[Freeciv-Dev] Re: Review of (PR#4659)
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On Tue, Sep 16, 2003 at 07:02:48PM +0100, Gregory Berkolaiko wrote:
> Cameron,
>
> Here is the reveiw of your patch (not by me).
Thanks for the review (especially to the reviewer!).
> Yes. I ran the game with the suggested parameters and waited long
> enough for the explorers to finish the islands and checked that land
> area was roughly the same (side note: nice work on the endgame report,
> saved me having to eyeball the land area size). The land areas varied
> from 61000 to 58000 which is 5% difference. It also looked roughly the
> same. So the patch seems to work.
You can see the whole map if you disband all your units immediately,
but that works too. :) Also run with sufficient debug levels and it
will print the size of the islands created.
> It sets min_specific_island_size to 0 for generators 3 and 4. Originally
> the code required that these be at least 10% of the size that was requested.
> The 10% comes from:
> - while (!create_island(i--, pstate) && i * 10 > islemass) {
> The new 0% comes from:
> + pstate, 0);
> and related. This should be ... pstate, 10);... to preserve existing
> gen 3 and gen 4 behavior.
Oops, I think I knew that at one point, but it leaked out of my brain.
> It might be worthwhile to consider extending this patch to gen 3 and gen 4.
> (Of course, those generators are used less than gen 2 so it doesn't matter
> as much).
Let's get this in now, and fix that later. I've made a note to do that
at some point.
> The patch should be changed so that it tries to make the primary
> islands in gen 3 and gen 4 at least 10% as that was the previous
> behavior, or a good justification changing the behavior needs to be made.
Done.
I used a #define instead of having a bunch of magic "10"s.
> There should be a comment for map_clear_all_specials.
Done.
--
+-----------------------------------------------------------------
| PGP http://www.eng.uwaterloo.ca/student/cjmorlan/public-key.pgp
| Cameron Morland ---- Cameron@xxxxxxxxxx
|
| My political ideal is democracy. Let every man be respected as
| an individual and no man idolized.
| --Einstein
+-----------------------------------------------------------------
? core.11259
? core.11261
? core.12061
? core.12065
? core.12156
? core.12417
? core.12421
? map.serv
Index: common/map.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/map.c,v
retrieving revision 1.142
diff -u -3 -p -r1.142 map.c
--- common/map.c 2003/09/11 11:30:42 1.142
+++ common/map.c 2003/09/16 19:41:27
@@ -1285,6 +1285,14 @@ void map_clear_special(int x, int y, enu
}
/***************************************************************
+ * Remove any specials which may exist at these map co-ordinates.
+ **************************************************************/
+void map_clear_all_specials(int x, int y)
+{
+ MAP_TILE(x, y)->special = S_NO_SPECIAL;
+}
+
+/***************************************************************
...
***************************************************************/
struct city *map_get_city(int x, int y)
Index: common/map.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/map.h,v
retrieving revision 1.152
diff -u -3 -p -r1.152 map.h
--- common/map.h 2003/09/11 11:30:42 1.152
+++ common/map.h 2003/09/16 19:41:27
@@ -278,6 +278,7 @@ enum tile_special_type map_get_special(i
void map_set_terrain(int x, int y, enum tile_terrain_type ter);
void map_set_special(int x, int y, enum tile_special_type spe);
void map_clear_special(int x, int y, enum tile_special_type spe);
+void map_clear_all_specials(int x, int y);
bool is_real_map_pos(int x, int y);
bool is_normal_map_pos(int x, int y);
Index: server/mapgen.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/mapgen.c,v
retrieving revision 1.116
diff -u -3 -p -r1.116 mapgen.c
--- server/mapgen.c 2003/09/11 12:09:46 1.116
+++ server/mapgen.c 2003/09/16 19:41:29
@@ -1630,11 +1630,14 @@ static bool create_island(int islemass,
/*************************************************************************/
/**************************************************************************
- make an island, fill every tile type except plains
- note: you have to create big islands first.
-**************************************************************************/
-static void make_island(int islemass, int starters,
- struct gen234_state *pstate)
+ * make an island, fill every tile type except plains
+ * note: you have to create big islands first.
+ * Return zero if successful.
+ * min_specific_island_size is a percent value.
