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# Copyright (C) 2023 Alex Schroeder |
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# |
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# This program is free software: you can redistribute it and/or modify it under |
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# the terms of the GNU Affero General Public License as published by the Free |
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# Software Foundation, either version 3 of the License, or (at your option) any |
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# later version. |
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# |
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# This program is distributed in the hope that it will be useful, but WITHOUT |
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# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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# FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more |
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# details. |
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# |
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# You should have received a copy of the GNU Affero General Public License along |
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# with this program. If not, see . |
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=encoding utf8 |
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=head1 NAME |
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Game::TextMapper::Folkesten - generate fantasy wilderness maps |
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=head1 SYNOPSIS |
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my $text = Game::TextMapper::Folkesten->new |
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->generate_map(); |
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=head1 DESCRIPTION |
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This generates a wilderness map based on the algorithm by Andreas Folkesten. See the |
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blog posts at L. |
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=head1 METHODS |
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Note that this module acts as a class with the C method, but none |
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of the other subroutines defined are actual methods. They don't take a C<$self> |
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argument. |
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=cut |
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package Game::TextMapper::Folkesten; |
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use Game::TextMapper::Log; |
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11
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461
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42
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63
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use Game::TextMapper::Point; |
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25
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11
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95
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43
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use Modern::Perl '2018'; |
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11
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79
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44
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8212
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use Mojo::Base -base; |
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11
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93
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45
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2511
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use List::Util qw(shuffle any first); |
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72
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96112
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46
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47
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has 'world' => sub { {} }; |
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has 'dry' => sub { {} }; |
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has 'wet' => sub { {} }; |
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has 'width' => 10; |
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has 'height' => 10; |
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has 'rivers' => sub { [] }; |
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has 'canyons' => sub { [] }; |
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54
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has 'altitude' => sub { |
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55
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{ |
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'mountain' => 3, |
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'forest-hill' => 2, |
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'green-hills' => 2, |
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'hills' => 2, |
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'plain' => 1, |
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'water' => 0, |
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'ocean' => 0, |
