File Coverage

blib/lib/Game/TextMapper/Schroeder/Island.pm
Criterion Covered Total %
statement 139 147 94.5
branch 61 70 87.1
condition 8 14 57.1
subroutine 20 20 100.0
pod 0 7 0.0
total 228 258 88.3


line stmt bran cond sub pod time code
1             # Copyright (C) 2009-2021 Alex Schroeder
2             #
3             # This program is free software: you can redistribute it and/or modify it under
4             # the terms of the GNU Affero General Public License as published by the Free
5             # Software Foundation, either version 3 of the License, or (at your option) any
6             # later version.
7             #
8             # This program is distributed in the hope that it will be useful, but WITHOUT
9             # ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
10             # FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
11             # details.
12             #
13             # You should have received a copy of the GNU Affero General Public License along
14             # with this program. If not, see .
15              
16             =encoding utf8
17              
18             =head1 NAME
19              
20             Game::TextMapper::Schroeder::Island - generate an island chain
21              
22             =head1 DESCRIPTION
23              
24             This creates an island chain in an ocean, based on the idea of a hotspot moving
25             across the map. All regions atop the hotspot get raised at random; all regions
26             outside the hotspot are eroded at random. This leaves a chain of ever smaller
27             islands behind.
28              
29             The rest of the code, river formation and all that, is based on the Alpine
30             algorithm and therefore it also requires the use of roles.
31              
32             return Game::TextMapper::Schroeder::Island
33             ->with_roles('Game::TextMapper::Schroeder::Square')->new()
34             ->generate_map(@params);
35              
36             =head1 SEE ALSO
37              
38             L
39             L
40             L
41             L
42              
43             =cut
44              
45             package Game::TextMapper::Schroeder::Island;
46 1     1   9 use Game::TextMapper::Log;
  1         3  
  1         27  
47 1     1   5 use Modern::Perl '2018';
  1         2  
  1         6  
48 1     1   105 use Mojo::Base 'Game::TextMapper::Schroeder::Alpine';
  1         2  
  1         5  
49 1     1   117 use Role::Tiny::With;
  1         3  
  1         56  
50             with 'Game::TextMapper::Schroeder::Base';
51 1     1   7 use List::Util qw'shuffle min max';
  1         1  
  1         2097  
52              
53             my $log = Game::TextMapper::Log->get;
54              
55             has 'bottom' => 0;
56             has 'top' => 10;
57             has 'radius' => 5;
58             has 'hotspot';
59              
60             sub ocean {
61 2     2 0 5 my $self = shift;
62 2         6 my ($world, $altitude) = @_;
63 2         376 for my $coordinates (sort keys %$altitude) {
64 1200 100       2462 if ($altitude->{$coordinates} <= $self->bottom) {
65 1070         3630 my $ocean = 1;
66 1070         1915 for my $i ($self->neighbors()) {
67 5354         21226 my ($x, $y) = $self->neighbor($coordinates, $i);
68 5354         10077 my $legal = $self->legal($x, $y);
69 5354         45720 my $other = coordinates($x, $y);
70 5354 100 100     13890 next if not $legal or $altitude->{$other} <= $self->bottom;
71 398         1747 $ocean = 0;
72             }
73 1070 100       5708 $world->{$coordinates} = $ocean ? "ocean" : "water";
74             }
75             }
76             }
77              
78             sub change {
79 64     64 0 84 my $self = shift;
80 64 100       127 return if $self->hotspot->[0] > $self->width - 2 * $self->radius;
81 28         279 my $world = shift;
82 28         37 my $altitude = shift;
83             # advance hotspot
84 28 100       74 if (rand() < 0.2) {
85 8         19 $self->hotspot->[0] += 1.5 * $self->radius;
86             } else {
87 20         41 $self->hotspot->[0]++;
88             }
89 28 100       159 if (rand() < 0.5) {
90 12 100       25 if (rand() > $self->hotspot->[1] / $self->height) {
91 7         50 $self->hotspot->[1]++;
92             } else {
93 5         41 $self->hotspot->[1]--;
94             }
95             }
96             # figure out who goes up and who goes down, if the hotspot is active
97 28         64 my %hot;
98 28         56 for my $x (max(1, $self->hotspot->[0] - $self->radius) .. min($self->width, $self->hotspot->[0] + $self->radius)) {
