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xy: 1896, 3 + xy: 2202, 16 size: 50, 50 orig: 50, 50 offset: 0, 0 index: -1 UnitPromotionIcons/Wolfpack rotate: false - xy: 2000, 3 + xy: 2306, 64 size: 50, 50 orig: 50, 50 offset: 0, 0 index: -1 UnitPromotionIcons/Woodsman rotate: false - xy: 2052, 3 + xy: 2254, 12 size: 50, 50 orig: 50, 50 offset: 0, 0 diff --git a/android/assets/game.png b/android/assets/game.png index 10fc66764b..9b321104de 100644 Binary files a/android/assets/game.png and b/android/assets/game.png differ diff --git a/core/src/com/unciv/UnCivGame.kt b/core/src/com/unciv/UnCivGame.kt index 08109ee1de..c0bd7113d7 100644 --- a/core/src/com/unciv/UnCivGame.kt +++ b/core/src/com/unciv/UnCivGame.kt @@ -23,7 +23,7 @@ class UnCivGame(val version: String) : Game() { * This exists so that when debugging we can see the entire map. * Remember to turn this to false before commit and upload! */ - var viewEntireMapForDebug = false + var viewEntireMapForDebug = true /** For when you need to test something in an advanced game and don't have time to faff around */ val superchargedForDebug = false diff --git a/core/src/com/unciv/logic/map/RandomMapGenerator.kt b/core/src/com/unciv/logic/map/RandomMapGenerator.kt index a23bbb1441..6a79412246 100644 --- a/core/src/com/unciv/logic/map/RandomMapGenerator.kt +++ b/core/src/com/unciv/logic/map/RandomMapGenerator.kt @@ -3,6 +3,7 @@ package com.unciv.logic.map import com.badlogic.gdx.math.Vector2 import com.unciv.Constants import com.unciv.logic.HexMath +import com.unciv.models.Counter import com.unciv.models.gamebasics.GameBasics import com.unciv.models.gamebasics.tile.ResourceType import com.unciv.models.gamebasics.tile.TerrainType @@ -82,7 +83,7 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() { for(tile in mapToReturn.values) randomizeTile(tile,mapToReturn) - randomizeStrategicResources(mapToReturn,distance) + randomizeResources(mapToReturn,distance) return mapToReturn } @@ -248,7 +249,7 @@ class PerlinNoiseRandomMapGenerator:SeedRandomMapGenerator(){ for(tile in mapToReturn.values) randomizeTile(tile,mapToReturn) - randomizeStrategicResources(mapToReturn,distance) + randomizeResources(mapToReturn,distance) return mapToReturn } @@ -355,7 +356,7 @@ open class SeedRandomMapGenerator : RandomMapGenerator() { for (entry in map) randomizeTile(entry.value, mapToReturn) setWaterTiles(mapToReturn) - randomizeStrategicResources(mapToReturn,distance) + randomizeResources(mapToReturn,distance) return mapToReturn } @@ -521,21 +522,51 @@ open class RandomMapGenerator { } - fun randomizeStrategicResources(mapToReturn: HashMap,distance: Int) { + fun randomizeResources(mapToReturn: HashMap, distance: Int) { for(tile in mapToReturn.values) - if(tile.resource!=null && tile.getTileResource().resourceType==ResourceType.Strategic) + if(tile.resource!=null) tile.resource=null - val strategicResources = GameBasics.TileResources.values.filter { it.resourceType==ResourceType.Strategic } - for(resource in strategicResources){ + randomizeStrategicResources(mapToReturn, distance, ResourceType.Strategic) + randomizeResource(mapToReturn, distance, ResourceType.Luxury) + randomizeResource(mapToReturn, distance, ResourceType.Bonus) + } + + // Here, we need each specific resource to be spread over the map - it matters less if specific resources are near each other + private fun randomizeStrategicResources(mapToReturn: HashMap, distance: Int, resourceType: ResourceType) { + val resourcesOfType = GameBasics.TileResources.values.filter { it.resourceType == resourceType } + for (resource in resourcesOfType) { val suitableTiles = mapToReturn.values - .filter { it.resource==null && resource.terrainsCanBeFoundOn.contains(it.getLastTerrain().name) } + .filter { it.resource == null && resource.terrainsCanBeFoundOn.contains(it.getLastTerrain().name) } - val numberOfResources = mapToReturn.values.count{it.isLand && !it.getBaseTerrain().impassable} / 50 + val averageTilesPerResource = 15 * resourcesOfType.count() + val numberOfResources = mapToReturn.values.count { it.isLand && !it.getBaseTerrain().impassable } / averageTilesPerResource - val locations = chooseSpreadOutLocations(numberOfResources,suitableTiles, distance) + val locations = chooseSpreadOutLocations(numberOfResources, suitableTiles, distance) - for(location in locations) location.resource = resource.name + for (location in locations) location.resource = resource.name + } + } + + // Here, we need there to be some luxury/bonus resource - it matters less what + private fun randomizeResource(mapToReturn: HashMap, distance: Int, resourceType: ResourceType) { + val resourcesOfType = GameBasics.TileResources.values.filter { it.resourceType == resourceType } + + val suitableTiles = mapToReturn.values + .filter { it.resource == null && resourcesOfType.any { r->r.terrainsCanBeFoundOn.contains(it.getLastTerrain().name) } } + val numberOfResources = mapToReturn.values.count { it.isLand && !it.getBaseTerrain().impassable } / 15 + val locations = chooseSpreadOutLocations(numberOfResources, suitableTiles, distance) + + val resourceToNumber = Counter() + + for(tile in locations){ + val possibleResources = resourcesOfType + .filter { it.terrainsCanBeFoundOn.contains(tile.getLastTerrain().name) } + .map { it.name } + if(possibleResources.isEmpty()) continue + val resourceWithLeastAssignments = possibleResources.minBy { resourceToNumber[it]!! }!! + resourceToNumber.add(resourceWithLeastAssignments, 1) + tile.resource = resourceWithLeastAssignments } }