Wolfpack Empire - mirror of https://git.pond.sub.org/empserver
http://wolfpackempire.com/
grow_one_sector() and place_island() pass candidate sectors to try_to_grow() until it succeeds. try_to_grow() fails when the candidate isn't water, or there are sectors belonging to other islands within a minimum distance. It does that the obvious way: it searches for such sectors. When there is plenty of space, try_to_grow() rarely fails when it searches. For each land sector, we visit the sectors within minimum distance, plus a little extra work for the rare failures. In a more crowded setup, however, try_to_grow() fails a lot, and we visit sectors many times more. Example: Hvy Fever 8 continents continent size: 60 number of islands: 64 average size of islands: 10 spike: 0% 0% of land is mountain (each continent will have 0 mountains) minimum distance between continents: 6 minimum distance from islands to continents: 3 World dimensions: 140x68 This is a crowded setup. With -R 1, try_to_grow() fails almost 750,000 times due to minimum distance, and takes more than 18 Million iterations. With default minimum distances 2 and 1, it fails less than 700 times, taking less than 14,000 iterations. Instead of searching the surrounding sectors every time we check a candidate, precompute an "exclusive zone" around each island where only this island may grow the obvious way: when adding a sector, visit the sectors within minimum distance and add them to the island's exclusive zone. When @extra_distance is non-zero, try_to_grow() still has to search, Only place_island() passes non-zero @extra_distance. The next few commits will get rid of that. Complication: since the minimum distance for growing islands may differ from the minimum distance for growing continents, we have to recompute exclusive zones between growing continents and islands. For the Hvy Fever example above, this reduces the number of sector visits by more than 90%, and run time by more than 70% for me. With default distances, it's a wash. Of course, fairland performance is hardly an issue on today's machines: it takes fairly impractical setups to push run time over a second. Signed-off-by: Markus Armbruster <armbru@pond.sub.org> |
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README |
Welcome to Empire 4, code-named Wolfpack. Empire is a multi-player, client/server Internet based war game. Copyright (C) 1986-2020, Dave Pare, Jeff Bailey, Thomas Ruschak, Ken Stevens, Steve McClure, Markus Armbruster This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License (in file `COPYING'), or (at your option) any later version. See file `CREDITS' for a list of contributors. Directory `doc' has additional information. File `doc/README' describes the files there and what they talk about. To build the server and set up a game, follow the steps below. (1) Unpacking the source tree If you downloaded a tarball, unpack it. If you cloned a git repository, run bootstrap. This requires recent versions of Autoconf and Automake to be installed. See also doc/contributing. (2) Building a server Prerequisites: IEEE Std 1003.1-2001 (POSIX.1-2001), GNU make, a curses library, Perl, and either nroff or GNU troff (`groff'). See file `INSTALL' for detailed compilation and installation instructions. Quick guide for the impatient: run configure; make; make install. The last step is optional; everything runs fine right from the build tree. If configure reports "readline: no" in its configuration summary, fancy line editing doesn't work in the client. Commonly caused by not having development libraries installed. On Linux, try installing readline-devel. If configure reports "terminfo: no" in its configuration summary, highlighting doesn't work in the client. Commonly caused by not having development libraries installed. On Linux, try installing ncurses-devel. If make fails without doing anything, you're probably not using GNU make. Some systems have it installed as `gmake'. Solaris supports POSIX.1-2001, but you need to set up your environment for that. Try passing SHELL=/usr/xpg4/bin/sh PATH=/usr/xpg6/bin:/usr/xpg4/bin:$PATH to make. See standards(5) for details. (3) Creating a game * Create a configuration for your game. make install installs one in $prefix/etc/empire/econfig ($prefix is /usr/local unless you chose something else with configure). You can use pconfig to create another one. * Edit your configuration file. See doc/econfig for more information. Unless you put your configuration file in the default location (where make install installs it), you have to use -e with all programs to make them use your configuration. * Run files to set up your data directory. * Run fairland to create a world. For a sample world, try `fairland 10 30'. This creates file ./newcap_script, which will be used below. You can edit it to change country names and passwords. Check out fairland's manual page for more information. * Start the server. For development, you want to run it with -d in a debugger, see doc/debugging. Do not use -d for a real game! * Log in as deity POGO with password peter. This guide assumes you use the included client `empire', but other clients should work as well. For help, try `info'. To change the deity password, use `change re <password>'. * Create countries with `exec newcap_script'. Your game is now up! Naturally, there's more to running a real game than that, but that's beyond the scope of this file. Please report bugs to <wolfpack@wolfpackempire.com> or via SourceForge <http://sourceforge.net/projects/empserver/> (registration required). For more information or help, try rec.games.empire on Usenet, or send e-mail to <wolfpack@wolfpackempire.com> and we'll try to answer if we can. Also check out our web site at <http://www.wolfpackempire.com/>. Have fun! Wolfpack!