+ *************************************************************************/
+static int make_island(int islemass, int starters,
+ struct gen234_state *pstate,
+ int min_specific_island_size)
{
static long int tilefactor, balance, lastplaced;/* int may be only 2 byte !
*/
static long int riverbuck, mountbuck, desertbuck, forestbuck, swampbuck;
@@ -1642,6 +1645,8 @@ static void make_island(int islemass, in
int i;
if (islemass == 0) {
+ /* this only runs to initialise static things, not to actually
+ * create an island. */
balance = 0;
pstate->isleindex = 3; /* 0= none, 1= arctic, 2= antarctic */
@@ -1663,31 +1668,44 @@ static void make_island(int islemass, in
lastplaced = pstate->totalmass;
} else {
- /* makes the islands here */
+ /* makes the islands this big */
islemass = islemass - balance;
/* don't create continents without a number */
- if (pstate->isleindex >= MAP_NCONT)
- return;
+ if (pstate->isleindex >= MAP_NCONT) {
+ return -1;
+ }
- if(islemass>lastplaced+1+lastplaced/50)/*don't create big isles we can't
place*/
- islemass= lastplaced+1+lastplaced/50;
+ if(islemass>lastplaced+1+lastplaced/50) {
+ /* don't create big isles we can't place */
+ islemass = lastplaced + 1 + lastplaced / 50;
+ }
/* isle creation does not perform well for nonsquare islands */
- if(islemass>(map.ysize-6)*(map.ysize-6))
+ if(islemass > (map.ysize - 6) * (map.ysize - 6)) {
islemass= (map.ysize-6)*(map.ysize-6);
+ }
- if(islemass>(map.xsize-2)*(map.xsize-2))
+ if(islemass > (map.xsize - 2) * (map.xsize - 2)) {
islemass= (map.xsize-2)*(map.xsize-2);
+ }
i = islemass;
- if (i <= 0) return;
+ if (i <= 0) {
+ return -2;
+ }
islands[pstate->isleindex].starters = starters;
freelog(LOG_VERBOSE, "island %i", pstate->isleindex);
- while (!create_island(i--, pstate) && i * 10 > islemass) {
- /* nothing */
+ /* keep trying to place an island, and decrease the size of
+ * the island we're trying to create until we succeed.
+ * If we get too small, return an error. */
+ while (!create_island(i, pstate)) {
+ if(i < islemass * min_specific_island_size / 100) {
+ return -3;
+ }
+ i--;
}
i++;
lastplaced= i;
@@ -1736,6 +1754,7 @@ static void make_island(int islemass, in
pstate->isleindex++;
map.num_continents++;
}
+ return 0;
}
/**************************************************************************
@@ -1752,6 +1771,7 @@ static void initworld(struct gen234_stat
for (x = 0 ; x < map.xsize ; x++) {
map_set_terrain(x, y, T_OCEAN);
map_set_continent(x, y, 0);
+ map_clear_all_specials(x, y);
map_set_owner(x, y, NULL);
}
for (x = 0 ; x < map.xsize; x++) {
@@ -1769,7 +1789,7 @@ static void initworld(struct gen234_stat
}
}
map.num_continents = 2;
- make_island(0, 0, pstate);
+ make_island(0, 0, pstate, 0);
islands[2].starters = 0;
islands[1].starters = 0;
islands[0].starters = 0;
@@ -1784,9 +1804,15 @@ static void mapgenerator2(void)
struct gen234_state state;
struct gen234_state *pstate = &state;
int i;
+ int done = 0;
int spares= 1;
/* constant that makes up that an island actually needs additional space */
+ /* put 70% of land in big continents,
+ * 20% in medium, and
+ * 10% in small. */
+ int bigfrac = 70, midfrac = 20, smallfrac = 10;
+
if (map.landpercent > 85) {
map.generator = 1;
return;
@@ -1796,21 +1822,43 @@ static void mapgenerator2(void)
((map.ysize - 6 - spares) * map.landpercent * (map.xsize - spares)) /
100;
- /*!PS: The weights NEED to sum up to totalweight (dammit) */
- /* copying the flow of the make_island loops is the safest way */
totalweight = 100 * game.nplayers;
- initworld(pstate);
-
- for (i = game.nplayers; i > 0; i--) {
- make_island(70 * pstate->totalmass / totalweight, 1, pstate);
+ while (!done) {
+ done = 1;
+ initworld(pstate);
+
+ /* Create one big island for each player. */
+ for(i = game.nplayers; i > 0; i--) {
+ if(make_island(bigfrac * pstate->totalmass / totalweight,
+ 1, pstate, 95) == -3) {
+ /* we couldn't make an island at least 95% as big as we wanted,
+ * and since we're trying hard to be fair, we need to start again,
+ * with all big islands reduced slightly in size.
