(svn r18541) -Feature: Additional map variety option for TGP landscape generator. Evolved from curve map idea from Zephyris.

pull/155/head
peter1138 15 years ago
parent 9384da0ea2
commit e88b327343

@ -90,6 +90,7 @@ enum GenerateLandscapeWindowWidgets {
GLAND_TERRAIN_PULLDOWN,
GLAND_WATER_PULLDOWN,
GLAND_SMOOTHNESS_PULLDOWN,
GLAND_VARIETY_PULLDOWN,
GLAND_BORDER_TYPES,
GLAND_BORDERS_RANDOM,
@ -130,6 +131,7 @@ static const NWidgetPart _nested_generate_landscape_widgets[] = {
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_RANDOM_SEED, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_QUANTITY_OF_SEA_LAKES, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TREE_PLACER, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_VARIETY, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE, GLAND_BORDER_TYPES), SetDataTip(STR_MAPGEN_BORDER_TYPE, STR_NULL), SetFill(1, 1),
EndContainer(),
/* Widgets at the right of the labels. */
@ -146,6 +148,7 @@ static const NWidgetPart _nested_generate_landscape_widgets[] = {
NWidget(WWT_EDITBOX, COLOUR_WHITE, GLAND_RANDOM_EDITBOX), SetDataTip(STR_MAPGEN_RANDOM_SEED_OSKTITLE, STR_MAPGEN_RANDOM_SEED_HELP), SetFill(1, 1),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_WATER_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_TREE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_VARIETY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, GLAND_BORDERS_RANDOM), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
EndContainer(),
EndContainer(),
@ -239,6 +242,7 @@ static const NWidgetPart _nested_heightmap_load_widgets[] = {
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_INDUSTRIES, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_RANDOM_SEED, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TREE_PLACER, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_VARIETY, STR_NULL), SetFill(1, 1),
NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_HEIGHTMAP_ROTATION, STR_NULL), SetFill(1, 1),
EndContainer(),
/* Widgets at the right of the labels. */
@ -254,6 +258,7 @@ static const NWidgetPart _nested_heightmap_load_widgets[] = {
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_INDUSTRY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_EDITBOX, COLOUR_WHITE, GLAND_RANDOM_EDITBOX), SetDataTip(STR_MAPGEN_RANDOM_SEED_OSKTITLE, STR_MAPGEN_RANDOM_SEED_HELP), SetFill(1, 1),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_TREE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_VARIETY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_HEIGHTMAP_ROTATION_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
EndContainer(),
NWidget(NWID_VERTICAL), SetPIP(0, 4, 0),
@ -330,6 +335,7 @@ static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CO
static const StringID _landscape[] = {STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL, STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID};
static const StringID _num_towns[] = {STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, STR_NUM_CUSTOM, INVALID_STRING_ID};
static const StringID _num_inds[] = {STR_NONE, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, INVALID_STRING_ID};
static const StringID _variety[] = {STR_NONE, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_MEDIUM, STR_NUM_HIGH, STR_NUM_VERY_HIGH, INVALID_STRING_ID};
struct GenerateLandscapeWindow : public QueryStringBaseWindow {
uint widget_id;
@ -369,6 +375,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
case GLAND_WATER_PULLDOWN: SetDParam(0, _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]); break;
case GLAND_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break;
case GLAND_VARIETY_PULLDOWN: SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break;
case GLAND_BORDERS_RANDOM: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break;
case GLAND_WATER_NE: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
case GLAND_WATER_NW: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
@ -421,6 +428,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_TERRAIN_PULLDOWN: strs = _elevations; break;
case GLAND_WATER_PULLDOWN: strs = _sea_lakes; break;
case GLAND_SMOOTHNESS_PULLDOWN: strs = _smoothness; break;
case GLAND_VARIETY_PULLDOWN: strs = _variety; break;
case GLAND_HEIGHTMAP_ROTATION_PULLDOWN: strs = _rotation; break;
case GLAND_BORDERS_RANDOM:
*size = maxdim(GetStringBoundingBox(STR_MAPGEN_BORDER_RANDOMIZE), GetStringBoundingBox(STR_MAPGEN_BORDER_MANUAL));
@ -469,6 +477,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
/* You can't select smoothness / non-water borders if not terragenesis */
if (mode == GLWP_GENERATE) {
this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
this->SetWidgetDisabledState(GLAND_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
this->SetWidgetDisabledState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
GLAND_WATER_NW, GLAND_WATER_NE, GLAND_WATER_SE, GLAND_WATER_SW, WIDGET_LIST_END);
@ -614,6 +623,10 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, GLAND_SMOOTHNESS_PULLDOWN, 0, 0);
break;
case GLAND_VARIETY_PULLDOWN: // Map variety
ShowDropDownMenu(this, _variety, _settings_newgame.game_creation.variety, GLAND_VARIETY_PULLDOWN, 0, 0);
break;
/* Freetype map borders */
case GLAND_WATER_NW:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NW);
@ -673,6 +686,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break;
case GLAND_TREE_PULLDOWN: _settings_newgame.game_creation.tree_placer = index; break;
case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
case GLAND_VARIETY_PULLDOWN: _settings_newgame.game_creation.variety = index; break;
case GLAND_TOWN_PULLDOWN:
if ((uint)index == CUSTOM_TOWN_NUMBER_DIFFICULTY) {

