Commit Graph

11 Commits

Author SHA1 Message Date
Ashley Newson
98fe3c98ab Refine civilian building placement and multibrushes 2025-02-11 12:57:04 +02:00
Ashley Newson
1f65fd234b Use long in CellLayerUtils.CalibrateQuantileInPlace index calculation
This is similar to #21727, but in CellLayerUtils instead of MatrixUtils.
Note that the lack of long does not result in any overflows/crashes in
existing code, but can cause crashes for new features requiring larger
calculations.
2025-02-08 14:11:05 +02:00
Ashley Newson
611ac8ce54 Add fuzzer for map generator testing
Adds a fuzzer that iterates through map generation settings combinations
to either discover crashes or measure the frequency of rejected maps.

All generated maps are in-memory only and discarded immediately after
generation.

Running the fuzzer on anything other than a small combination of
settings is time expensive. It is added only as a utility for manual
invocation and is not integrated into the regular set of tests.
2025-02-06 14:23:01 +02:00
Ashley Newson
1fda679b9f Refine map generator spawn placement rules
Spawn generation generally tries to place spawns:

- In spacious areas
- Away from the center (true center or mirror lines)
- Away from a symmetry-projected spawn
- Away from previously placed spawns

This commit introduces the following adjustments:

- The spacing between sequentially placed spawns is relaxed.
- Fix spawn mines contributing too much to the space reservation.
- Factor rotations into anti-center biasing calculation.
- Preserve spacing information in center space fallback decisions.
- Use a linear (instead of binary) falloff for anti-center biasing.
- Enforce that spawns have a minimum buildable area around them.
- Enforce that symmetry-projected spawns have as much separation as
  sequentially placed spawns would.
- Allow spawns on or near roads.
2025-01-31 13:58:20 +02:00
Ashley Newson
19585ec7ac Fix overflow when calculating array quantile index
Fixes a crash which happens when trying to generate very large maps,
such as 256x256.

```
Exception of type `System.IndexOutOfRangeException`: Index was outside the bounds of the array.
   at OpenRA.Mods.Common.MapGenerator.MatrixUtils.CalibrateQuantileInPlace(Matrix`1 matrix, Int32 target, Int32 count, Int32 outOf) in /home/ashley/devel/OpenRA/OpenRA.Mods.Common/MapGenerator/MatrixUtils.cs:line 719
   at OpenRA.Mods.Common.Traits.RaMapGenerator.Generate(Map map, MiniYaml settings) in /home/ashley/devel/OpenRA/OpenRA.Mods.Common/Traits/World/RaMapGenerator.cs:line 755
...
```
2025-01-28 22:10:52 +02:00
Ashley Newson
037326024b Remove floating points from map generation
Removes all use of floating point from the RaMapGenerator map generator
and its dependencies.

Floating point behavior is potentially non-portable across client
hardware. Removing them should make the map generation logic
consistent even across clients with different floating point hardware
or compiler behavior. This may be useful for sync-safe multiplayer map
generation where clients independently generate the map from settings.

Most previously fractional public-facing settings are now represented
as numbers out of 1000, with some exceptions using 1000000. Most
internal logic which relies on fixed-point concepts now uses 1024ths,
though some floating point mechanisms have been replaced with
alternative discrete approximations (e.g. gaussian to binomial).
2025-01-27 20:42:38 +02:00
Ashley Newson
04e9cef38e Fix bounding of circle drawing in CellLayerUtils
Previously, only the RectangularIsometric case was handled, despite
this currently only being used in Rectangular mode. Additionally,
the calculation was slightly off.
2025-01-27 14:17:47 +02:00
Ashley Newson
2126f3c5a2 Add CnC map generator support
Adds map generator support for CnC (all tilesets), largely on par with
RA.

Most tilesets do not have a complete set of beach templates and
therefore do not support terrain settings involving water. DESERT is the
only tileset supporting water. Unlike in RA, water is not playable space
in CnC (no naval units), so only terrain settings with small bodies of
water are available.

Most changes are configuration (tileset and map generator config), with
just a small number of code changes.
2025-01-20 12:55:36 +02:00
Ashley Newson
9d77ca2bf8 Generate more elaborate roads
Updates the random map generator to produce more elaborate roads:

- Roads extend beyond map bounds.
- Shorter, unviable roads are pruned and merged to create longer roads.
- Roads can loop.
2025-01-18 13:32:56 +02:00
Ashley Newson
9c568aba33 Fix map generator failures due to broken TilingPath edge extension
Coastlines and cliffs at the edge of a map should have been getting
extended beyond the map edge help them tile reliably. This was not
happening due to a conditional that accidentally got inverted during a
refactor.

Fixing the conditional makes beach and cliff tiling significantly more
reliable. (Note that there is no effect on road tiling.)
2025-01-15 17:23:41 +02:00
Ashley Newson
417f787294 Add experimental RA procedural map generator
Add an experimental procedural map generator for the Red Alert mod,
along with supporting code that may assist in the development of map
generators for other mods.

Map generation may be accessed as a tool in the Map Editor. This change
does not presently introduce direct lobby options for generated maps.

Features:

- Terrain with land, water, beaches, cliffs, roads, debris, and trees.
- Placement of mpspawns, neutral buildings, and resources.
- Rotational and mirror symmetry options.
- Various configurable parameters with presets.
- Deterministic with configurable seed.
- Performant.
2025-01-09 16:47:10 +02:00