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use rand::{Rng, seq::SliceRandom};
use crate::{
grid::WorldSizeType,
map_parameters::Rainfall,
ruleset::Ruleset,
tile_component::{BaseTerrain, Feature, TerrainType},
tile_map::{MapParameters, TileMap},
};
impl TileMap {
/// Add features to the tile map.
pub fn add_features(&mut self, map_parameters: &MapParameters, ruleset: &Ruleset) {
let grid = self.world_grid.grid;
let rainfall = match map_parameters.rainfall {
Rainfall::Arid => -4,
Rainfall::Normal => 0,
Rainfall::Wet => 4,
Rainfall::Random => self.random_number_generator.random_range(-5..=5),
};
let equator_adjustment = 0;
let mut jungle_percent = 12;
let mut forest_percent = 18;
let mut marsh_percent = 3;
let mut oasis_percent = 1;
jungle_percent += rainfall;
forest_percent += rainfall;
marsh_percent += rainfall / 2;
oasis_percent += rainfall / 4;
let equator = equator_adjustment;
let jungle_max_percent = jungle_percent;
let forest_max_percent = forest_percent;
let marsh_max_percent = marsh_percent;
let oasis_max_percent = oasis_percent;
let mut forest_count = 0;
let mut jungle_count = 0;
let mut marsh_count = 0;
let mut oasis_count = 0;
let mut num_land_tiles = 0;
let jungle_bottom = equator - (jungle_percent as f64 * 0.5).ceil() as i32;
let jungle_top = equator + (jungle_percent as f64 * 0.5).ceil() as i32;
for tile in self.all_tiles() {
let latitude = tile.latitude(grid);
/* **********start to add ice********** */
if tile.is_impassable(self, ruleset) {
continue;
} else if tile.terrain_type(self) == TerrainType::Water {
if !tile.has_river(self)
&& ruleset.features["Ice"]
.occurs_on_type
.contains(&tile.terrain_type(self))
&& ruleset.features["Ice"]
.occurs_on_base
.contains(&tile.base_terrain(self))
&& latitude > 0.78
{
let mut score = self.random_number_generator.random_range(0..100) as f64;
score += latitude * 100.;
if tile
.neighbor_tiles(grid)
.any(|tile| tile.terrain_type(self) != TerrainType::Water)
{
score /= 2.0;
}
let a = tile
.neighbor_tiles(grid)
.filter(|tile| tile.feature(self) == Some(Feature::Ice))
.count();
score += 10. * a as f64;
if score > 130. {
tile.set_feature(self, Feature::Ice);
}
}
}
/* **********the end of add ice********** */
else {
/* **********start to add Floodplain********** */
num_land_tiles += 1;
if tile.has_river(self)
&& ruleset.features["Floodplain"]
.occurs_on_type
.contains(&tile.terrain_type(self))
&& ruleset.features["Floodplain"]
.occurs_on_base
.contains(&tile.base_terrain(self))
{
tile.set_feature(self, Feature::Floodplain);
continue;
}
/* **********the end of add Floodplain********** */
/* **********start to add oasis********** */
else if ruleset.features["Oasis"]
.occurs_on_type
.contains(&tile.terrain_type(self))
&& ruleset.features["Oasis"]
.occurs_on_base
.contains(&tile.base_terrain(self))
&& (oasis_count as f64 * 100. / num_land_tiles as f64).ceil() as i32
<= oasis_max_percent
&& self.random_number_generator.random_range(0..4) == 1
{
tile.set_feature(self, Feature::Oasis);
oasis_count += 1;
continue;
}
/* **********the end of add oasis********** */
/* **********start to add march********** */
if ruleset.features["Marsh"]
.occurs_on_type
.contains(&tile.terrain_type(self))
&& ruleset.features["Marsh"]
.occurs_on_base
.contains(&tile.base_terrain(self))
&& (marsh_count as f64 * 100. / num_land_tiles as f64).ceil() as i32
<= marsh_max_percent
{
let mut score = 300;
let a = tile
.neighbor_tiles(grid)
.filter(|tile| tile.feature(self) == Some(Feature::Marsh))
.count();
match a {
0 => (),
1 => score += 50,
2 | 3 => score += 150,
4 => score -= 50,
_ => score -= 200,
};
if self.random_number_generator.random_range(0..300) <= score {
tile.set_feature(self, Feature::Marsh);
marsh_count += 1;
continue;
}
};
/* **********the end of add march********** */
/* **********start to add jungle********** */
if ruleset.features["Jungle"]
.occurs_on_type
.contains(&tile.terrain_type(self))
&& ruleset.features["Jungle"]
.occurs_on_base
.contains(&tile.base_terrain(self))
&& (jungle_count as f64 * 100. / num_land_tiles as f64).ceil() as i32
<= jungle_max_percent
&& (latitude >= jungle_bottom as f64 / 100.