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} |
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}; |
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66
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*coord = \&Game::TextMapper::Point::coord; |
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68
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my $log = Game::TextMapper::Log->get; |
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70
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=head2 neighbors |
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72
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The list of directions for neighbours one step away (0 to 5). |
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74
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=cut |
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76
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1
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1087
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sub neighbors { 0 .. 5 } |
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78
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=head2 random_neighbor |
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80
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A random direction for a neighbour one step away (a random integer from 0 to 5). |
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82
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=cut |
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84
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0
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0
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1
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sub random_neighbor { int(rand(6)) } |
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86
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=head2 neighbor($hex, $i) |
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87
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88
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say join(",", $map->neighbor("0203", 1)); |
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# 2,2 |
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91
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Returns the coordinates of a neighbor in a particular direction (0 to 5), one |
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step away. |
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C<$hex> is an array reference of coordinates or a string that can be turned into |
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one using the C method. |
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C<$i> is a direction (0 to 5). |
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99
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=cut |
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101
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sub neighbor { |
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1686
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1686
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1
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2701
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my $self = shift; |
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# $hex is [x,y] or "0x0y" and $i is a number 0 .. 5 |
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1686
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3332
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my ($hex, $i) = @_; |
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105
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1686
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50
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4384
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die join(":", caller) . ": undefined direction for $hex\n" unless defined $i; |
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1686
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50
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4719
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$hex = [$self->xy($hex)] unless ref $hex; |
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1686
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10025
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my $delta_hex = [ |
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108
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# x is even |
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109
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[[-1, 0], [ 0, -1], [+1, 0], [+1, +1], [ 0, +1], [-1, +1]], |
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# x is odd |
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[[-1, -1], [ 0, -1], [+1, -1], [+1, 0], [ 0, +1], [-1, 0]]]; |
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1686
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12390
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return ($hex->[0] + $delta_hex->[$hex->[0] % 2]->[$i]->[0], |
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$hex->[1] + $delta_hex->[$hex->[0] % 2]->[$i]->[1]); |
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} |
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116
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=head2 xy($coordinates) |
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118
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C<$coordinates> is a string with four digites and interpreted as coordinates and |
