Continent and Islands (#8187)

* Update comments that got outdated.

* Add map type: Continent and Islands
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Philip Keiter 2022-12-20 00:35:13 -06:00 committed by GitHub
parent 6192de325e
commit f974c3a8a5
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4 changed files with 54 additions and 4 deletions

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@ -351,6 +351,7 @@ Map Generation Type =
Default =
Pangaea =
Smoothed Random =
Continent and Islands =
Two Continents =
Three Continents =
Four Corners =

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@ -131,6 +131,7 @@ object MapShape : IsPartOfGameInfoSerialization {
object MapType : IsPartOfGameInfoSerialization {
const val default = "Default"
const val pangaea = "Pangaea"
const val continentAndIslands = "Continent and Islands"
const val twoContinents = "Two Continents"
const val threeContinents = "Three Continents"
const val fourCorners = "Four Corners"

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@ -41,6 +41,7 @@ class MapLandmassGenerator(val ruleset: Ruleset, val randomness: MapGenerationRa
when (tileMap.mapParameters.type) {
MapType.pangaea -> createPangaea(tileMap)
MapType.innerSea -> createInnerSea(tileMap)
MapType.continentAndIslands -> createContinentAndIslands(tileMap)
MapType.twoContinents -> createTwoContinents(tileMap)
MapType.threeContinents -> createThreeContinents(tileMap)
MapType.fourCorners -> createFourCorners(tileMap)
@ -137,6 +138,22 @@ class MapLandmassGenerator(val ruleset: Ruleset, val randomness: MapGenerationRa
}
}
private fun createContinentAndIslands(tileMap: TileMap) {
val isNorth = randomness.RNG.nextDouble() < 0.5
val isLatitude =
if (tileMap.mapParameters.shape === MapShape.hexagonal || tileMap.mapParameters.shape === MapShape.flatEarth) randomness.RNG.nextDouble() > 0.5f
else if (tileMap.mapParameters.mapSize.height > tileMap.mapParameters.mapSize.width) true
else if (tileMap.mapParameters.mapSize.width > tileMap.mapParameters.mapSize.height) false
else randomness.RNG.nextDouble() > 0.5f
val elevationSeed = randomness.RNG.nextInt().toDouble()
for (tile in tileMap.values) {
var elevation = randomness.getPerlinNoise(tile, elevationSeed)
elevation = (elevation + getContinentAndIslandsTransform(tile, tileMap, isNorth, isLatitude)) / 2.0
spawnLandOrWater(tile, elevation)
}
}
private fun createTwoContinents(tileMap: TileMap) {
val isLatitude =
if (tileMap.mapParameters.shape === MapShape.hexagonal || tileMap.mapParameters.shape === MapShape.flatEarth) randomness.RNG.nextDouble() > 0.5f
@ -192,6 +209,36 @@ class MapLandmassGenerator(val ruleset: Ruleset, val randomness: MapGenerationRa
return min(0.3, 1.0 - (5.0 * distanceFactor * distanceFactor + randomScale) / 3.0)
}
private fun getContinentAndIslandsTransform(tileInfo: TileInfo, tileMap: TileMap, isNorth: Boolean, isLatitude: Boolean): Double {
// The idea here is to create a water area separating the two land areas.
// So what we do it create a line of water in the middle - where latitude or longitude is close to 0.
val randomScale = randomness.RNG.nextDouble()
var longitudeFactor = abs(tileInfo.longitude) / tileMap.maxLongitude
var latitudeFactor = abs(tileInfo.latitude) / tileMap.maxLatitude
// We then pick one side to become islands instead of a continent
if (isLatitude) {
if (isNorth && tileInfo.latitude < 0 || !isNorth && tileInfo.latitude > 0)
latitudeFactor = 0.2f
} else {
// In longitude mode North represents West
if (isNorth && tileInfo.longitude < 0 || !isNorth && tileInfo.longitude > 0)
longitudeFactor = 0.2f
}
var factor = if (isLatitude) latitudeFactor else longitudeFactor
// If this is a world wrap, we want it to be separated on both sides -
// so we make the actual strip of water thinner, but we put it both in the middle of the map and on the edges of the map
if (tileMap.mapParameters.worldWrap)
factor = min(factor,
(tileMap.maxLongitude - abs(tileInfo.longitude)) / tileMap.maxLongitude) * 1.1f
// there's nothing magical about this, it's just what we got from playing around with a lot of different options -
// the numbers can be changed if you find that something else creates better looking continents
return min(0.2, -1.0 + (5.0 * factor.pow(0.6f) + randomScale) / 3.0)
}
private fun getTwoContinentsTransform(tileInfo: TileInfo, tileMap: TileMap, isLatitude: Boolean): Double {
// The idea here is to create a water area separating the two land areas.
// So what we do it create a line of water in the middle - where latitude or longitude is close to 0.
@ -213,8 +260,8 @@ class MapLandmassGenerator(val ruleset: Ruleset, val randomness: MapGenerationRa
}
private fun getThreeContinentsTransform(tileInfo: TileInfo, tileMap: TileMap, isNorth: Boolean, isEastWest: Boolean): Double {
// The idea here is to create a water area separating the two four areas.
// So what we do it create a line of water in the middle - where longitude is close to 0.
// The idea here is to create a water area separating the three land areas.
// So what we do it create a line of water in the middle - where latitude or longitude is close to 0.
val randomScale = randomness.RNG.nextDouble()
var longitudeFactor = abs(tileInfo.longitude) / tileMap.maxLongitude
var latitudeFactor = abs(tileInfo.latitude) / tileMap.maxLatitude
@ -253,8 +300,8 @@ class MapLandmassGenerator(val ruleset: Ruleset, val randomness: MapGenerationRa
}
private fun getFourCornersTransform(tileInfo: TileInfo, tileMap: TileMap): Double {
// The idea here is to create a water area separating the two four areas.
// So what we do it create a line of water in the middle - where longitude is close to 0.
// The idea here is to create a water area separating the four land areas.
// So what we do it create a line of water in the middle - where latitude or longitude is close to 0.
val randomScale = randomness.RNG.nextDouble()
var longitudeFactor = abs(tileInfo.longitude) / tileMap.maxLongitude
var latitudeFactor = abs(tileInfo.latitude) / tileMap.maxLatitude

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@ -95,6 +95,7 @@ class MapParametersTable(
val mapTypes = listOfNotNull(
MapType.default,
MapType.pangaea,
MapType.continentAndIslands,
MapType.twoContinents,
MapType.threeContinents,
MapType.fourCorners,