Fix my map script to create (probably) game's best map script

Joined
Apr 11, 2015
Messages
438
I've spent many dozens of hours trying to create a new map script. I've been experimenting with several of the base game's map scripts, making modifications, and then generating hundreds of maps to see how they turn out.

There's a map script I've developed that produces varied and interesting worlds. In my opinion, it's more interesting than the base game's map scripts, but for one big problem - the percentage of total land area can be quite variable.

The solution to fix this would be to add code to the map script to get the game to regenerate any maps that fall outside a specified range of total percentage land area. I know the game has the capability to do this since the Pangaea map script has code to calculate total land area, and also to regenerate maps in which the largest continent does not meet a specified percentage land area.

Unfortunately, I have not been able to adapt this bit of code to work with the new map script, so I have not published it as a mod.

Here's a series of maps generated by the map script:
Spoiler :
oIXKNft.png

Here's the map script code:
Spoiler :
Code:
------------------------------------------------------------------------------
--	A modification of...
------------------------------------------------------------------------------
--	FILE:	 Splintered_Fractal.lua
--	AUTHOR:  
--	PURPOSE: Base game script - Produces widely varied continents.
------------------------------------------------------------------------------
--	Copyright (c) 2014 Firaxis Games, Inc. All rights reserved.
------------------------------------------------------------------------------

include "MapEnums"
include "MapUtilities"
include "MountainsCliffs"
include "RiversLakes"
include "FeatureGenerator"
include "TerrainGenerator"
include "NaturalWonderGenerator"
include "ResourceGenerator"
include "CoastalLowlands"
include "AssignStartingPlots"

local g_iW, g_iH;
local g_iFlags = {};
local g_continentsFrac = nil;
local featureGen = nil;
local world_age_new = 5;
local world_age_normal = 3;
local world_age_old = 2;
local islands = {};

-------------------------------------------------------------------------------
function GenerateMap()
	print("Generating Splintered Fractal Map");
	local pPlot;

	-- Set globals
	g_iW, g_iH = Map.GetGridSize();
	g_iFlags = TerrainBuilder.GetFractalFlags();

	local temperature = MapConfiguration.GetValue("temperature"); -- Default setting is Temperate.
	if temperature == 4 then
		temperature  =  1 + TerrainBuilder.GetRandomNumber(3, "Random Temperature- Lua");
	end
	
	--	local world_age
	local world_age = MapConfiguration.GetValue("world_age");
	if (world_age == 1) then
		world_age = world_age_new;
	elseif (world_age == 2) then
		world_age = world_age_normal;
	elseif (world_age == 3) then
		world_age = world_age_old;
	else
		world_age = 2 + TerrainBuilder.GetRandomNumber(4, "Random World Age - Lua");
	end

	plotTypes = GeneratePlotTypes(world_age);
	terrainTypes = GenerateTerrainTypes(plotTypes, g_iW, g_iH, g_iFlags, false, temperature);
	ApplyBaseTerrain(plotTypes, terrainTypes, g_iW, g_iH);
	
	AreaBuilder.Recalculate();
	TerrainBuilder.AnalyzeChokepoints();
	TerrainBuilder.StampContinents();

	local iContinentBoundaryPlots = GetContinentBoundaryPlotCount(g_iW, g_iH);
	local biggest_area = Areas.FindBiggestArea(false);
	print("After Adding Hills: ", biggest_area:GetPlotCount());
	AddTerrainFromContinents(plotTypes, terrainTypes, world_age, g_iW, g_iH, iContinentBoundaryPlots);

	AreaBuilder.Recalculate();

	-- River generation is affected by plot types, originating from highlands and preferring to traverse lowlands.
	AddRivers();
	
	-- Lakes would interfere with rivers, causing them to stop and not reach the ocean, if placed any sooner.
	local numLargeLakes = GameInfo.Maps[Map.GetMapSize()].Continents
	AddLakes(numLargeLakes);

	AddFeatures();
	TerrainBuilder.AnalyzeChokepoints();
	
	print("Adding cliffs");
	AddCliffs(plotTypes, terrainTypes);

	local args = {
		numberToPlace = GameInfo.Maps[Map.GetMapSize()].NumNaturalWonders,
	};
	local nwGen = NaturalWonderGenerator.Create(args);
	
	AddFeaturesFromContinents();
	MarkCoastalLowlands();
	