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returned, e.g. returns (2, 3) for "0203". |
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121
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=cut |
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123
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124
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sub xy { |
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3461
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3461
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1
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5724
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my $self = shift; |
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126
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3461
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5877
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my $coordinates = shift; |
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3461
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11267
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return (substr($coordinates, 0, 2), substr($coordinates, 2)); |
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128
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} |
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129
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130
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=head2 legal($x, $y) or $legal($coordinates) |
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132
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say "legal" if $map->legal(10,10); |
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134
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Turn $coordinates into ($x, $y), assuming each to be two digits, i.e. "0203" |
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135
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turns into (2, 3). |
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137
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Return ($x, $y) if the coordinates are legal, i.e. on the map. |
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139
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=cut |
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141
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sub legal { |
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142
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1775
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1775
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1
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4110
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my $self = shift; |
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143
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1775
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4667
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my ($x, $y) = @_; |
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144
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1775
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50
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6668
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($x, $y) = $self->xy($x) if not defined $y; |
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1775
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100
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100
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6414
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return @_ if $x > 0 and $x <= $self->width and $y > 0 and $y <= $self->height; |
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100
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100
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146
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} |
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147
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148
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=head2 neighbors($hex) |
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149
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150
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say join(" ", $map->neighbors("0203")); |
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# 0202 0303 0304 0204 0104 0103 0102 |
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152
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153
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Returns the list of legal neighbours, one step away. This could be just two |
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154
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neighbours (e.g. around 0101). |
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155
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156
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C<$hex> is an array reference of coordinates or a string that can be turned into |
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157
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one using the C method. |
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158
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159
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=cut |
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160
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161
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sub all_neighbors { |
