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Markus Armbruster fdd55428c3 fairland: Rewrite complicated, buggy & boring elevation code
Land elevation is computed by first placing mountains, then elevating
land to fit.

Mountains placement is a weighted random sampling.  A sector's weight
is its distance to sea capped at five and squared.

Non-mountain, non-capital sectors get assigned equidistant elevations
from 1 up to 97 rounded to integer in an order that depends on
distance to mountain and distance to sea, both capped at 5.  Mountains
get equidistant elevations starting at 98 (see recent commit
"fairland: Fair mountain resources").  Capitals get 36.

Sea elevation is randomly chosen from a range that depends on the
sector's distance to land.  The range increases from [-27,-1] next to
land to [-127,-1] for distance 5 and up.

Without mountains, the result is boring: elevation increases pretty
much linearly with the distance from the coast, i.e. each islands is a
single cone.  With mountains, we get one cone per mountain.  The sea
sea elevations are basically noise.

Worse, it's buggy: mountain placement can place fewer mountains than
requested.  The weighted random sampling assigns weights even to
sectors that cannot be picked (capitals and sectors that have been
picked already).  When the dice land on such a sector, it instead
picks the next one (in island growth order) that can be picked.  If
there is no next one, the mountain is not placed.  This is a fairness
issue.

Impact varies with fairland parameters.  For 60 sector islands with 5%
mountains, around one in 10000 islands is short one mountain in my
testing.  For 10 sector islands with 50% mountains, some 760 out of
10000 islands are short one sector, 80 short two, and five short
three.  The numbers get worse as spikiness increases.

Undocumented misfeature: the placement loop is limited to 1000
iterations, supposedly to catch a runaway loop.  Since the loop
iterates exactly once per mountain, all this accomplishes it limiting
mountains to 1000 per island.

When too few mountains are placed, the loop assigning elevations to
non-mountain, non-capital decrements elevations below 1.  Since
Chainsaw 3, such elevations then get mapped to 1, plastering over the
bug.  We get non-mountain sectors with elevation 1 instead of
mountains.

Rewrite as follows.

Use a simple random hill algorithm to assign raw elevations:
initialize elevation to zero, then randomly raise circular hills on
land / lower circular depressions at sea.  Their size and height
depends on the distance to the coast, capped at 3.  After a sufficient
number of iterations, the resulting terrain has a "natural" look.
This is elevate_prep().

elevate_land() then sorts non-capital sectors by raw elevation.  The
highest become mountains.  Sectors get assigned the same equidistant
elevations as before, just in raw elevation order.

elevate_sea() simply normalizes raw elevation to [-127,-1].

Elevations now show a nice undulating pattern independent of mountain
percentage.

Implementation detail: replace elev[x][y] by elev[XYOFFSET(x, y)], and
narrow the element type from int to short.  Takes a fourth the space.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2021-01-17 21:24:28 +01:00
build-aux Update copyright notice 2018-04-29 10:33:19 +02:00
doc doc/contributing: Fix a greengrocers' apostrophe 2021-01-05 07:25:18 +01:00
include Update copyright notice 2021-01-05 10:41:28 +01:00
info Update copyright notice 2021-01-05 10:41:28 +01:00
m4 m4: Make MY_WITH_TERMINFO consistent with MY_WITH_READLINE 2017-08-06 11:22:29 +02:00
man fairland: Fix island growth and correct its bias 2021-01-05 10:41:36 +01:00
scripts Update copyright notice 2021-01-05 10:41:28 +01:00
src fairland: Rewrite complicated, buggy & boring elevation code 2021-01-17 21:24:28 +01:00
tests fairland: Rewrite complicated, buggy & boring elevation code 2021-01-17 21:24:28 +01:00
.gitignore Make: Fix configure generated for dist-client 2017-08-13 14:31:07 +02:00
.travis.yml Bind Travis notifications to main mirror 2017-09-02 15:37:01 +02:00
bootstrap Replace other occurences of git-FOO by git FOO 2008-12-03 07:57:14 -05:00
configure.ac Update copyright notice 2021-01-05 10:41:28 +01:00
COPYING License upgrade to GPL version 3 or later 2011-04-12 21:20:58 +02:00
CREDITS Put URIs and e-mail addresses in <angle brackets> 2013-05-26 09:48:16 +02:00
GNUmakefile.in Update copyright notice 2021-01-05 10:41:28 +01:00
INSTALL INSTALL: Refresh from automake 1.13 2015-03-08 18:23:33 +01:00
Make.mk Update copyright notice 2021-01-05 10:41:28 +01:00
README Update copyright notice 2021-01-05 10:41:28 +01:00

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!