It's been a while! I've been thinking about an improvement for the in-game random maps based on the feedback of my last PR (from last year or two years ago?). Hopefully, next year I'll have a bit free time I can spend on the project again :-)
So this is the issue I would like to attack:
Currently (especially for larger maps) there's a lot of more or less empty space (green land with trees/granite piles) and some mountains around the centre of the map (depending on the type of map).
My idea how to improve this:
Calculate distance to mountain or water (“inner land”)
If highest value > CONST [minimum free green land to keep]
Add tile for highest value to queue
While collected tiles < CONST [tiles per mountain] * FUNC [decrease mountain size with increasing iterations] AND queue not empty
Collect tiles (via “brush”) around current tile
Distance to highest value tile
Distance to mountain or water
Add new tiles to collected tiles
Add new tiles to queue
Add collected tiles to new mountains list
Continue with 1.
Apply height values to collected tiles in new mountains list
Let me know what you think! There's plenty of time to discuss before I start - intentionally ;)
It's been a while! I've been thinking about an improvement for the in-game random maps based on the feedback of my last PR (from last year or two years ago?). Hopefully, next year I'll have a bit free time I can spend on the project again :-)
So this is the issue I would like to attack: Currently (especially for larger maps) there's a lot of more or less empty space (green land with trees/granite piles) and some mountains around the centre of the map (depending on the type of map).
My idea how to improve this:
Let me know what you think! There's plenty of time to discuss before I start - intentionally ;)