&& latitude <= jungle_top as f64 / 100.)
{
let mut score = 300;
let a = tile
.neighbor_tiles(grid)
.filter(|tile| tile.feature(self) == Some(Feature::Jungle))
.count();
match a {
0 => (),
1 => score += 50,
2 | 3 => score += 150,
4 => score -= 50,
_ => score -= 200,
};
if self.random_number_generator.random_range(0..300) <= score {
tile.set_feature(self, Feature::Jungle);
if tile.terrain_type(self) == TerrainType::Hill
&& matches!(
tile.base_terrain(self),
BaseTerrain::Grassland | BaseTerrain::Plain
)
{
tile.set_base_terrain(self, BaseTerrain::Plain);
} else {
tile.set_terrain_type(self, TerrainType::Flatland);
tile.set_base_terrain(self, BaseTerrain::Plain);
}
jungle_count += 1;
continue;
}
}
/* **********the end of add jungle********** */
/* **********start to add forest********** */
if ruleset.features["Forest"]
.occurs_on_type
.contains(&tile.terrain_type(self))
&& ruleset.features["Forest"]
.occurs_on_base
.contains(&tile.base_terrain(self))
&& (forest_count as f64 * 100. / num_land_tiles as f64).ceil() as i32
<= forest_max_percent
{
let mut score = 300;
let a = tile
.neighbor_tiles(grid)
.filter(|tile| tile.feature(self) == Some(Feature::Forest))
.count();
match a {
0 => (),
1 => score += 50,
2 | 3 => score += 150,
4 => score -= 50,
_ => score -= 200,
};
if self.random_number_generator.random_range(0..300) <= score {
tile.set_feature(self, Feature::Forest);
forest_count += 1;
continue;
}
}
/* **********the end of add forest********** */
}
}
/* **********start to add atolls********** */
self.add_atolls();
/* **********the end of add atolls********** */
}
/// Add [`Feature::Atoll`] to the tile map.
fn add_atolls(&mut self) {
let grid = self.world_grid.grid;
let biggest_water_area_id = self.get_biggest_water_area_id();
let num_tiles = self.area_list[biggest_water_area_id].size;
// If the biggest water area is too small, we can't place any atolls.
if num_tiles <= grid.size.area() / 4 {
return;
}
let atoll_target = match self.world_grid.world_size_type {
WorldSizeType::Duel => 2,
WorldSizeType::Tiny => 4,
WorldSizeType::Small => 5,
WorldSizeType::Standard => 7,
WorldSizeType::Large => 9,
WorldSizeType::Huge => 12,
};
let atoll_number =
atoll_target + self.random_number_generator.random_range(0..atoll_target);
let mut alpha_list = Vec::new();
let mut beta_list = Vec::new();
let mut gamma_list = Vec::new();
let mut delta_list = Vec::new();
let mut epsilon_list = Vec::new();
for tile in self.all_tiles() {
if tile.base_terrain(self) == BaseTerrain::Coast
&& tile.feature(self) != Some(Feature::Ice)
{
// Collect all neighboring tiles that satisfy these conditions:
// - Terrain: Hill or Flatland
// - Base terrain: Neither Tundra nor Snow
// - Feature: Not Ice
let neighbor_tile_list: Vec<_> = tile
.neighbor_tiles(grid)
.filter(|neighbor| {
matches!(
neighbor.terrain_type(self),
TerrainType::Hill | TerrainType::Flatland
) && neighbor.base_terrain(self) != BaseTerrain::Tundra
&& neighbor.base_terrain(self) != BaseTerrain::Snow
&& neighbor.feature(self) != Some(Feature::Ice)
})
.collect();
// If there's exactly one valid neighbor, we can consider it as a candidate for an atoll.
