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.
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).
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.
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.
Allows the Settings > Hotkeys screen to be localised, including hotkey decriptions, groups and contexts.
The hotkey names are exposed to localisation via KeycodeExts. Hotkey modifiers are similarly exposed via ModifersExts.
The Settings > Input screen has a Zoom Modifier dropdown, which shows the localised modifier name.
The --check-yaml utility command is taught to recognise all hotkey translation, so it can validate their usage.