File Coverage

blib/lib/Game/TextMapper/Schroeder/Island.pm
Criterion Covered Total %
statement 139 147 94.5
branch 59 70 84.2
condition 8 14 57.1
subroutine 20 20 100.0
pod 0 7 0.0
total 226 258 87.6


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   7 use Game::TextMapper::Log;
  1         9  
  1         27  
47 1     1   5 use Modern::Perl '2018';
  1         1  
  1         5  
48 1     1   129 use Mojo::Base 'Game::TextMapper::Schroeder::Alpine';
  1         2  
  1         5  
49 1     1   110 use Role::Tiny::With;
  1         2  
  1         59  
50             with 'Game::TextMapper::Schroeder::Base';
51 1     1   10 use List::Util qw'shuffle min max';
  1         2  
  1         2314  
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 $self = shift;
62 2         4 my ($world, $altitude) = @_;
63 2         398 for my $coordinates (sort keys %$altitude) {
64 1200 100       2357 if ($altitude->{$coordinates} <= $self->bottom) {
65 1055         3482 my $ocean = 1;
66 1055         1740 for my $i ($self->neighbors()) {
67 5242         19524 my ($x, $y) = $self->neighbor($coordinates, $i);
68 5242         9748 my $legal = $self->legal($x, $y);
69 5242         43385 my $other = coordinates($x, $y);
70 5242 100 100     12986 next if not $legal or $altitude->{$other} <= $self->bottom;
71 384         1636 $ocean = 0;
72             }
73 1055 100       5037 $world->{$coordinates} = $ocean ? "ocean" : "water";
74             }
75             }
76             }
77              
78             sub change {
79 64     64 0 84 my $self = shift;
80 64 100       140 return if $self->hotspot->[0] > $self->width - 2 * $self->radius;
81 37         343 my $world = shift;
82 37         54 my $altitude = shift;
83             # advance hotspot
84 37 100       82 if (rand() < 0.2) {
85 5         17 $self->hotspot->[0] += 1.5 * $self->radius;
86             } else {
87 32         56 $self->hotspot->[0]++;
88             }
89 37 100       141 if (rand() < 0.5) {
90 19 100       41 if (rand() > $self->hotspot->[1] / $self->height) {
91 11         86 $self->hotspot->[1]++;
92             } else {
93 8         60 $self->hotspot->[1]--;
94             }
95             }
96             # figure out who goes up and who goes down, if the hotspot is active
97 37         87 my %hot;
98 37         73 for my $x (max(1, $self->hotspot->[0] - $self->radius) .. min($self->width, $self->hotspot->[0] + $self->radius)) {
99 327         1530 for my $y (max(1, $self->hotspot->[1] - $self->radius) .. min($self->height, $self->hotspot->[1] + $self->radius)) {
100 2943 100       8238 if ($self->distance($x, $y, @{$self->hotspot}) <= $self->radius) {
  2943         4432  
101 1816         6825 my $coordinates = coordinates($x, $y);
102 1816         3484 $hot{$coordinates} = 1;
103             }
104             }
105             }
106             # change the land
107 37         1736 for my $coordinates (keys %$altitude) {
108 22200         33322 my $change = 0;
109 22200 100       28226 if ($hot{$coordinates}) {
110             # on the hotspot the land rises
111 1816 100       2655 $change = 1 if rand() < 0.2;
112             } else {
113             # off the hotspot the land sinks
114 20384 100       29183 $change = -1 if rand() < 0.2;
115             }
116 22200 100       31652 next unless $change;
117             # rising from the ocean atop the hotspot
118 4482         5235 $altitude->{$coordinates} += $change;
119 4482 100       7057 $altitude->{$coordinates} = $self->bottom if $altitude->{$coordinates} < $self->bottom;
120 4482 50       23700 $altitude->{$coordinates} = $self->top if $altitude->{$coordinates} > $self->top;
121             }
122             # land with higher neighbours on the hotspot goes up
123 37         801 for my $coordinates (keys %hot) {
124 1816         2472 my $change = 0;
125 1816         3035 for my $i ($self->neighbors()) {
126 1843         2943 my ($x, $y) = $self->neighbor($coordinates, $i);
127 1843 100       3431 next unless $self->legal($x, $y);
128 1816         16340 my $other = coordinates($x, $y);
129 1816 100       3820 $change = 1 if $altitude->{$other} - $altitude->{$coordinates} > 1;
130 1816         2326 last;
131             }
132 1816 100       3160 $altitude->{$coordinates}++ if $change;
133             }
134             # note height for debugging purposes
135 37         1862 for my $coordinates (keys %$altitude) {
136 22200         29611 $world->{$coordinates} = "height$altitude->{$coordinates}";
137             }
138             }
139              
140             sub forests {
141 2     2 0 4 my $self = shift;
142 2         5 my ($world, $altitude) = @_;
143             # higher up is forests
144 2         81 for my $coordinates (keys %$altitude) {
145 1200 100       1768 next unless $altitude->{$coordinates}; # skip ocean
146 145 100       321 next if $world->{$coordinates} =~ /mountain|lake/;
147 119 100       198 if ($altitude->{$coordinates} == 1) {
    100          
    100          
    50          
    0          
148 81         113 $world->{$coordinates} = "light-grey bushes";
149             } elsif ($altitude->{$coordinates} == 2) {