if neighbor_tile_list.len() == 1 {
let neighbor_tile = neighbor_tile_list[0];
let area_id = neighbor_tile.area_id(self);
let adjacent_land_area_size = self.area_list[area_id].size;
match adjacent_land_area_size {
76.. => continue,
41..=75 => epsilon_list.push(tile),
17..=40 => delta_list.push(tile),
8..=16 => gamma_list.push(tile),
3..=7 => beta_list.push(tile),
1..=2 => alpha_list.push(tile),
_ => unreachable!(),
}
}
}
}
alpha_list.shuffle(&mut self.random_number_generator);
beta_list.shuffle(&mut self.random_number_generator);
gamma_list.shuffle(&mut self.random_number_generator);
delta_list.shuffle(&mut self.random_number_generator);
epsilon_list.shuffle(&mut self.random_number_generator);
// Determine maximum number able to be placed, per candidate category.
let mut max_alpha = alpha_list.len().div_ceil(4);
let mut max_beta = beta_list.len().div_ceil(5);
let mut max_gamma = gamma_list.len().div_ceil(4);
let mut max_delta = delta_list.len().div_ceil(3);
let mut max_epsilon = epsilon_list.len().div_ceil(4);
let mut alpha_list_iter = alpha_list.into_iter();
let mut beta_list_iter = beta_list.into_iter();
let mut gamma_list_iter = gamma_list.into_iter();
let mut delta_list_iter = delta_list.into_iter();
let mut epsilon_list_iter = epsilon_list.into_iter();
for _ in 0..atoll_number {
let diceroll = self.random_number_generator.random_range(1..=100);
let tile;
match diceroll {
1..=40 if max_alpha > 0 => {
tile = alpha_list_iter.next();
max_alpha -= 1;
}
41..=65 => {
if max_beta > 0 {
tile = beta_list_iter.next();
max_beta -= 1;
} else if max_alpha > 0 {
tile = alpha_list_iter.next();
max_alpha -= 1;
} else {
// Unable to place this Atoll
continue;
}
}
66..=80 => {
if max_gamma > 0 {
tile = gamma_list_iter.next();
max_gamma -= 1;
} else if max_beta > 0 {
tile = beta_list_iter.next();
max_beta -= 1;
} else if max_alpha > 0 {
tile = alpha_list_iter.next();
max_alpha -= 1;
} else {
// Unable to place this Atoll
continue;
}
}
81..=90 => {
if max_delta > 0 {
tile = delta_list_iter.next();
max_delta -= 1;
} else if max_gamma > 0 {
tile = gamma_list_iter.next();
max_gamma -= 1;
} else if max_beta > 0 {
tile = beta_list_iter.next();
max_beta -= 1;
} else if max_alpha > 0 {
tile = alpha_list_iter.next();
max_alpha -= 1;
} else {
// Unable to place this Atoll
continue;
}
}
_ => {
// This case should happen in 2 conditions:
// 1. diceroll in [91..=100];
// 2. diceroll in [1..=40] but max_alpha == 0
if max_epsilon > 0 {
tile = epsilon_list_iter.next();
max_epsilon -= 1;
} else if max_delta > 0 {
tile = delta_list_iter.next();
max_delta -= 1;
} else if max_gamma > 0 {
tile = gamma_list_iter.next();
max_gamma -= 1;
} else if max_beta > 0 {
tile = beta_list_iter.next();
max_beta -= 1;
} else if max_alpha > 0 {
tile = alpha_list_iter.next();
max_alpha -= 1;
} else {
// Unable to place this Atoll
continue;
}
}
}
// Place the Atoll on the tile
if let Some(tile) = tile {
tile.set_feature(self, Feature::Atoll);
}
}
}
/// Returns the ID of the biggest water area.
fn get_biggest_water_area_id(&self) -> usize {
self.area_list
.iter()
.filter(|area| area.is_water)
.max_by_key(|area| area.size)
.expect("No area found!") // Ensure that there's at least one area.
.id
}
}