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162
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227
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227
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0
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2081
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my $self = shift; |
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163
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227
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390
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my $hex = shift; |
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164
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227
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590
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return grep { $self->legal($_) } map { coord($self->neighbor($hex, $_)) } $self->neighbors; |
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1362
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14579
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1362
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3317
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165
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} |
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166
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167
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=head2 generate_plains |
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168
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169
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All hexes are plains. |
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170
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171
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=cut |
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172
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173
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sub generate_plains { |
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174
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1
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1
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1
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3
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my $self = shift; |
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1
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8
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for my $x (1 .. $self->width) { |
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176
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10
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40
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for my $y (1 .. $self->height) { |
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177
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100
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286
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$self->world->{coord($x,$y)} = 'plain'; |
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178
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} |
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179
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} |
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180
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} |
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181
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182
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=head2 generate_ocean |
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183
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184
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1d6-2 edges of the map are ocean. Randomly determine which ones. Every hex on |
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185
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these edges is ocean. Every hex bordering an ocean hex has a 50% chance to be |
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186
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ocean. Every hex bordering one of these secondary ocean hexes has a 33% chance |
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187
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to be ocean, unless it has already been rolled for. |
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188
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189
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=cut |
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190
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191
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sub generate_ocean { |
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192
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1
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1
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1
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3
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my $self = shift; |
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193
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1
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7
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my $edges = int(rand(6))-2; |
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194
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1
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50