99 245         1173 for my $y (max(1, $self->hotspot->[1] - $self->radius) .. min($self->height, $self->hotspot->[1] + $self->radius)) {
100 2187 100       6236 if ($self->distance($x, $y, @{$self->hotspot}) <= $self->radius) {
  2187         3468  
101 1339         5139 my $coordinates = coordinates($x, $y);
102 1339         2776 $hot{$coordinates} = 1;
103             }
104             }
105             }
106             # change the land
107 28         1344 for my $coordinates (keys %$altitude) {
108 16800         25703 my $change = 0;
109 16800 100       22173 if ($hot{$coordinates}) {
110             # on the hotspot the land rises
111 1339 100       1949 $change = 1 if rand() < 0.2;
112             } else {
113             # off the hotspot the land sinks
114 15461 100       21801 $change = -1 if rand() < 0.2;
115             }
116 16800 100       23699 next unless $change;
117             # rising from the ocean atop the hotspot
118 3399         4087 $altitude->{$coordinates} += $change;
119 3399 100       5291 $altitude->{$coordinates} = $self->bottom if $altitude->{$coordinates} < $self->bottom;
120 3399 50       18219 $altitude->{$coordinates} = $self->top if $altitude->{$coordinates} > $self->top;
121             }
122             # land with higher neighbours on the hotspot goes up
123 28         570 for my $coordinates (keys %hot) {
124 1339         1672 my $change = 0;
125 1339         2269 for my $i ($self->neighbors()) {
126 1355         2139 my ($x, $y) = $self->neighbor($coordinates, $i);
127 1355 100       2511 next unless $self->legal($x, $y);
128 1339         12351 my $other = coordinates($x, $y);
129 1339 100       2853 $change = 1 if $altitude->{$other} - $altitude->{$coordinates} > 1;
130 1339         1797 last;
131             }
132 1339 100       2350 $altitude->{$coordinates}++ if $change;
133             }
134             # note height for debugging purposes
135 28         1443 for my $coordinates (keys %$altitude) {
136 16800         23146 $world->{$coordinates} = "height$altitude->{$coordinates}";
137             }
138             }
139              
140             sub forests {
141 2     2 0 6 my $self = shift;
142 2         7 my ($world, $altitude) = @_;
143             # higher up is forests
144 2         85 for my $coordinates (keys %$altitude) {
145 1200 100       1866 next unless $altitude->{$coordinates}; # skip ocean
146 130 100       318 next if $world->{$coordinates} =~ /mountain|lake/;
147 101 100       183 if ($altitude->{$coordinates} == 1) {
    100          
    100          
    50          
    50          
148 70         115 $world->{$coordinates} = "light-grey bushes";
149             } elsif ($altitude->{$coordinates} == 2) {
150 27         46 $world->{$coordinates} = "light-green trees";
151             } elsif ($altitude->{$coordinates} == 3) {
152 3         5 $world->{$coordinates} = "green forest";
153             } elsif ($altitude->{$coordinates} == 4) {
154 0         0 $world->{$coordinates} = "dark-green forest";
155             } elsif ($altitude->{$coordinates} > 4) {
156 1         4 $world->{$coordinates} = "dark-green mountains";
157             }
158             }
159             }
160              
161             sub lakes {
162 2     2 0 7 my $self = shift;
163 2         7 my ($world, $altitude) = @_;
164             # any areas surrounded by higher land is a lake
165             HEX:
166 2         394 for my $coordinates (sort keys %$altitude) {
167 1200         2124 for my $i ($self->neighbors()) {
168 1483         2723 my ($x, $y) = $self->neighbor($coordinates, $i);
169 1483 100       2778 next unless $self->legal($x, $y);
170 1393         12308 my $other = coordinates($x, $y);
171 1393 100       3391 next HEX if $altitude->{$other} == 0;
172 209 100       417 next HEX if $altitude->{$coordinates} > $altitude->{$other};
173             }
174 7         27 $world->{$coordinates} = "green lake";
175             }
176             }
177              
178             sub islands {
179 2     2 0 9 my $self = shift;
180 2         5 my ($world, $altitude) = @_;
181             # any areas surrounded by water is an island
182             HEX:
183 2         379 for my $coordinates (sort keys %$altitude) {
184 1200 100       1867 next if $altitude->{$coordinates} == 0;
185 130         223 for my $i ($self->neighbors()) {
186 323         581 my ($x, $y) = $self->neighbor($coordinates, $i);
187 323 100       592 next unless $self->legal($x, $y);
188 321         2851 my $other = coordinates($x, $y);
189 321 100       740 next HEX if $altitude->{$other} > 0;
190             }
191 23         63 $world->{$coordinates} = "water mountains";
192             }
193             }
194              