	--for i = 0, (g_iW * g_iH) - 1, 1 do
		--pPlot = Map.GetPlotByIndex(i);
		--print ("i: plotType, terrainType, featureType: " .. tostring(i) .. ": " .. tostring(plotTypes[i]) .. ", " .. tostring(terrainTypes[i]) .. ", " .. tostring(pPlot:GetFeatureType(i)));
	--end
	local resourcesConfig = MapConfiguration.GetValue("resources");
	local startconfig = MapConfiguration.GetValue("start"); -- Get the start config
	local args = {
		resources = resourcesConfig,
		START_CONFIG = startConfig,
	};
	local resGen = ResourceGenerator.Create(args);

	print("Creating start plot database.");
	
	-- START_MIN_Y and START_MAX_Y is the percent of the map ignored for major civs' starting positions.
	local args = {
		MIN_MAJOR_CIV_FERTILITY = 175,
		MIN_MINOR_CIV_FERTILITY = 50, 
		MIN_BARBARIAN_FERTILITY = 1,
		START_MIN_Y = 15,
		START_MAX_Y = 15,
		START_CONFIG = startconfig,
	};
	local start_plot_database = AssignStartingPlots.Create(args)

	local GoodyGen = AddGoodies(g_iW, g_iH);
end


-------------------------------------------------------------------------------
function GeneratePlotTypes(world_age)
	print("Generating Plot Types");
	local plotTypes = {};
	
	local sea_level_low = 67;
	local sea_level_normal = 74;
	local sea_level_high = 80;
	local extra_mountains = 0;
	local adjust_plates = 1.0;
	local shift_plot_types = true;
	local hills_ridge_flags = g_iFlags;
	local peaks_ridge_flags = g_iFlags;
	local has_center_rift = false;

	--	local sea_level
    local sea_level = MapConfiguration.GetValue("sea_level");
	local water_percent;
	local water_percent_modifier = 0;
	if sea_level == 1 then -- Low Sea Level
		water_percent = sea_level_low
		water_percent_modifier = -4
	elseif sea_level == 2 then -- Normal Sea Level
		water_percent =sea_level_normal
		water_percent_modifier = 4;
	elseif sea_level == 3 then -- High Sea Level
		water_percent = sea_level_high
	else
		water_percent = TerrainBuilder.GetRandomNumber(sea_level_high- sea_level_low, "Random Sea Level - Lua") + sea_level_low  + 1 ;
		water_percent_modifier = TerrainBuilder.GetRandomNumber(9, "Random Sea Level - Lua") - 4;
	end

	-- Set values for hills and mountains according to World Age chosen by user.
	local adjustment = world_age;
	if world_age <= world_age_old  then -- 5 Billion Years
		adjust_plates = adjust_plates * 0.75;
	elseif world_age >= world_age_new then -- 3 Billion Years
		adjust_plates = adjust_plates * 1.5;
	else -- 4 Billion Years
	end

	local hillsBottom1 = 28 - adjustment;
	local hillsTop1 = 28 + adjustment;
	local hillsBottom2 = 72 - adjustment;
	local hillsTop2 = 72 + adjustment;
	local hillsClumps = 1 + adjustment;
	local hillsNearMountains = 91 - (adjustment * 2) - extra_mountains;
	local mountains = 97 - adjustment - extra_mountains;

	local polar =  true;

	local fracFlags = {};

	fracFlags.FRAC_POLAR = true;
	local MapSizeTypes = {};
	for row in GameInfo.Maps() do
		MapSizeTypes[row.MapSizeType] = row.PlateValue;
	end
	local sizekey = Map.GetMapSize();
	local numPlates = MapSizeTypes[sizekey] or 4;

	local continent_grain = 2;
	local rift_grain = -1;

	local riftsFrac = Fractal.Create(g_iW, g_iH, rift_grain, {}, 6, 5);
	g_continentsFrac = Fractal.CreateRifts(g_iW, g_iH, continent_grain, fracFlags, riftsFrac, 6, 5);
	g_continentsFrac:BuildRidges(numPlates, {}, 1, 2);
	
	hillsFrac = Fractal.Create(g_iW, g_iH, continent_grain, {}, 6, 5);
	mountainsFrac = Fractal.Create(g_iW, g_iH, continent_grain, {}, 6, 5);
	hillsFrac:BuildRidges(numPlates, g_iFlags, 1, 2);
	mountainsFrac:BuildRidges(numPlates * 2/3, g_iFlags, 6, 1);
	local iWaterThreshold = g_continentsFrac:GetHeight(water_percent);	
	local iHillsBottom1 = hillsFrac:GetHeight(hillsBottom1);
	local iHillsTop1 = hillsFrac:GetHeight(hillsTop1);
	local iHillsBottom2 = hillsFrac:GetHeight(hillsBottom2);
	local iHillsTop2 = hillsFrac:GetHeight(hillsTop2);
	local iHillsClumps = mountainsFrac:GetHeight(hillsClumps);
	local iHillsNearMountains = mountainsFrac:GetHeight(hillsNearMountains);
	local iMountainThreshold = mountainsFrac:GetHeight(mountains);
	local iPassThreshold = hillsFrac:GetHeight(hillsNearMountains);
	local iMountain100 = mountainsFrac:GetHeight(100);
	local iMountain99 = mountainsFrac:GetHeight(99);
	local iMountain97 = mountainsFrac:GetHeight(97);
	local iMountain95 = mountainsFrac:GetHeight(95);