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7
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return if $edges < 0; |
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195
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0
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0
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my @edges = shuffle(qw(north east south west)); |
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196
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0
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0
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for my $edge (@edges[0..$edges]) { |
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197
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0
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0
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0
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if ($edge eq 'west') { |
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0
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|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
|
198
|
0
|
|
|
|
|
0
|
for my $y (1 .. $self->height) { |
|
199
|
0
|
|
|
|
|
0
|
$self->world->{coord(1,$y)} = 'ocean'; |
|
200
|
|
|
|
|
|
|
} |
|
201
|
|
|
|
|
|
|
} elsif ($edge eq 'east') { |
|
202
|
0
|
|
|
|
|
0
|
for my $y (1 .. $self->height) { |
|
203
|
0
|
|
|
|
|
0
|
$self->world->{coord($self->width,$y)} = 'ocean'; |
|
204
|
|
|
|
|
|
|
} |
|
205
|
|
|
|
|
|
|
} elsif ($edge eq 'north') { |
|
206
|
0
|
|
|
|
|
0
|
for my $x (1 .. $self->width) { |
|
207
|
0
|
|
|
|
|
0
|
$self->world->{coord($x,1)} = 'ocean'; |
|
208
|
|
|
|
|
|
|
} |
|
209
|
|
|
|
|
|
|
} elsif ($edge eq 'south') { |
|
210
|
0
|
|
|
|
|
0
|
for my $x (1 .. $self->width) { |
|
211
|
0
|
|
|
|
|
0
|
$self->world->{coord($x,$self->height)} = 'ocean'; |
|
212
|
|
|
|
|
|
|
} |
|
213
|
|
|
|
|
|
|
} |
|
214
|
|
|
|
|
|
|
} |
|
215
|
0
|
|
|
|
|
0
|
my @secondary; |
|
216
|
0
|
|
|
|
|
0
|
for my $hex (grep { $self->world->{$_} eq 'ocean' } sort keys %{$self->world}) { |
|
|
0
|
|
|
|
|
0
|
|
|
|
0
|
|
|
|
|
0
|
|
|
217
|
0
|
|
|
|
|
0
|
for my $other ($self->all_neighbors($hex)) { |
|
218
|
0
|
0
|
0
|
|
|
0
|
if ($self->world->{$other} ne 'ocean' and rand() < 1/3) { |
|
219
|
0
|
|
|
|
|
0
|
push(@secondary, $other); |
|
220
|
0
|
|
|
|
|
0
|
$self->world->{$other} = 'ocean'; |
|
221
|
|
|
|
|
|
|
} |
|
222
|
|
|
|
|
|
|
} |
|
223
|
|
|
|
|
|
|
} |
|
224
|
0
|
|
|
|
|
0
|
my %seen; |
|
225
|
0
|
|
|
|
|
0
|
for my $hex (@secondary) { |
|
226
|
0
|
|
|
|
|
0
|
for my $other ($self->all_neighbors($hex)) { |
|
227
|
0
|
0
|
|
|
|
0
|
next if $seen{$other}; |
|
228
|
0
|
|
|
|
|
0
|
$seen{$other} = 1; |
|
229
|
0
|
0
|
0
|
|
|
0
|
if ($self->world->{$other} ne 'ocean' and rand() < 0.5) { |
|
230
|
0
|
|
|
|
|
0
|
$self->world->{$other} = 'ocean'; |
|
231
|
|
|
|
|
|
|
} |
|
232
|
|
|
|
|
|
|
} |
|
233
|
|
|
|
|
|
|
} |
|
234
|
0
|
|
|
|
|
0
|
for my $hex (grep { $self->world->{$_} eq 'ocean' } sort keys %{$self->world}) { |
|
|
0
|
|
|
|
|
0
|
|
|
|
0
|
|
|
|
|
0
|
|
|
235
|
0
|
0
|
|
0
|
|
0
|
if (any { $self->world->{$_} ne 'ocean' and $self->world->{$_} ne 'water' } $self->all_neighbors($hex)) { |
|
|
0
|
0
|
|
|
|
0
|
|
|
236
|
0
|
|
|
|
|
0
|
$self->world->{$hex} = 'water'; |
|
237
|
|
|
|
|
|
|
} |
|
238
|
|
|
|
|
|
|
} |
|
239
|
|
|
|
|
|
|
} |
|
240
|
|
|
|
|
|
|
|
|
241
|
|
|
|
|
|
|
=head2 generate_mountains |
|
242
|
|
|
|
|
|
|
|
|
243
|
|
|
|
|
|
|
Place 1d6 mountain hexes. Roll two d10s for each to determine its coordinates. |
|
244
|
|
|
|
|
|
|
If you end up in an ocean hex or a previous mountain hex, roll again. Every |
|
245
|
|
|
|
|
|
|
plains hex adjacent to a mountain hex has a 4 in 6 chance to be mountains as |
|
246
|
|
|
|
|
|
|
well; otherwise, it is hills. Repeat, but now with a 2 in 6 chance. Every plains |
|
247
|
|
|
|
|
|
|
hex adjacent to a hill hex has a 3 in 6 chance to be hills. |
|
248
|
|
|
|
|
|
|
|
|
249
|
|
|
|
|
|
|
=cut |
|
250
|
|
|
|
|
|
|
|
|
251
|
|
|
|
|
|
|
sub generate_mountains { |
|
252
|
1
|
|
|
1
|
1
|
3
|
my $self = shift; |
|
253
|
1
|
|
|
|
|
4
|
my $m = int(rand(6))+1; |
|
254
|
1
|
|
|
|
|
4
|
my $n = 0; |
|
255
|
1
|
|
|
|
|
2
|
my @mountains; |
|
256
|
1
|
|
|
|
|
5
|
while ($n < $m) { |
|
257
|
2
|
|
|
|
|
6
|
my $x = int(rand($self->width))+1; |
|
258
|
2
|
|
|
|
|
15
|
my $y = int(rand($self->height))+1; |
|
259
|
2
|
|
|
|
|
13
|
my $coord = coord($x, $y); |
|
260
|
2
|
50
|
|
|
|
7
|
if ($self->world->{$coord} eq 'plain') { |
|
261
|
2
|
|
|
|
|
14
|
push(@mountains, $coord); |
|
262
|
2
|
|
|
|
|
7
|
$self->world->{$coord} = 'mountain'; |
|
263
|
2
|
|
|
|
|
13
|
$n++; |
|
264
|
|
|
|
|
|
|
} |
|
265
|
|
|
|
|
|
|
} |
|
266
|
1
|
|
|
|
|
3
|
for my $chance (2/3, 1/3, 0) { |
|
267
|
3
|
|
|
|
|
31
|
for my $hex (grep { $self->world->{$_} eq 'mountain' } sort keys %{$self->world}) { |
|
|
300
|
|
|
|
|
1571
|
|
|
|
3
|
|
|
|
|
131
|
|
|
268
|
33
|
|
|
|
|
268
|
for my $other ($self->all_neighbors($hex)) { |
|
269
|
198
|
100
|
|
|
|
1642
|
if ($self->world->{$other} eq 'plain') { |
|
270
|
48
|
100
|
100
|
|
|
397
|
if ($chance and rand() < $chance) { |
|
271
|
18
|
|
|
|
|
37
|
$self->world->{$other} = 'mountain'; |
|
272
|
|
|
|
|
|
|
} else { |
|
273
|
30
|
|
|
|
|
64
|
$self->world->{$other} = 'hills'; |
|
274
|
|
|
|
|
|
|
} |
|
275
|
|
|
|
|
|
|
} |
|
276
|
|
|
|
|
|
|
} |
|
277
|
|
|
|
|
|
|
} |
|
278
|
|
|
|
|
|
|
} |
|
279
|
1
|
|
|
|
|
18
|
for my $hex (grep { $self->world->{$_} eq 'hills' } sort keys %{$self->world}) { |
|
|
100
|
|
|
|
|
