\n"
"4 = equally sized large islands with two players on every "
"island (or one\n"
" with three players for an odd number of players), and "
"additional\n"
" smaller islands.\n"
"5 = one or more large earthlike continents with some scatter.\n"
- "Note: values 2,3 and 4 generate \"fairer\" (but more boring) "
+ "6 = equally sized peninsulas with one player each surrounding \n"
+ " an inland sea.\n"
+ "Note: values 2,3,4 and 6 generate \"fairer\" (but more boring) "
"maps.\n"
"(Zero indicates a scenario map.)"), NULL,
MAP_MIN_GENERATOR, MAP_MAX_GENERATOR, MAP_DEFAULT_GENERATOR)
GEN_BOOL("tinyisles", map.tinyisles, SSET_MAP_GEN, SSET_TO_CLIENT,
N_("Presence or absence of 1x1 islands"),
N_("0 = no 1x1 islands; 1 = some 1x1 islands"), NULL,
MAP_DEFAULT_TINYISLES)
[Freeciv-Dev] Re: (PR#3489) Patch to add new generator, Gregory Berkolaiko, 2003/03/31
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