	for x = 0, g_iW - 1 do
		for y = 0, g_iH - 1 do
			local i = y * g_iW + x + 1;
			local val = g_continentsFrac:GetHeight(x, y);
			local mountainVal = mountainsFrac:GetHeight(x, y);
			local hillVal = hillsFrac:GetHeight(x, y);
			local pPlot = Map.GetPlotByIndex(i);
	
			if(val <= iWaterThreshold) then
				plotTypes[i] = g_PLOT_TYPE_OCEAN;
				TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_OCEAN);  -- temporary setting so can calculate areas

				if (mountainVal == iMountain100) then -- Isolated peak in the ocean
					plotTypes[i] = g_PLOT_TYPE_MOUNTAIN;
					TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
				elseif (mountainVal == iMountain99) then
					plotTypes[i] = g_PLOT_TYPE_HILLS;
					TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
				elseif (mountainVal == iMountain97) or (mountainVal == iMountain95) then
					plotTypes[i] = g_PLOT_TYPE_LAND;
					TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
				end
			else
				if (mountainVal >= iMountainThreshold) then
					if (hillVal >= iPassThreshold) then -- Mountain Pass though the ridgeline - Brian
						plotTypes[i] = g_PLOT_TYPE_HILLS;
						TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
					else -- Mountain
						plotTypes[i] = g_PLOT_TYPE_MOUNTAIN;
						TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
					end
				elseif (mountainVal >= iHillsNearMountains) then
					plotTypes[i] = g_PLOT_TYPE_HILLS;
					TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
				else
					if ((hillVal >= iHillsBottom1 and hillVal <= iHillsTop1) or (hillVal >= iHillsBottom2 and hillVal <= iHillsTop2)) then
						plotTypes[i] = g_PLOT_TYPE_HILLS;
						TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
					else
						plotTypes[i] = g_PLOT_TYPE_LAND;
						TerrainBuilder.SetTerrainType(pPlot, g_TERRAIN_TYPE_DESERT);  -- temporary setting so can calculate areas
					end
				end
			end
		end
	end
	
	ShiftPlotTypes(plotTypes);
	AreaBuilder.Recalculate();

	-- Generate Large Islands	
	local args = {};	
	islands = plotTypes;
	args.iWaterPercent = 75 + water_percent_modifier;
	args.iRegionWidth = math.ceil(g_iW);
	args.iRegionHeight = math.ceil(g_iH);
	args.iRegionWestX = math.floor(0);
	args.iRegionSouthY = math.floor(0);
	args.iRegionGrain = 2;
	args.iRegionHillsGrain = 4;
	args.iRegionPlotFlags = g_iFlags;
	args.iRegionPlotFlags = {FRAC_POLAR = true};
	args.iRegionFracXExp = 6;
	args.iRegionFracYExp = 5;
	plotTypes = GenerateFractalLayerWithoutHills(args, plotTypes);

	ShiftPlotTypes(plotTypes);
	AreaBuilder.Recalculate();

	local args = {};
	world_age = world_age;
	args.world_age = world_age;
	args.iW = g_iW;
	args.iH = g_iH
	args.iFlags = g_iFlags;
	args.tectonic_islands = false;
	args.blendRidge = 10;
	args.blendFract = 1;
	args.extra_mountains = 10;
	mountainRatio = 11 + world_age * 2;
	plotTypes = ApplyTectonics(args, plotTypes);
	plotTypes = AddLonelyMountains(plotTypes, mountainRatio);

	return plotTypes;
end

----------------------------------------------------------------------------------
function AddFeatures()
	print("Adding Features");

	-- Get Rainfall setting input by user.
	local rainfall = MapConfiguration.GetValue("rainfall");
	if rainfall == 4 then
		rainfall = 1 + TerrainBuilder.GetRandomNumber(3, "Random Rainfall - Lua");
	end
	
	local args = {rainfall = rainfall}
	featuregen = FeatureGenerator.Create(args);
	featuregen:AddFeatures(true, true);  --second parameter is whether or not rivers start inland);
end

function AddFeaturesFromContinents()
	print("Adding Features from Continents");

	featuregen:AddFeaturesFromContinents();
end

-------------------------------------------------------------------------------
function GenerateFractalLayerWithoutHills (args, plotTypes)
	local args = args or {};
	local plotTypes2 = {};

