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Ensure towns are placed only in viable locations.
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commit
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@ -12,6 +12,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Changed
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- Improved town placement
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### Removed
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### Fixed
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@ -4,7 +4,7 @@ mod econ;
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use crate::{
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config::CONFIG,
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sim::{SimChunk, WorldSim},
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sim::WorldSim,
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site::{namegen::NameGen, Castle, Settlement, Site as WorldSite, Tree},
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site2,
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util::{attempt, seed_expan, DHashMap, DHashSet, NEIGHBORS},
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@ -1019,12 +1019,11 @@ fn loc_suitable_for_site(sim: &WorldSim, loc: Vec2<i32>, site_kind: SiteKind) ->
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.get_gradient_approx(loc)
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.map(|grad| grad < 1.0)
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.unwrap_or(false)
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&& site_kind.is_suitable_loc(chunk)
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} else {
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false
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};
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let not_occupied = check_chunk_occupation(sim, loc, site_kind.exclusion_radius());
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possible_terrain && not_occupied
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possible_terrain && site_kind.is_suitable_loc(loc, sim) && not_occupied
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}
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/// Attempt to search for a location that's suitable for site construction
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@ -1034,7 +1033,7 @@ fn find_site_loc(
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size: i32,
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site_kind: SiteKind,
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) -> Option<Vec2<i32>> {
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const MAX_ATTEMPTS: usize = 100;
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const MAX_ATTEMPTS: usize = 1000;
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let mut loc = None;
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for _ in 0..MAX_ATTEMPTS {
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let test_loc = loc.unwrap_or_else(|| match near {
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@ -1060,7 +1059,7 @@ fn find_site_loc(
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}
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loc = ctx.sim.get(test_loc).and_then(|c| {
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site_kind.is_suitable_loc(c).then_some(
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site_kind.is_suitable_loc(test_loc, ctx.sim).then_some(
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c.downhill?
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / (sz as i32)),
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)
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@ -1124,11 +1123,104 @@ pub enum SiteKind {
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}
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impl SiteKind {
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pub fn is_suitable_loc(&self, chunk: &SimChunk) -> bool {
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match self {
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pub fn is_suitable_loc(&self, loc: Vec2<i32>, sim: &WorldSim) -> bool {
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sim.get(loc).map_or(false, |chunk| match self {
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SiteKind::Gnarling => (-0.3..0.4).contains(&chunk.temp) && chunk.tree_density > 0.75,
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SiteKind::Refactor | SiteKind::Settlement => {
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const RESOURCE_RADIUS: i32 = 1;
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let mut river_chunks = 0;
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let mut lake_chunks = 0;
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let mut ocean_chunks = 0;
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let mut rock_chunks = 0;
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let mut tree_chunks = 0;
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let mut farmable_chunks = 0;
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let mut farmable_needs_irrigation_chunks = 0;
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let mut land_chunks = 0;
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for x in (-RESOURCE_RADIUS)..RESOURCE_RADIUS {
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for y in (-RESOURCE_RADIUS)..RESOURCE_RADIUS {
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let check_loc = loc
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+ Vec2::new(x, y)
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e * sz as i32);
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sim.get(check_loc).map(|c| {
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if num::abs(chunk.alt - c.alt) < 200.0 {
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if c.river.is_river() {
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river_chunks += 1;
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}
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if c.river.is_lake() {
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lake_chunks += 1;
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}
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if c.river.is_ocean() {
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ocean_chunks += 1;
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}
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if c.tree_density > 0.7 {
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tree_chunks += 1;
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}
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if c.rockiness < 0.3 && c.temp > CONFIG.snow_temp {
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if c.surface_veg > 0.5 {
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farmable_chunks += 1;
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} else {
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match c.get_biome() {
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common::terrain::BiomeKind::Savannah => {
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farmable_needs_irrigation_chunks += 1
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},
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common::terrain::BiomeKind::Desert => {
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farmable_needs_irrigation_chunks += 1
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},
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_ => (),
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}
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}
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}
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if !c.river.is_river() && !c.river.is_lake() && !c.river.is_ocean()
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{
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land_chunks += 1;
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}
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}
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// Mining is different since presumably you dig into the hillside
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if c.rockiness > 0.7 && c.alt - chunk.alt > -10.0 {
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rock_chunks += 1;
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}
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});
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}
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}
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let has_river = river_chunks > 1;
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let has_lake = lake_chunks > 1;
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let vegetation_implies_potable_water = chunk.tree_density > 0.4
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&& !matches!(chunk.get_biome(), common::terrain::BiomeKind::Swamp);
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let warm_or_firewood = chunk.temp > CONFIG.snow_temp || tree_chunks > 2;
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let has_potable_water = {
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has_river || (has_lake && chunk.alt > 100.0) || vegetation_implies_potable_water
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};
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let has_building_materials = tree_chunks > 0
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|| rock_chunks > 0
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|| chunk.temp > CONFIG.tropical_temp && (has_river || has_lake);
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let water_rich = lake_chunks + river_chunks > 2;
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let can_grow_rice = water_rich
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&& chunk.humidity + 1.0 > CONFIG.jungle_hum
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&& chunk.temp + 1.0 > CONFIG.tropical_temp;
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let farming_score = if can_grow_rice {
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farmable_chunks * 2
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} else {
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farmable_chunks
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} + if water_rich {
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farmable_needs_irrigation_chunks
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} else {
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0
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};
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let fish_score = lake_chunks + ocean_chunks;
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let food_score = farming_score + fish_score;
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let mining_score = if tree_chunks > 1 { rock_chunks } else { 0 };
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let forestry_score = if has_river { tree_chunks } else { 0 };
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let trading_score =
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std::cmp::min(std::cmp::min(land_chunks, ocean_chunks), river_chunks);
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let industry_score =
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3 * food_score + 2 * forestry_score + mining_score + trading_score;
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has_potable_water
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&& has_building_materials
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&& industry_score > 10
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&& warm_or_firewood
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},
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_ => true,
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}
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})
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}
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}
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