150 30         38 $world->{$coordinates} = "light-green trees";
151             } elsif ($altitude->{$coordinates} == 3) {
152 6         10 $world->{$coordinates} = "green forest";
153             } elsif ($altitude->{$coordinates} == 4) {
154 2         3 $world->{$coordinates} = "dark-green forest";
155             } elsif ($altitude->{$coordinates} > 4) {
156 0         0 $world->{$coordinates} = "dark-green mountains";
157             }
158             }
159             }
160              
161             sub lakes {
162 2     2 0 5 my $self = shift;
163 2         6 my ($world, $altitude) = @_;
164             # any areas surrounded by higher land is a lake
165             HEX:
166 2         393 for my $coordinates (sort keys %$altitude) {
167 1200         2145 for my $i ($self->neighbors()) {
168 1499         2786 my ($x, $y) = $self->neighbor($coordinates, $i);
169 1499 100       2831 next unless $self->legal($x, $y);
170 1409         12255 my $other = coordinates($x, $y);
171 1409 100       3530 next HEX if $altitude->{$other} == 0;
172 242 100       470 next HEX if $altitude->{$coordinates} > $altitude->{$other};
173             }
174 6         15 $world->{$coordinates} = "green lake";
175             }
176             }
177              
178             sub islands {
179 2     2 0 4 my $self = shift;
180 2         5 my ($world, $altitude) = @_;
181             # any areas surrounded by water is an island
182             HEX:
183 2         396 for my $coordinates (sort keys %$altitude) {
184 1200 100       1899 next if $altitude->{$coordinates} == 0;
185 145         276 for my $i ($self->neighbors()) {
186 323         566 my ($x, $y) = $self->neighbor($coordinates, $i);
187 323 50       602 next unless $self->legal($x, $y);
188 323         2947 my $other = coordinates($x, $y);
189 323 100       760 next HEX if $altitude->{$other} > 0;
190             }
191 22         48 $world->{$coordinates} = "water mountains";
192             }
193             }
194              
195             sub generate {
196 2     2 0 5 my $self = shift;
197 2         7 my ($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         6 $self->hotspot([int($self->radius / 2), int($self->height / 3 + rand() * $self->height / 3)]);
202              
203 2     2   46 my @code = (sub { $self->flat($altitude) });
  2         17  
204 2         7 for (1 .. $self->width - 2 * $self->radius) {
205 64     64   158 push(@code, sub { $self->change($world, $altitude) });
  64         122  
206             }
207 2     2   7 push(@code, sub { $self->ocean($world, $altitude) });
  2         28  
208              
209             push(@code,
210 2     2   36 sub { $self->lakes($world, $altitude); },
211 2     2   20 sub { $self->islands($world, $altitude); },
212 2     2   20 sub { $self->forests($world, $altitude); },
213 2     2   25 sub { push(@$settlements, $self->settlements($world, $flow)); },
214 2     2   42 sub { push(@$trails, $self->trails($altitude, $settlements)); },
215 2         22 );
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         4 my $i = 1;
220 2         7 while (@code) {
221 78         237 shift(@code)->();
222 78 50       1209 return if $step == $i++;
223             }
224             }
225              
226             sub generate_map {
227 2     2 0 378 my $self = shift;
228             # The parameters turn into class variables.
229 2   50     21 $self->width(shift // 40);
230 2   50     36 $self->height(shift // 15);
231 2   50     26 $self->radius(shift // 4);
232 2   33     14 my $seed = shift||time;
233 2         4 my $url = shift;
234 2   50     7 my $step = shift||0;
235              
236             # For documentation purposes, I want to be able to set the pseudo-random
237             # number seed using srand and rely on rand to reproduce the same sequence of
238             # pseudo-random numbers for the same seed. The key point to remember is that
239             # the keys function will return keys in random order. So if we look over the
240             # result of keys, we need to look at the code in the loop: If order is
241             # important, that wont do. We need to sort the keys. If we want the keys to be
242             # pseudo-shuffled, use shuffle sort keys.
243 2         7 srand($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         12 $self->generate($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         5 local $" = "-"; # list items separated by -
266 2         4 my @lines;
267 2         389 push(@lines, map { $_ . " " . $world->{$_} } sort keys %$world);
  1200         2125  
268 2         68 push(@lines, map { "$_ trail" } @$trails);
  4         14  
269 2         5 push(@lines, "include gnomeyland.txt");
270              
271             # when documenting or debugging, add some more lines at the end
272 2 50       7 if ($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         9 push(@lines, "# Seed: $seed");
284 2 50       18 push(@lines, "# Documentation: " . $url) if $url;
285 2         990 my $map = join("\n", @lines);
286 2         365 return $map;
287             }
288              
289             1;