@ -1008,6 +1008,9 @@ STR_NUM_NORMAL :Normal
STR_NUM_HIGH :High
STR_NUM_CUSTOM :Custom
STR_NUM_MEDIUM :Medium
STR_NUM_VERY_HIGH :Very High
STR_AI_SPEED_VERY_SLOW :Very Slow
STR_AI_SPEED_SLOW :Slow
STR_AI_SPEED_MEDIUM :Medium
@ -1032,6 +1035,7 @@ STR_TERRAIN_TYPE_VERY_FLAT :Very Flat
STR_TERRAIN_TYPE_FLAT :Flat
STR_TERRAIN_TYPE_HILLY :Hilly
STR_TERRAIN_TYPE_MOUNTAINOUS :Mountainous
STR_TERRAIN_TYPE_MIXED :Mixed
STR_ECONOMY_STEADY :Steady
STR_ECONOMY_FLUCTUATING :Fluctuating
@ -2231,6 +2235,7 @@ STR_MAPGEN_TREE_PLACER :{BLACK}Tree alg
STR_MAPGEN_TERRAIN_TYPE :{BLACK}Terrain type:
STR_MAPGEN_QUANTITY_OF_SEA_LAKES :{BLACK}Sea level:
STR_MAPGEN_SMOOTHNESS :{BLACK}Smoothness:
STR_MAPGEN_VARIETY :{BLACK}Variety distribution:
STR_MAPGEN_GENERATE :{WHITE}Generate
# Strings for map borders at game generation

@ -169,6 +169,7 @@ struct GameCreationSettings {
byte snow_line; ///< the snowline level in this game
byte water_borders; ///< bitset of the borders that are water
uint16 custom_town_number; ///< manually entered number of towns
byte variety; ///< variety level applied to TGP
};
/** Settings related to construction in-game */

@ -513,6 +513,7 @@ const SettingDesc _settings[] = {
SDT_CONDVAR(GameSettings, game_creation.land_generator, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 1, 0, STR_CONFIG_SETTING_LAND_GENERATOR, NULL),
SDT_CONDVAR(GameSettings, game_creation.oil_refinery_limit, SLE_UINT8, 30, SL_MAX_VERSION, 0, 0, 32, 12, 48, 0, STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE, NULL),
SDT_CONDVAR(GameSettings, game_creation.tgen_smoothness, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 3, 0, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN, NULL),
SDT_VAR(GameSettings, game_creation.variety, SLE_UINT8, S, 0, 0, 0, 5, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, game_creation.generation_seed, SLE_UINT32, 30, SL_MAX_VERSION, 0, 0, GENERATE_NEW_SEED, 0, UINT32_MAX, 0, STR_NULL, NULL),
SDT_CONDVAR(GameSettings, game_creation.tree_placer, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 2, 0, 2, 0, STR_CONFIG_SETTING_TREE_PLACER, NULL),
SDT_VAR(GameSettings, game_creation.heightmap_rotation, SLE_UINT8, S,MS, 0, 0, 1, 0, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION, NULL),