	-- Handle args or assign defaults.
	local iWaterPercent = args.iWaterPercent or 55;
	local iRegionWidth = args.iRegionWidth; -- Mandatory Parameter, no default
	local iRegionHeight = args.iRegionHeight; -- Mandatory Parameter, no default
	local iRegionWestX = args.iRegionWestX; -- Mandatory Parameter, no default
	local iRegionSouthY = args.iRegionSouthY; -- Mandatory Parameter, no default
	local iRegionGrain = args.iRegionGrain or 1;
	local iRegionPlotFlags = args.iRegionPlotFlags or g_iFlags;
	local iRegionTerrainFlags = g_iFlags; -- Removed from args list.
	local iRegionFracXExp = args.iRegionFracXExp or 6;
	local iRegionFracYExp = args.iRegionFracYExp or 5;
	local iRiftGrain = args.iRiftGrain or -1;
	local bShift = args.bShift or true;
	
	--print("Received Region Data");
	--print(iRegionWidth, iRegionHeight, iRegionWestX, iRegionSouthY, iRegionGrain);
	--print("- - -");
	
	--print("Filled regional table.");
	-- Loop through the region's plots
	for x = 0, iRegionWidth - 1, 1 do
		for y = 0, iRegionHeight - 1, 1 do
			local i = y * iRegionWidth + x + 1; -- Lua arrays start at 1.
			plotTypes2[i] =g_PLOT_TYPE_OCEAN;
		end
	end

	-- Init the land/water fractal
	local regionContinentsFrac;
	if(iRiftGrain > 0 and iRiftGrain < 4) then
		local riftsFrac = Fractal.Create(g_iW, g_iH, rift_grain, {}, iRegionFracXExp, iRegionFracYExp);
		regionContinentsFrac = Fractal.CreateRifts(g_iW, g_iH, iRegionGrain, iRegionPlotFlags, riftsFrac, iRegionFracXExp, iRegionFracYExp);
	else
		regionContinentsFrac = Fractal.Create(g_iW, g_iH, iRegionGrain, iRegionPlotFlags, iRegionFracXExp, iRegionFracYExp);	
	end
	--print("Initialized main fractal");
	local iWaterThreshold = regionContinentsFrac:GetHeight(iWaterPercent);

	-- Loop through the region's plots
	for x = 0, iRegionWidth - 1, 1 do
		for y = 0, iRegionHeight - 1, 1 do
			local i = y * iRegionWidth + x + 1; 
			local val = regionContinentsFrac:GetHeight(x,y);
			if val <= iWaterThreshold or Adjacent(i) == true then
				--do nothing
			else
				plotTypes2[i] = g_PLOT_TYPE_LAND;
			end
		end
	end

	if bShift then
		ShiftPlotTypes(plotTypes);
	end

	print("Shifted Plots - Width: ", iRegionWidth, "Height: ", iRegionHeight);

	-- Apply the region's plots to the global plot array.
	for x = 0, iRegionWidth - 1, 1 do
		local wholeworldX = x + iRegionWestX;
		for y = 0, iRegionHeight - 1, 1 do
			local index = y * iRegionWidth + x + 1
			if plotTypes2[index] ~= g_PLOT_TYPE_OCEAN then
				local wholeworldY = y + iRegionSouthY;
				local i = wholeworldY * g_iW + wholeworldX + 1
				plotTypes[i] = plotTypes2[index];
			end
		end
	end
	--print("Generated Plot Types");

	return plotTypes;
end

-------------------------------------------------------------------------------------------
function Adjacent(index)
	aIslands = islands;
	index = index -1;

	if(aIslands == nil) then
		return false;
	end
	
	if(index < 0) then
		return false
	end

	local plot = Map.GetPlotByIndex(index);
	if(aIslands[index] ~= nil and aIslands[index] == g_PLOT_TYPE_LAND) then
		return true;
	end

	for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
		local adjacentPlot = Map.GetAdjacentPlot(plot:GetX(), plot:GetY(), direction);
		if(adjacentPlot ~= nil) then
			local newIndex = adjacentPlot:GetIndex();
			if(aIslands  ~= nil and aIslands[newIndex] == g_PLOT_TYPE_LAND) then
				return true;
			end
		end
	end

	return false;
end
Thanks
 
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