MegaMek / megamek

MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight using giant robots, tanks, and/or infantry on a hex-based map.
http://www.megamek.org
GNU General Public License v2.0
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RFE: Configurable 'watertable' setting for maps #3263

Open mjbroekman opened 3 years ago

mjbroekman commented 3 years ago

Environment

MegaMek / MekHQ

Description

It would be interesting if there was a 'watertable' setting for maps that could dynamically (at game launch) change the water depth. (This came up in the map-making channel in Discord during a conversation about underwater maps)

For example, if you have a completely dry map with a max depth of -3, the land varies between -3 and above. However, if you apply a "watertable" of -1 to it, then the max depth is still -3, but water would cover everything that is depth -1 or below:

Similarly, if the map already has water, changing the watertable would not affect the existing water if it's above the watertable. If the existing water is at or below the applied watertable, then it just adds the existing water depth to the water depth according to the watertable.

Example: watertable = 0 water depth 0 at elevation 0 remains water depth 0 water depth 0 at elevation -1 becomes water depth 1 water depth 0 at elevation 1 remains water depth 0 water depth 2 at elevation -2 becomes water depth 4

This would then be something that could be a scenario configuration in MekHQ when negotiating the map.

Additionally, this would then allow for the selection of a map and then the adjustment of the water table to allow for flooding. For example, picking a town or spaceport map and then flooding it for 'more interesting' combat.

SimonLandmine commented 3 years ago

Due to some unconfirmed interactions between some terrain types and water, it is suggested that either ... a) Flooded hexes are simply replaced by Water hexes of the relevant depth, with the pre-existing terrain removed (covered in silt? washed away?), or b) Specific terrain types are amended before the Water of relevant depth is applied - e.g. Buildings are reduced to the relevant type of Rubble, and Woods to Rough - once the interaction of these terrain types with Water hexes are confirmed.