The map generators previously placed spawns in an order that was
somewhat arbitrary and unintuitive to users.
This change provides and makes use of a Terraformer utility to reorder
spawns, based on their location, so that they typically make more
sense to users selecting spawns from a lobby.
Added to ExperimentalMapGenerator (RA, CnC), and D2kMapGenerator.
Note that as this changes the output of the map generator for a given
selection of settings. (Replays using generated maps from older
versions will lose compatibility and no longer load.)
Since these will live for the lifetime of the process, it is worth freezing them on creation to improve lookup performance. If the dictionaries were iterated, change to an immutable array instead to preserve the order.
Adds a random map generator tailored for the Dune 2000 mod,
D2kMapGenerator.
This map generator has some limitations compared to the RA/CnC
map generator (ExperimentalMapGenerator):
- Symmetry is far less accurate for non-trivial rotations.
- No circular map shapes.
- Unplayable regions are not obstructed and no symmetry corrections
are applied. This is partly due to mod limitations (e.g., no
decorative actors), but I've also considered it less important.
- Somewhat higher map generation failure rates, due to more extreme
play-space requirements.
In order to support the map generator, some additional features are
added to common map generation utilties:
- A "FromTemplates" MultiBrush collection shorthand.
- Path partitioning logic in Terraformer, use to split paths into
multiple TilingPaths with different segment types.
* TSVeinsRenderer now shows border cells on the radar
* BuildableTerrainLayer now uses the radar colors defined on the individual tiles
* CliffBackImpassabilityLayer no longer overrides the underlying terrain color.
* ResourceType trait has been removed.
* Simulation-related data is now defined on the
ResourceLayer (which mods can subclass/replace).
* Support non-money resources by moving the resource
values to the PlayerResources trait.
* Allow mods to disable the neighbour density override
and instead always use the map-defined densities.
* Allow mods to define their own resource placement
logic (e.g. allow resources on slopes) by subclassing
(Editor)ResourceLayer.
* Improve ability to subclass/override ResourceRenderer
by exposing more virtual methods.