Thursday, April 13, 2006

Still town generation.

Actually for the moment I'm pretty much satisfied with the town generation and am stalled at making some basic art. Today I've been repeatedly frustrated by emacs and getting ruby to work nicely within it on my windows portable. I like programs to be somewhat discoverable - no one likes to read the manual, that's not the fun way to learn. Emacs is not a "discoverable" program.

Here's my current todo list, marked up in whatever GTDWiki uses for it's markup - some html shorthand.


!Doing

*Link city placement code, with city generation code.
**Start by browsing world smith and see when the calls need to be hooked up.


* Create an IVoice interface
** Possibly a set colour and say function
** Exist in NPCs and have a say wrapper
** Use from console for player.


!Done

*Done by splitting locktypes: allowing structure soil to be killed off by already placed Locks.
** To do this the Lock permission needs breaking in two. We'd have a L and a B for built. Soil from structures would be allowed to place over built but would not actually be placed. This should help to prevent the slight city stifling we have now.
**Logic for the above is implemented. But there's needs to be a decision about when to turn a tile to built? Right away?
(Right away atm)


*It seems the placers failing sometimes when there seem to be spots for buildings available. -> Turns out hamlets are often quite small.
*Isolate and extract those classes and add them to the EINFALL main build.
*Add the other classes as a resource / dll.
* Find source of and remove [[building wobblyness]] in placement.
** I believe this is solved but I'm not sure. I added the rule so that unless that map connector is overriden then the structure cannot be placed. This is so that more appropiate rotations would have a chance to be placed.
*Add structure rotation matching.
*Have connectors chosen at random.
*Have structure to load chosen at random. (already done).
*Make a list of classes that will need access to the tile map / shell map.
*[[Make More Irregular Buildings]]
*Make a more detailed town.
**What's the execution path where the second building is failed
to be added? It should suceed because there are two sides to everyroad.
**Fix it.

*Make warlords house smaller.
*Print out a character map, representing a created town.
*Got expanding rectangle working.


Here's the console mode output for a generated city called Kehenda ... actually it's a hamlet.


Generating a culture without a World Culture to modify
The culture of horiyubu is born!
Now introducing horiyubus captial city
Adding a layout to the city: True
Supplied Building Permission
Creating 4 buildings.
Supplied Building Permission
Supplied Building Permission
Supplied Building Permission

[The City of kehenda]
:Permission data:
[Current constructiong Nothing
Planner details:Layout city planner works using a permission grid

















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BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
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BBBBBBBBBBBBBBBBBBBB
LLLLLLLLLLLLLLL
cLLLLLLLLLLLLLLLc
LLLLLLLLLLLLLLL
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
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BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
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BBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBB
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:City Data:
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