Commit Graph

15 Commits

Author SHA1 Message Date
Ashley Newson
4c9ae3678b Add watercliff support to ExperimentalMapGenerator
This commit adds watercliffs to generated maps in the RA mod, based on
the path partitioning logic added for the D2K map generator.

Watercliffs are not available in CnC and unofficial mods, so their use
in the ExperimentalMapGenerator configuration is optional.
2025-08-23 17:10:02 +03:00
Ashley Newson
25571df2b6 Refactor ExperimentalMapGenerator into reusable methods
This change lifts large portions of ExperimentalMapGenerator's logic
into a new "Terraformer" class with highly documented methods that can
theoretically be used by alternative map generator classes. Some
additional refactoring may occur in future, subject to the practical
needs of additional map generators. ClearMapGenerator is also
simplified.

This is not a pure refactor and contains some algorithmic and
behavioral changes, as well as few minor bug fixes. Notably:

- The logic for obstructing unreachable water has been somewhat
  replaced.

- In CnC, where water is already unplayable, EMG no longer obstructs
  water. (RA still does, as water is playable there.)

- Mountain (cliff) generation is now somewhat more effective. This
  increases the number of cliffs seen on many presets. Settings should
  no longer use "Mountains: 1000".

- PlayableSpace logic has been consolidated into Terraformer.

- PlayableSpace.Playability no longer exists as PartiallyPlayable
  became redundant. Its uses have been replaced with a simple
  boolean. Consequently, some defunct code and configuration has been
  removed.

- Adjust MultiBrush replaceability contract painting behavior to be
  more intuitive.

- Fix off-by-one error in map bounds computation.

- Fix some usages of mixed up MersenneTwisters.
2025-07-14 20:09:10 +03:00
Paul Chote
5292919917 Move Boundary Shape option before Players. 2025-05-15 23:08:13 +03:00
Ashley Newson
ad08045e5f Add path auto-tiling tool to map editor
Exposes the TilingPath code used by the map generator as a map editor
tool to help automate the process of tiling sequences of templates
together.

No additional template stitching definitions are added as part of this
commit. As such, the tool currently only supports the same auto tiling
as the map generator does. This includes:

- RA and CnC support.
- Beaches, land cliffs, and roads.

Support for additional mods and templates can be added in follow-ups
by adding the necessary MultiBrush definitions.

Related changes included in this commit to support this work include:

- Add support for sparse EditorBlits.
- Add support for MultiBrush to EditorBlitSource conversion.
- Add support for EditorBlitSource previewing.
- Adjust the "Road" types used in segmented MultiBrush definitions.
2025-05-15 22:41:43 +03:00
Paul Chote
0313d04970 Polish map generator settings. 2025-05-05 20:50:55 +03:00
Ashley Newson
4a4217c3b3 Fix resource calculation in map generator
The editor's resource value calculation logic was fixed in #21820 to
match actual gameplay. The map generator logic originally copied the
editor logic from EditorResourceLayer rather than ResourceLayer and
associated game logic. As such, it inherited incorrect calculations.

This change updates the map generator logic to match the now
consistent logic in both ResourceLayer classes. Map generator resource
settings are also adjusted -25% to continue roughly matching the
previous resource output.
2025-04-30 12:51:14 +03:00
Paul Chote
e5ffed2a4f Require map generators to specify valid tilesets. 2025-04-28 12:54:08 +03:00
Paul Chote
cf11c6633e Simplify Player and Symmetry options.
Player now specifies the total player count,
and the Symmetry options adjust to show only
valid options.
2025-04-18 13:49:20 +03:00
Paul Chote
78f660124c Rewrite map generator settings UI logic. 2025-04-18 11:00:53 +03:00
Paul Chote
e06d74b417 Simplify map generator naming. 2025-03-04 09:05:59 +02:00
Ashley Newson
98fe3c98ab Refine civilian building placement and multibrushes 2025-02-11 12:57:04 +02:00
Ashley Newson
cc632660eb Add decorative civilian buildings to random maps
Allows the random map generator to optionally place civilian buildings
around the map for extra decoration. Buildings are placed last with
lowest priority to avoid competing for play area and resources.

Depends on #21738
2025-02-11 12:57:04 +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
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
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