569
|
|
|
|
1
|
|
|
|
|
4
|
|
|
280
|
30
|
|
|
|
|
223
|
for my $other ($self->all_neighbors($hex)) { |
|
281
|
166
|
100
|
|
|
|
1276
|
if ($self->world->{$other} eq 'plain') { |
|
282
|
21
|
|
|
|
|
120
|
$self->world->{$other} = 'hills'; |
|
283
|
|
|
|
|
|
|
} |
|
284
|
|
|
|
|
|
|
} |
|
285
|
|
|
|
|
|
|
} |
|
286
|
|
|
|
|
|
|
} |
|
287
|
|
|
|
|
|
|
|
|
288
|
|
|
|
|
|
|
=head2 rivers |
|
289
|
|
|
|
|
|
|
|
|
290
|
|
|
|
|
|
|
The original instructions are: "Roll 1d6 to determine how many major rivers |
|
291
|
|
|
|
|
|
|
there are: 1 none, 2-4 one, 5 two, 6 two rivers joining into one. Each river has |
|
292
|
|
|
|
|
|
|
a 3 in 6 chance to be flowing out of a mountain or hill hex; otherwise, it |
|
293
|
|
|
|
|
|
|
enters from the edge of the map (if there is a land edge). If there is an ocean |
|
294
|
|
|
|
|
|
|
on the map, the rivers will flow into it." |
|
295
|
|
|
|
|
|
|
|
|
296
|
|
|
|
|
|
|
Instead of doing that, let's try this: "A river starts in ever mountain and |
|
297
|
|
|
|
|
|
|
every hill, flowing downwards if possible: from mountains to hills, from hills |
|
298
|
|
|
|
|
|
|
to plains and from plains into the ocean or off the map. Pick the lowest lying |
|
299
|
|
|
|
|
|
|
neighbour. We can mark these as canyons, later. When a river meets another |
|
300
|
|
|
|
|
|
|
river, then merge them (same tail) or subsume them (if meerging with the |
|
301
|
|
|
|
|
|
|
beginning of an existing river)." |
|
302
|
|
|
|
|
|
|
|
|
303
|
|
|
|
|
|
|
=cut |
|
304
|
|
|
|
|
|
|
|
|
305
|
|
|
|
|
|
|
sub generate_rivers { |
|
306
|
1
|
|
|
1
|
0
|
3
|
my $self = shift; |
|
307
|
1
|
|
|
|
|
4
|
my %seen; |
|
308
|
1
|
|
|
|
|
5
|
local $" = "-"; |
|
309
|
1
|
|
|
|
|
3
|
for my $hex (grep { $self->world->{$_} eq 'mountain' } sort keys %{$self->world}) { |
|
|
100
|
|
|
|
|
546
|
|
|
|
1
|
|
|
|
|
5
|
|
|
310
|
20
|
100
|
|
|
|
68
|
next if $seen{$hex}; |
|
311
|
19
|
|
|
|
|
45
|
my $river = [$hex]; |
|
312
|
19
|
|
|
|
|
60
|
$seen{$hex} = $river; |
|
313
|
19
|
|
|
|
|
33
|
push(@{$self->rivers}, $river); |
|
|
19
|
|
|
|
|
55
|
|
|
314
|
19
|
|
|
|
|
149
|
$self->wet->{$hex} = 1; |
|
315
|
19
|
|
|
|
|
140
|
$log->debug("River starting at $hex"); |
|
316
|
19
|
|
|
|
|
150
|
while(1) { |
|
317
|
54
|
|
|
|
|
306
|
my @neighbours = map { coord($self->neighbor($hex, $_)) } shuffle $self->neighbors; |
|
|
324
|
|
|
|
|
775
|
|
|
318
|
54
|
100
|
|
285
|
|
437
|
my $end = first { not $self->legal($_) or $self->world->{$_} eq 'water' } @neighbours; |
|
|
285
|
|
|
|
|
4421
|
|
|
319
|
54
|
100
|
|
|
|
1107
|
if ($end) { |
|
320
|
11
|
|
|
|
|
61
|
$log->debug(" ends at $end"); |
|
321
|
11
|
|
|
|
|
140
|
push(@$river, $end); |
|
322
|
11
|
|
|
|
|
61
|
last; |
|
323
|
|
|
|
|
|
|
} |
|
324
|
|
|
|
|
|
|
# $log->debug(" neighbours: " . join(", ", map { "$_: " . $self->world->{$_} } @neighbours)); |
|
325
|
43
|
|
|
|
|
183
|
@neighbours = sort { $self->altitude->{$self->world->{$a}} <=> $self->altitude->{$self->world->{$b}} } @neighbours; |
|
|
429
|
|
|
|
|
6279
|
|
|
326
|
43
|
|
|
|
|
604
|
my $next = shift(@neighbours); |
|
327
|
43
|
100
|
|
|
|
135
|
if ($seen{$next}) { |
|
328
|
10
|
|
|
|
|
20
|
my @other = @{$seen{$next}}; |
|
|
10
|
|
|
|
|
46
|
|
|
329
|
10
|
|
|
|
|
100
|
$log->debug(" found river at $next: @other"); |
|
330
|
|
|
|
|
|
|
# avoid loops |
|
331
|
10
|
|
|
|
|
141
|
while ($other[0] eq $river->[0]) { |
|
332
|
2
|
|
|
|
|
6
|
$next = shift(@neighbours); |
|
333
|
2
|
50
|
|
|
|
9
|
if ($seen{$next}) { |
|
334
|
0
|
|
|
|
|
0
|
@other = @{$seen{$next}}; |
|
|
0
|
|
|
|
|
0
|
|
|
335
|
0
|
|
|
|
|
0
|
$log->debug(" nope, try again at $next: @other"); |
|
336
|
|
|
|
|
|
|
# check again |
|
337
|
|
|
|
|
|
|
} else { |
|
338
|
2
|
|
|
|
|
6
|
@other = (); |
|
339
|
2
|
|
|
|
|
10
|
$log->debug(" nope, try again at $next (no river)"); |
|
340
|
2
|
|
|
|
|
17
|
last; |
|
341
|
|
|
|
|
|
|
} |
|
342
|
|
|
|
|
|
|
} |
|
343
|
10
|
100
|
|
|
|
29
|
if (@other > 0) { |
|
344
|
8
|
50
|
|
|
|
27
|
if ($other[0] eq $next) { |
|
345
|
0
|
|
|
|
|
0
|
$log->debug(" flows into @other"); |
|
346
|
|
|
|
|
|
|
# append the other river hexes to this river and remove the other river from the list |
|
347
|
0
|
|
|
|
|
0
|
push(@$river, @other); |
|
348
|
0
|
|
|
|
|
0
|
$self->rivers([grep { $_->[0] ne $next } @{$self->rivers}]); |
|
|
0
|
|
|
|
|
0
|
|
|
|
0
|
|
|
|
|
0
|
|
|
349
|
|
|
|
|
|
|
} else { |
|
350
|
8
|
|
|
|
|
43
|
$log->debug(" merges into @other"); |
|
351
|
|
|
|
|
|
|
# copy the downstream hexes of the other river |
|
352
|
8
|
|
66
|
|
|
119
|
shift(@other) while $other[0] and $other[0] ne $next; |
|
353
|
8
|
|
|
|
|
41
|
push(@$river, @other); |
|
354
|
|
|
|
|
|
|
} |
|
355
|
8
|
|
|
|
|
41
|
last; |
|
356
|
|
|
|
|
|
|
} |
|
357
|
2
|
50
|
|
|
|
10
|
if (not $next) { |
|
358
|
|
|
|
|
|
|
# with no other neighbour found, the river goes underground!? |
|
359
|
0
|
|
|
|
|
0
|
$log->debug(" disappears"); |
|
360
|
0
|
|
|
|
|
0
|
last; |
|
361
|
|
|
|
|
|
|
} |
|
362
|
|
|
|
|
|
|
# if the neighbour is not a a river and exists, fall through |
|
363
|
|
|
|
|
|
|
} |
|
364
|
35
|
|
|
|
|
69
|
$hex = $next; |
|
365
|
35
|
|
|
|
|
226
|
$log->debug(" flows to $hex"); |
|
366
|
35
|
|
|
|
|
519
|
push(@$river, $hex); |
|
367
|
35
|
|
|
|
|
126
|
$seen{$hex} = $river; |
|
368
|
35
|
|
|
|
|
107
|
$self->wet->{$hex} = 1; |
|
369
|
|
|
|
|
|
|
} |
|
370
|
|
|
|
|
|
|
} |
|
371
|
|
|
|
|
|
|
} |
|
372
|
|
|
|
|
|
|
|
|
373
|
|
|
|
|
|
|
=head2 generate_canyons |
|
374
|
|
|
|
|
|
|
|
|
375
|
|
|
|
|
|
|
Check all the rivers: if it flows "uphill", add a canyon |