+ * Take the size reduction from the big islands and add it to the
+ * small islands to keep overall landmass unchanged.
+ * Note that the big islands can get very small if necessary, and
+ * the smaller islands will not exist if we can't place them easily. */
+ freelog(LOG_VERBOSE,
+ "Island too small, trying again with all smaller islands.\n");
+ midfrac += bigfrac * 0.01;
+ smallfrac += bigfrac * 0.04;
+ bigfrac *= 0.95;
+ done = 0;
+ break;
+ }
+ }
}
- for (i = game.nplayers; i > 0; i--) {
- make_island(20 * pstate->totalmass / totalweight, 0, pstate);
+
+ /* Now place smaller islands, but don't worry if they're small,
+ * or even non-existent. One medium and one small per player. */
+ for( i = game.nplayers; i > 0; i--) {
+ make_island(midfrac * pstate->totalmass / totalweight, 0, pstate, 0);
}
- for (i = game.nplayers; i > 0; i--) {
- make_island(10 * pstate->totalmass / totalweight, 0, pstate);
+ for( i = game.nplayers; i > 0; i--) {
+ make_island(smallfrac * pstate->totalmass / totalweight, 0, pstate, 0);
}
+
make_plains();
free(height_map);
height_map = NULL;
@@ -1820,6 +1868,13 @@ static void mapgenerator2(void)
}
}
+/* This variable is the Default Minimum Specific Island Size,
+ * ie the smallest size we'll typically permit our island, as a % of
+ * the size we wanted. So if we ask for an island of size x, the island
+ * creation will return if it would create an island smaller than
+ * x * DMSIS / 100 */
+#define DMSIS 10
+
/**************************************************************************
On popular demand, this tries to mimick the generator 3 as best as possible.
**************************************************************************/
@@ -1870,7 +1925,7 @@ static void mapgenerator3(void)
while (pstate->isleindex - 2 <= bigislands && checkmass > islandmass
&& ++j < 500) {
- make_island(islandmass, 1, pstate);
+ make_island(islandmass, 1, pstate, DMSIS);
}
if(j==500){
@@ -1892,7 +1947,7 @@ static void mapgenerator3(void)
if(size<2) size=2;
make_island(size, (pstate->isleindex - 2 <= game.nplayers) ? 1 : 0,
- pstate);
+ pstate, DMSIS);
}
make_plains();
@@ -1947,18 +2002,20 @@ static void mapgenerator4(void)
i = game.nplayers / 2;
if ((game.nplayers % 2) == 1) {
- make_island(bigweight * 3 * pstate->totalmass / totalweight, 3, pstate);
+ make_island(bigweight * 3 * pstate->totalmass / totalweight, 3,
+ pstate, DMSIS);
} else {
i++;
}
while ((--i) > 0) {
make_island(bigweight * 2 * pstate->totalmass / totalweight, 2,
- pstate);}
+ pstate, DMSIS);
+ }
for (i = game.nplayers; i > 0; i--) {
- make_island(20 * pstate->totalmass / totalweight, 0, pstate);
+ make_island(20 * pstate->totalmass / totalweight, 0, pstate, DMSIS);
}
for (i = game.nplayers; i > 0; i--) {
- make_island(10 * pstate->totalmass / totalweight, 0, pstate);
+ make_island(10 * pstate->totalmass / totalweight, 0, pstate, DMSIS);
}
make_plains();
free(height_map);
@@ -1968,6 +2025,8 @@ static void mapgenerator4(void)
freelog(LOG_VERBOSE, "%ld mass left unplaced", checkmass);
}
}
+
+#undef DMSIS
/**************************************************************************
Recursive function which does the work for generator 5
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