@ -510,6 +510,141 @@ static void HeightMapSineTransform(height_t h_min, height_t h_max)
}
}
/* Additional map variety is provided by applying different curve maps
* to different parts of the map. A randomized low resolution grid contains
* which curve map to use on each part of the make. This filtered non-linearly
* to smooth out transitions between curves, so each tile could have between
* 100% of one map applied or 25% of four maps.
*
* The curve maps define different land styles, i.e. lakes, low-lands, hills
* and mountain ranges, although these are dependent on the landscape style
* chosen as well.
*
* The level parameter dictates the resolution of the grid. A low resolution
* grid will result in larger continuous areas of a land style, a higher
* resolution grid splits the style into smaller areas.
*
* At this point in map generation, all height data has been normalized to 0
* to 239.
*/
struct control_point_t {
height_t x;
height_t y;
};
struct control_point_list_t {
size_t length;
const control_point_t *list;
};
static const control_point_t _curve_map_1[] = {
{ 0, 0 }, { 48, 24 }, { 192, 32 }, { 240, 96 }
};
static const control_point_t _curve_map_2[] = {
{ 0, 0 }, { 16, 24 }, { 128, 32 }, { 192, 64 }, { 240, 144 }
};
static const control_point_t _curve_map_3[] = {
{ 0, 0 }, { 16, 24 }, { 128, 64 }, { 192, 144 }, { 240, 192 }
};
static const control_point_t _curve_map_4[] = {
{ 0, 0 }, { 16, 24 }, { 96, 72 }, { 160, 192 }, { 220, 239 }, { 240, 239 }
};
static const control_point_list_t _curve_maps[] = {
{ lengthof(_curve_map_1), _curve_map_1 },
{ lengthof(_curve_map_2), _curve_map_2 },
{ lengthof(_curve_map_3), _curve_map_3 },
{ lengthof(_curve_map_4), _curve_map_4 },
};
static void HeightMapCurves(uint level)
{
height_t ht[lengthof(_curve_maps)];
/* Set up a grid to choose curve maps based on location */
uint sx = Clamp(1 << level, 2, 32);
uint sy = Clamp(1 << level, 2, 32);
byte *c = (byte *)alloca(sx * sy);
for (uint i = 0; i < sx * sy; i++) {
c[i] = Random() % lengthof(_curve_maps);
}
/* Apply curves */
for (uint x = 0; x < _height_map.size_x; x++) {
/* Get our X grid positions and bi-linear ratio */
float fx = (float)(sx * x) / _height_map.size_x + 0.5f;
uint x1 = fx;
uint x2 = x1;
float xr = 2.0f * (fx - x1) - 1.0f;
xr = sin(xr * M_PI_2);
xr = sin(xr * M_PI_2);
xr = 0.5f * (xr + 1.0f);
float xri = 1.0f - xr;
if (x1 > 0) {
x1--;
if (x2 >= sx) x2--;
}
for (uint y = 0; y < _height_map.size_y; y++) {
/* Get our Y grid position and bi-linear ratio */
float fy = (float)(sy * y) / _height_map.size_y + 0.5f;
uint y1 = fy;
uint y2 = y1;
float yr = 2.0f * (fy - y1) - 1.0f;
yr = sin(yr * M_PI_2);
yr = sin(yr * M_PI_2);
yr = 0.5f * (yr + 1.0f);
float yri = 1.0f - yr;
if (y1 > 0) {
y1--;
if (y2 >= sy) y2--;
}
uint corner_a = c[x1 + sx * y1];
uint corner_b = c[x1 + sx * y2];
uint corner_c = c[x2 + sx * y1];
uint corner_d = c[x2 + sx * y2];
/* Bitmask of which curve maps are chosen, so that we do not bother
* calculating a curve which won't be used. */
uint corner_bits = 0;
corner_bits |= 1 << corner_a;
corner_bits |= 1 << corner_b;
corner_bits |= 1 << corner_c;
corner_bits |= 1 << corner_d;
height_t *h = &_height_map.height(x, y);
/* Apply all curve maps that are used on this tile. */
for (uint t = 0; t < lengthof(_curve_maps); t++) {
if (!HasBit(corner_bits, t)) continue;
const control_point_t *cm = _curve_maps[t].list;
for (uint i = 0; i < _curve_maps[t].length - 1; i++) {
const control_point_t &p1 = cm[i];
const control_point_t &p2 = cm[i + 1];
if (*h >= p1.x && *h < p2.x) {
ht[t] = p1.y + (*h - p1.x) * (p2.y - p1.y) / (p2.x - p1.x);
break;
}
}
}
/* Apply interpolation of curve map results. */
*h = (ht[corner_a] * yri + ht[corner_b] * yr) * xri + (ht[corner_c] * yri + ht[corner_d] * yr) * xr;
}
}
}
/** Adjusts heights in height map to contain required amount of water tiles */
static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_new)
{
@ -728,6 +863,11 @@ static void HeightMapNormalize()
HeightMapSmoothSlopes(roughness);
HeightMapSineTransform(12, h_max_new);
if (_settings_game.game_creation.variety > 0) {
HeightMapCurves(_settings_game.game_creation.variety);
}
HeightMapSmoothSlopes(16);
}

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