|
376
|
|
|
|
|
|
|
|
|
377
|
|
|
|
|
|
|
=cut |
|
378
|
|
|
|
|
|
|
|
|
379
|
|
|
|
|
|
|
sub generate_canyons { |
|
380
|
1
|
|
|
1
|
1
|
3
|
my $self = shift; |
|
381
|
1
|
|
|
|
|
3
|
local $" = "-"; |
|
382
|
1
|
|
|
|
|
2
|
my %seen; |
|
383
|
1
|
|
|
|
|
2
|
my $canyon = []; |
|
384
|
1
|
|
|
|
|
5
|
for my $river (@{$self->rivers}) { |
|
|
1
|
|
|
|
|
5
|
|
|
385
|
19
|
50
|
|
|
|
54
|
next unless @$river > 2; |
|
386
|
19
|
|
|
|
|
38
|
my $last = $river->[0]; |
|
387
|
19
|
|
|
|
|
45
|
my $current_altitude = $self->altitude->{$self->world->{$last}}; |
|
388
|
19
|
|
|
|
|
292
|
$log->debug("Looking at @$river ($current_altitude)"); |
|
389
|
19
|
|
|
|
|
179
|
for my $hex (@$river) { |
|
390
|
73
|
100
|
|
|
|
197
|
if ($seen{$hex}) { |
|
391
|
9
|
50
|
|
|
|
26
|
if (@$canyon == 0) { |
|
|
|
0
|
|
|
|
|
|
|
|
|
0
|
|
|
|
|
|
|
392
|
9
|
|
|
|
|
25
|
last; |
|
393
|
|
|
|
|
|
|
} elsif ($seen{$hex} == 1) { |
|
394
|
0
|
|
|
|
|
0
|
push(@$canyon, $hex); |
|
395
|
0
|
|
|
|
|
0
|
push(@{$self->canyons}, $canyon); |
|
|
0
|
|
|
|
|
0
|
|
|
396
|
0
|
|
|
|
|
0
|
$canyon = []; |
|
397
|
0
|
|
|
|
|
0
|
$log->debug(" ending cayon at known $hex"); |
|
398
|
0
|
|
|
|
|
0
|
$current_altitude = $self->altitude->{$self->world->{$hex}}; |
|
399
|
0
|
|
|
|
|
0
|
next; |
|
400
|
|
|
|
|
|
|
} elsif ($seen{$hex} > 1) { |
|
401
|
0
|
|
|
|
|
0
|
push(@{$self->canyons}, $canyon); |
|
|
0
|
|
|
|
|
0
|
|
|
402
|
0
|
|
|
|
|
0
|
$canyon = []; |
|
403
|
0
|
|
|
|
|
0
|
$log->debug(" merging cayon at $hex"); |
|
404
|
|
|
|
|
|
|
# FIXME |
|
405
|
0
|
|
|
|
|
0
|
last; |
|
406
|
|
|
|
|
|
|
} |
|
407
|
|
|
|
|
|
|
} |
|
408
|
64
|
|
|
|
|
200
|
$seen{$hex}++; |
|
409
|
64
|
50
|
66
|
|
|
143
|
if ($self->legal($hex) and $self->altitude->{$self->world->{$hex}} > $current_altitude) { |
|
|
|
50
|
|
|
|
|
|
|
|
|
100
|
|
|
|
|
|
|
410
|
0
|
0
|
|
|
|
0
|
if (@$canyon > 0) { |
|
411
|
0
|
|
|
|
|
0
|
push(@$canyon, $hex); |
|
412
|
0
|
|
|
|
|
0
|
$log->debug(" extending cayon to $hex"); |
|
413
|
|
|
|
|
|
|
} else { |
|
414
|
0
|
|
|
|
|
0
|
$canyon = [$last, $hex]; |
|
415
|
0
|
|
|
|
|
0
|
$log->debug("Starting cayon @$canyon"); |
|
416
|
|
|
|
|
|
|
} |
|
417
|
0
|
|
|
|
|
0
|
$seen{$hex}++; # more than 1 means this is inside a canyon |
|
418
|
|
|
|
|
|
|
} elsif (@$canyon > 0) { |
|
419
|
0
|
|
|
|
|
0
|
push(@$canyon, $hex); |
|
420
|
0
|
|
|
|
|
0
|
push(@{$self->canyons}, $canyon); |
|
|
0
|
|
|
|
|
0
|
|
|
421
|
0
|
|
|
|
|
0
|
$canyon = []; |
|
422
|
0
|
|
|
|
|
0
|
$log->debug(" ending cayon at $hex"); |
|
423
|
0
|
|
|
|
|
0
|
$current_altitude = $self->altitude->{$self->world->{$hex}}; |
|
424
|
|
|
|
|
|
|
} elsif ($self->legal($hex)) { |
|
425
|
54
|
|
|
|
|
732
|
$current_altitude = $self->altitude->{$self->world->{$hex}}; |
|
426
|
|
|
|
|
|
|
} |
|
427
|
64
|
|
|
|
|
622
|
$last = $hex; |
|
428
|
|
|
|
|
|
|
} |
|
429
|
|
|
|
|
|
|
} |
|
430
|
|
|
|
|
|
|
} |
|
431
|
|
|
|
|
|
|
|
|
432
|
|
|
|
|
|
|
=head2 generate_dry |
|
433
|
|
|
|
|
|
|
|
|
434
|
|
|
|
|
|
|
The wind blows from west or east. Follow the wind in straight horizontal lines. |
|
435
|
|
|
|
|
|
|
Once the line hits a mountain, all the following hexes are dry hills or dry |
|
436
|
|
|
|
|
|
|
plains except if it has a river. |
|
437
|
|
|
|
|
|
|
|
|
438
|
|
|
|
|
|
|
=cut |
|
439
|
|
|
|
|
|
|
|
|
440
|
|
|
|
|
|
|
sub generate_dry { |
|
441
|
1
|
|
|
1
|
1
|
4
|
my $self = shift; |
|
442
|
1
|
50
|
|
|
|
7
|
my $dir = rand() < 0.5 ? -1 : 1; |
|
443
|
1
|
50
|
|
|
|
9
|
my $start = $dir == 1 ? 1 : $self->width; |
|
444
|
1
|
50
|
|
|
|
6
|
my $end = $dir == 1 ? $self->width : 1; |
|
445
|
1
|
|
|
|
|
8
|
for my $y (1 .. $self->height) { |
|
446
|
10
|
|
|
|
|
72
|
my $dry = 0; |
|
447
|
10
|
50
|
|
|
|
31
|
for (my $x = $start; $dir == 1 ? $x <= $end : $x >= $end; $x += $dir) { |
|
448
|
100
|
|
|
|
|
853
|
my $hex = coord($x, $y); |
|
449
|
100
|
100
|
100
|
|
|
358
|
if (not $dry and $self->world->{$hex} eq 'mountain') { |
|
|
|
100
|
|
|
|
|
|
|
450
|
7
|
50
|
|
|
|
69
|
$log->debug("Going " . ($dir == 1 ? 'east' : 'west') . " from $hex is dry"); |
|
451
|
7
|
|
|
|
|
68
|
$dry = $x; |
|
452
|
|
|
|
|
|
|
} elsif ($dry) { |
|
453
|
29
|
|
|
|
|
65
|
my @hexes = ($hex); |
|
454
|
|
|
|
|
|
|
# $dry contains the $x of the mountain. If $x something like 0306, we |
|
455
|
|
|
|
|
|
|
# want to check 0405 (-1!) and 0406; if $x is something like 0607, we |
|
456
|
|
|
|
|
|
|
# want to check 0707 and 0708 (+1). That is to say, it depends on |
|
457
|
|
|
|
|
|
|
# whether the initial $x is even or odd. Also, it's always two hexes to |
|
458
|
|
|
|
|
|
|
# check if the difference between the two $x coordinates is odd. |
|
459
|
29
|
100
|
|
|
|
101
|
push(@hexes, coord($x, $y + ($dry % 2 ? -1 : +1))) if abs($x - $dry) % 2; |
|
|
|
100
|
|
|
|
|
|
|
460
|
29
|
|
|
|
|
74
|
for my $hex2 (@hexes) { |
|
461
|
45
|
100
|
|
|
|
169
|
next if $self->wet->{$hex2}; |
|
462
|
10
|
|
|
|
|
72
|
$log->debug(" $hex2 is dry"); |
|
463
|
10
|
|
|
|
|
86
|
$self->dry->{$hex2} = 1; |
|
464
|
|
|
|
|
|
|
} |
|
465
|
|
|
|
|
|
|
} |
|
466
|
|
|
|
|
|
|
} |
|
467
|
|
|
|
|
|
|
} |
|
468
|
|
|
|
|
|
|
} |
|
469
|
|
|
|
|
|
|
|
|
470
|
|
|
|
|
|
|
=head2 generate_forest |
|
471
|
|
|
|
|
|
|
|
|
472
|
|
|
|
|
|
|
Every hex with a river has a 50% chance to be forested. Every hills or plains |
|
473
|
|
|
|
|
|
|
hex without a river that isn’t dry or next to a dry hex has a 1 in 6 chance to |
|
474
|
|
|
|
|
|
|
be forested; 2 in 6 if it is next to a forested river hex. |
|
475
|
|
|
|
|
|
|
|
|
476
|
|