195             sub generate {
196 2     2 0 5 my $self = shift;
197 2         8 my ($world, $altitude, $settlements, $trails, $step) = @_;
198             # %flow indicates that there is actually a river in this hex
199 2         4 my $flow = {};
200              
201 2         8 $self->hotspot([int($self->radius / 2), int($self->height / 3 + rand() * $self->height / 3)]);
202              
203 2     2   48 my @code = (sub { $self->flat($altitude) });
  2         20  
204 2         7 for (1 .. $self->width - 2 * $self->radius) {
205 64     64   171 push(@code, sub { $self->change($world, $altitude) });
  64         161  
206             }
207 2     2   13 push(@code, sub { $self->ocean($world, $altitude) });
  2         37  
208              
209             push(@code,
210 2     2   39 sub { $self->lakes($world, $altitude); },
211 2     2   36 sub { $self->islands($world, $altitude); },
212 2     2   21 sub { $self->forests($world, $altitude); },
213 2     2   26 sub { push(@$settlements, $self->settlements($world, $flow)); },
214 2     2   21 sub { push(@$trails, $self->trails($altitude, $settlements)); },
215 2         24 );
216              
217             # $step 0 runs all the code; note that we can't simply cache those results
218             # because we need to start over with the same seed!
219 2         5 my $i = 1;
220 2         7 while (@code) {
221 78         222 shift(@code)->();
222 78 50       1126 return if $step == $i++;
223             }
224             }
225              
226             sub generate_map {
227 2     2 0 463 my $self = shift;
228             # The parameters turn into class variables.
229 2   50     24 $self->width(shift // 40);
230 2   50     51 $self->height(shift // 15);
231 2   50     27 $self->radius(shift // 4);
232 2   33     14 my $seed = shift||time;
233 2         5 my $url = shift;
234 2   50     11 my $step = shift||0;
235              
236             # For documentation purposes, I want to be able to set the pseudo-random
237             # number seed using srand and rely on rand to reproduce the same sequence of
238             # pseudo-random numbers for the same seed. The key point to remember is that
239             # the keys function will return keys in random order. So if we look over the
240             # result of keys, we need to look at the code in the loop: If order is
241             # important, that wont do. We need to sort the keys. If we want the keys to be
242             # pseudo-shuffled, use shuffle sort keys.
243 2         6 srand($seed);
244              
245             # keys for all hashes are coordinates such as "0101".
246             # %world is the description with values such as "green forest".
247             # %altitude is the altitude with values such as 3.
248             # @settlements are are the locations of settlements such as "0101"
249             # @trails are the trails connecting these with values as "0102-0202"
250             # $step is how far we want map generation to go where 0 means all the way
251 2         8 my ($world, $altitude, $settlements, $trails) =
252             ({}, {}, [], []);
253 2         17 $self->generate($world, $altitude, $settlements, $trails, $step);
254              
255             # when documenting or debugging, do this before collecting lines
256 2 50       10 if ($step > 0) {
257             # add a height label at the very end
258 0 0       0 if ($step) {
259 0         0 for my $coordinates (keys %$world) {
260 0         0 $world->{$coordinates} .= ' "' . $altitude->{$coordinates} . '"';
261             }
262             }
263             }
264              
265 2         8 local $" = "-"; # list items separated by -
266 2         4 my @lines;
267 2         382 push(@lines, map { $_ . " " . $world->{$_} } sort keys %$world);
  1200         2112  
268 2         64 push(@lines, map { "$_ trail" } @$trails);
  2         9  
269 2         5 push(@lines, "include gnomeyland.txt");
270              
271             # when documenting or debugging, add some more lines at the end
272 2 50       10 if ($step > 0) {
273             # visualize height
274             push(@lines,
275             map {
276 0         0 my $n = int(25.5 * $_);
  0         0  
277 0         0 qq{height$_ attributes fill="rgb($n,$n,$n)"};
278             } (0 .. 10));
279             # visualize water flow
280 0         0 push(@lines, $self->arrows());
281             }
282              
283 2         8 push(@lines, "# Seed: $seed");
284 2 50       20 push(@lines, "# Documentation: " . $url) if $url;
285 2         1062 my $map = join("\n", @lines);
286 2         408 return $map;
287             }
288              
289             1;