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Make random map Caledonian Meadows circular
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Authored by FeXoR on Mar 1 2017, 11:48 PM.

Details

Summary

Adjust Caledonian Meadows to be circular

Test Plan

Generate the map in Atlas with multiple settings

Diff Detail

Repository
rP 0 A.D. Public Repository
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Event Timeline

FeXoR created this revision.Mar 1 2017, 11:48 PM
Vulcan added a subscriber: Vulcan.Mar 2 2017, 12:29 AM

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elexis requested changes to this revision.Mar 2 2017, 12:44 AM
elexis added a subscriber: elexis.
  • Looks much better round
  • Add an early return to that loop if !validT, thus you dont need to hide the error with that js change and this way you don't place or attempt to place entities outside of the territry either
  • Needs a new mappreview! (With shadows and all graphic settings enabled) and a mapgen that shows the map from the best side (I found those U shapes with water in the middle great)
  • Sure there can't be issues with players being placed too close or outside of the new map border?
  • Missing tab, also would add \n before and after
  • The TODO at the top of the file has been implemented as teams are grouped afaics, so could be removed
  • 8 players + tiny mapsize = resource and civic center collisions of doom (both circular and square), while it looks like it could become a really nice "pizza" map. Don't know how it can be achieved with a justifyable amount of effort.
This revision now requires changes to proceed.Mar 2 2017, 12:44 AM
FeXoR added a comment.Mar 11 2017, 2:43 PM

@"!validT": That loop contains terrain texture and entity placement. The entity is checked for "validT" in placeObject(). The terrain texture - if checked for validT - is not painted everywhere visible (at the edge of the map). So I need to place it everywhere.
The actual bug is in "visual map area" (Renderer?) doesn't match "validT(distToBorder = 0)" (rmgen).
@Map preview: Definitely! I can't make such a screenshot with my hardware though. Would you provide that, elexis?
@player start position distance to map border: I am sure it's at least 30, yes. That might actually be more than needed if Iberian players don't get walls (which I should IMO do in some map size/number of players combinations) - then 20 would be enough. Agreed?
@ missing tab: Oops x) Quite obviously ;p
@ToDo removel: Accnoleged!
@pizza: Nop. Diffenernt concept. Where that leads you can see in Schwarzwald.... Still I agree to soften the issue by increasing the valid height range for start locations dependent on map size/number of players combinations (related to start positions didtance to map border)

FeXoR updated this revision to Diff 761.Mar 11 2017, 3:19 PM
FeXoR edited edge metadata.
  • Removed obsolete ToDo.
  • Added tab and newline
  • Preview still missing!

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Preview image -> pick one:








Still don't see any reason why to paint outside of the map border, the texture is perfectly blended and goes unnoticed (when changing whiteness to new_alpine_grass_c in the JSON file):




elexis requested changes to this revision.Mar 11 2017, 5:17 PM

Here also a number of style fixes I want to see in that map


The huge default argument arrays should be moved to the top of the file and inserted if the default argument is undefined

This revision now requires changes to proceed.Mar 11 2017, 5:17 PM
FeXoR updated this revision to Diff 1332.Apr 18 2017, 4:04 PM
FeXoR edited edge metadata.

Added mappreview

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FeXoR updated this revision to Diff 1335.Apr 18 2017, 5:47 PM

Added style changes according to elexis patch.
I don't remove non-innermost brackets though!

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@long argument: The suggestion means another variable is needed. I plan to extract this function (as many others of this map) into a lib. So that's not a good idea IMO.

@border tiles: There is no function that checks if a tile is at least partially visible. Such a function would be needed. If really wanted we should add such a function. Until we have that painting the entire map is with textures is the way to go IMO.

elexis accepted this revision.Apr 18 2017, 11:17 PM

Tested, still works. Thanks for the fix and code style improvements!

This revision is now accepted and ready to land.Apr 18 2017, 11:17 PM
This revision was automatically updated to reflect the committed changes.