|
|
|
|
|
=cut |
|
477
|
|
|
|
|
|
|
|
|
478
|
|
|
|
|
|
|
sub generate_forest { |
|
479
|
1
|
|
|
1
|
1
|
3
|
my $self = shift; |
|
480
|
1
|
50
|
|
|
|
3
|
my @land_hexes = grep { $self->world->{$_} ne 'water' and $self->world->{$_} ne 'ocean' } sort keys %{$self->world}; |
|
|
100
|
|
|
|
|
1013
|
|
|
|
1
|
|
|
|
|
7
|
|
|
481
|
1
|
|
|
|
|
45
|
my %forest_hexes; |
|
482
|
1
|
|
|
|
|
5
|
for my $hex (@land_hexes) { |
|
483
|
100
|
100
|
100
|
|
|
1067
|
if ($self->wet->{$hex} and rand() < 0.5 |
|
|
|
|
100
|
|
|
|
|
|
|
|
|
100
|
|
|
|
|
|
|
|
|
100
|
|
|
|
|
|
484
|
|
|
|
|
|
|
or not $self->dry->{$hex} |
|
485
|
312
|
|
|
312
|
|
2229
|
and not any { $self->dry->{$_} } $self->all_neighbors($hex) |
|
486
|
|
|
|
|
|
|
and rand() < 1/6) { |
|
487
|
37
|
100
|
|
|
|
363
|
if ($self->world->{$hex} eq 'plain' ) { |
|
|
|
100
|
|
|
|
|
|
|
488
|
8
|
|
|
|
|
54
|
$self->world->{$hex} = 'forest'; |
|
489
|
8
|
|
|
|
|
68
|
$forest_hexes{$hex} = 1; |
|
490
|
|
|
|
|
|
|
} elsif ($self->world->{$hex} eq 'hills' ) { |
|
491
|
17
|
|
|
|
|
178
|
$self->world->{$hex} = 'forest-hill'; |
|
492
|
17
|
|
|
|
|
138
|
$forest_hexes{$hex} = 1; |
|
493
|
|
|
|
|
|
|
} |
|
494
|
|
|
|
|
|
|
} |
|
495
|
|
|
|
|
|
|
} |
|
496
|
|
|
|
|
|
|
# since this pass relies on neighbours being forested |
|
497
|
1
|
|
|
|
|
17
|
for my $hex (@land_hexes) { |
|
498
|
100
|
100
|
100
|
|
|
623
|
if (not $self->dry->{$hex} |
|
|
|
|
100
|
|
|
|
|
|
499
|
271
|
|
|
271
|
|
2425
|
and any { $forest_hexes{$_} } $self->all_neighbors($hex) |
|
500
|
|
|
|
|
|
|
and rand() < 2/6) { |
|
501
|
27
|
100
|
|
|
|
88
|
if ($self->world->{$hex} eq 'plain' ) { |
|
|
|
100
|
|
|
|
|
|
|
502
|
4
|
|
|
|
|
31
|
$self->world->{$hex} = 'forest'; |
|
503
|
|
|
|
|
|
|
} elsif ($self->world->{$hex} eq 'hills' ) { |
|
504
|
9
|
|
|
|
|
105
|
$self->world->{$hex} = 'forest-hill'; |
|
505
|
|
|
|
|
|
|
} |
|
506
|
|
|
|
|
|
|
} |
|
507
|
|
|
|
|
|
|
} |
|
508
|
|
|
|
|
|
|
} |
|
509
|
|
|
|
|
|
|
|
|
510
|
|
|
|
|
|
|
=head2 generate_swamp |
|
511
|
|
|
|
|
|
|
|
|
512
|
|
|
|
|
|
|
A 1 in 6 chance on every plain river hex that isn't next to a dry hex. |
|
513
|
|
|
|
|
|
|
|
|
514
|
|
|
|
|
|
|
=cut |
|
515
|
|
|
|
|
|
|
|
|
516
|
|
|
|
|
|
|
sub generate_swamp { |
|
517
|
1
|
|
|
1
|
1
|
3
|
my $self = shift; |
|
518
|
1
|
100
|
|
|
|
2
|
for my $hex (grep { $self->world->{$_} eq 'plain' and $self->wet->{$_} } sort keys %{$self->world}) { |
|
|
100
|
|
|
|
|
673
|
|
|
|
1
|
|
|
|
|
6
|
|
|
519
|
2
|
50
|
|
10
|
|
24
|
next if any { $self->dry->{$_} } $self->all_neighbors($hex); |
|
|
10
|
|
|
|
|
62
|
|
|
520
|
2
|
50
|
|
|
|
26
|
if (rand() < 1/6) { |
|
521
|
0
|
|
|
|
|
0
|
$self->world->{$hex} = 'swamp'; |
|
522
|
|
|
|
|
|
|
} |
|
523
|
|
|
|
|
|
|
} |
|
524
|
|
|
|
|
|
|
} |
|
525
|
|
|
|
|
|
|
|
|
526
|
|
|
|
|
|
|
=head2 generate_islands |
|
527
|
|
|
|
|
|
|
|
|
528
|
|
|
|
|
|
|
Every ocean hex has a 1 in 6 chance of having an island. |
|
529
|
|
|
|
|
|
|
|
|
530
|
|
|
|
|
|
|
=cut |
|
531
|
|
|
|
|
|
|
|
|
532
|
|
|
|
|
|
|
sub generate_islands { |
|
533
|
1
|
|
|
1
|
1
|
4
|
my $self = shift; |
|
534
|
1
|
50
|
|
|
|
3
|
for my $hex (grep { $self->world->{$_} eq 'water' or $self->world->{$_} eq 'ocean' } sort keys %{$self->world}) { |
|
|
100
|
|
|
|
|
985
|
|
|
|
1
|
|
|
|
|
6
|
|
|
535
|
0
|
0
|
|
|
|
0
|
if (rand() < 1/6) { |
|
536
|
0
|
|
|
|
|
0
|
$self->world->{$hex} .= " island"; |
|
537
|
|
|
|
|
|
|
} |
|
538
|
|
|
|
|
|
|
} |
|
539
|
|
|
|
|
|
|
} |
|
540
|
|
|
|
|
|
|
|
|
541
|
|
|
|
|
|
|
=head2 string |
|
542
|
|
|
|
|
|
|
|
|
543
|
|
|
|
|
|
|
Create the string output. |
|
544
|
|
|
|
|
|
|
|
|
545
|
|
|
|
|
|
|
=cut |
|
546
|
|
|
|
|
|
|
|
|
547
|
|
|
|
|
|
|
sub string { |
|
548
|
1
|
|
|
1
|
1
|
5
|
my $self = shift; |
|
549
|
100
|
|
|
|
|
597
|
return join("\n", map { $_ . " " . $self->world->{$_} } sort keys %{$self->world}) . "\n" |
|
|
1
|
|
|
|
|
4
|
|
|
550
|
19
|
|
|
|
|
100
|
. join("\n", map { join("-", @$_) . " river" } @{$self->rivers}) . "\n" |
|
|
1
|
|
|
|
|
34
|
|
|
551
|
1
|
|
|
|
|
3
|
. join("\n", map { join("-", @$_) . " canyon" } @{$self->canyons}) . "\n"; |
|
|
0
|
|
|
|
|
0
|
|
|
|
1
|
|
|
|
|
5
|
|
|
552
|
|
|
|
|
|
|
} |
|
553
|
|
|
|
|
|
|
|
|
554
|
|
|
|
|
|
|
=head2 generate_map |
|
555
|
|
|
|
|
|
|
|
|
556
|
|
|
|
|
|
|
Start with a 10 by 10 hexmap. |
|
557
|
|
|
|
|
|
|
|
|
558
|
|
|
|
|
|
|
=cut |
|
559
|
|
|
|
|
|
|
|
|
560
|
|
|
|
|
|
|
sub generate_map { |
|
561
|
1
|
|
|
1
|
1
|
3
|
my $self = shift; |
|
562
|
1
|
|
|
|
|
7
|
$self->generate_plains(); |
|
563
|
1
|
|
|
|
|
6
|
$self->generate_ocean(); |
|
564
|
1
|
|
|
|
|
5
|
$self->generate_mountains(); |
|
565
|
1
|
|
|
|
|
23
|
$self->generate_rivers(); |
|
566
|
1
|
|
|
|
|
18
|
$self->generate_canyons(); |
|
567
|
1
|
|
|
|
|
6
|
$self->generate_dry(); |
|
568
|
1
|
|
|
|
|
15
|
$self->generate_forest(); |
|
569
|
1
|
|
|
|
|
8
|
$self->generate_swamp(); |
|
570
|
1
|
|
|
|
|
13
|
$self->generate_islands(); |
|
571
|
1
|
|
|
|
|
24
|
return $self->string() . "\n" |
|
572
|
|
|
|
|
|
|
. "include bright.txt\n"; |
|
573
|
|
|
|
|
|
|
} |
|
574
|
|
|
|
|
|
|
|
|
575
|
|
|
|
|
|
|
=head1 SEE ALSO |
|
576
|
|
|
|
|
|
|
|
|
577
|
|
|
|
|
|
|
Andreas Folkesten described this algorithm in the following blog post: |
|
578
|
|
|
|
|
|
|
L. |
|
579
|
|
|
|
|
|
|
|
|
580
|
|
|
|
|
|
|
The map itself uses the I icons by Alex Schroeder. These are |
|
581
|
|
|
|
|
|
|
dedicated to the public domain. See |
|
582
|
|
|
|
|
|
|
L. |
|
583
|
|
|
|
|
|
|
|
|
584
|
|
|
|
|
|
|
=cut |
|
585
|
|
|
|
|
|
|
|
|
586
|
|
|
|
|
|
|
1; |