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https://github.com/wesnoth/wesnoth
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The Perl random-map generator is both obsolete
(only does the old single-letter format) and redundant (there's a better-maintained one in C++ now). Furthermore nobody seems to have cared about it since 2003. And I'm trying to remove cruft from the internal toolset, so away it goes.
This commit is contained in:
parent
e004538423
commit
a8e799793c
@ -1,677 +0,0 @@
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#!/usr/bin/perl
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## Random map generator for wesnoth
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#
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# Copyright 2003 J.R. Blain
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# Released under the gnu gpl v2 or later.
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#
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# Todo:
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# Insert proper gpl notice here.
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# Make it do the new map multi-letter map format
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# clean it up some, add some comments, make it produce
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# WML for the map, some form of interface (perl-gtk?) to allow
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# setting map parameters.
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# Reorganize settings variables to make more sense, remove
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# unused crap.
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# Add river/road support.
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# ansi-ize the map
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#
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# Changelog:
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#
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# Nov 18 2003 (Cowboy)
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# - Cleaned up a little after Miyo :)
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# - switched some if ($foo => $bar) to if ($foo >= $bar)
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# so it doesn't think it's a hash assignment
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# and throw a stupid warning.
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#
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# - Updated to clean up some routines,
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# - remove an endless loop (not sure if it was mine or miyos)
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# - added "snow"
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# - updated _scan_ring to handle invalid ranges better. (faster)
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#
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# Nov 18 2003 (Miyo)
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# - added '#!/usr/bin/perl -w'
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# - implemented Getops::Long
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# - usage|help
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# - enable/disable towns
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# - selectable base terrain type
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# - configurable terrain leveling
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#
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# Nov 17 2003
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# - Better comments
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# - Updated proximity scanning routines
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# They now radiate out in squares to judge
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# distance.
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# - little bit of code cleanup in various places.
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# - fixed up castle placing mostly. Still has an
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# issue where it's placing them too close to edges
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# at times.
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#
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# Nov 16 2003
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# - initial release
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use strict;
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use warnings;
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use List::Util qw( shuffle );
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use POSIX qw( ceil );
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use Getopt::Long;
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use vars qw( $PARAMS $MAP $NUMBERS $DIRMAP $SQUARES );
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$NUMBERS = {
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terrain => {
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grassland => {
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percent => 0,
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type => 'g',
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mod => 'round',
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},
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forests => {
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percent => 25,
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type => 'f',
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mod => 'round',
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},
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mountains => {
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percent => 10,
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type => 'm',
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mod => 'round',
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},
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deserts => {
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percent => 10,
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type => 'd',
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mod => 'round',
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},
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shallows => {
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percent => 10,
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type => 'c',
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mod => 'round',
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},
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hills => {
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percent => 10,
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type => 'h',
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mod => 'round',
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},
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snow => {
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percent => 5,
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type => 'S',
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mod => 'round',
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},
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},
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towns => {
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squares_per_town => 6 * 6, # 1 town in this many squares.
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min_town_distance => 2, # at least 3 squares from another town.
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type => 't',
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},
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players => {
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count => 4,
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preferred_distance => 30,
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decrement_unit => 1,
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},
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};
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$PARAMS = {
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map_size => '64x64',
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base_type => 'g', # fill any remaining map spots with this type.
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towns => 1,
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castles => 1,
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usage => 0,
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verbose => 0,
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leveling => 2,
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};
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GetOptions (
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'size=s' => \$PARAMS->{map_size},
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'grassland=i' => \$NUMBERS->{terrain}{grassland}{percent},
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'forest=i' => \$NUMBERS->{terrain}{forests}{percent},
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'mountains=i' => \$NUMBERS->{terrain}{mountains}{percent},
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'desert=i' => \$NUMBERS->{terrain}{deserts}{percent},
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'shallow=i' => \$NUMBERS->{terrain}{shallows}{percent},
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'snow=i' => \$NUMBERS->{terrain}{snow}{percent},
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'hills=i' => \$NUMBERS->{terrain}{hills}{percent},
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'players=i' => \$NUMBERS->{players}{count},
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'playerdist=i' => \$NUMBERS->{players}{preferred_distance},
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'towns!' => \$PARAMS->{towns},
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'towndist=i' => \$NUMBERS->{towns}{min_town_distance},
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'townspt=i' => \$NUMBERS->{towns}{squares_per_town},
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'baseterrain=s' => \$PARAMS->{base_type},
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'leveling=i' => \$PARAMS->{leveling},
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'help|usage' => \$PARAMS->{usage},
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'verbose' => \$PARAMS->{verbose},
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) || usage();
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( $PARAMS->{height}, $PARAMS->{width} ) = split /x/,$PARAMS->{map_size};
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# not used yet, thoughts for the future.
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$SQUARES = {
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m => {
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passable => 0,
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},
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C => {
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passable => 1,
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},
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d => {
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passable => 1,
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},
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c => {
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passable => 1,
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pass_types => {
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R => 'b', # if crossing a river, use a bridge
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}
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},
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s => {
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passable => 0,
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},
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g => {
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passable => 1,
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},
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R => {
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passable => 1,
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pass_types => {
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c => 'b', # water + roads make bridges
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}
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}
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};
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# $DIRMAP -> used to provide a map of 'general'
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# directions for things like rivers, roads, ect.
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# north could mean north, north-east, or north-west,
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# ect. This allows rivers/roads (and other things that
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# use this approximate direction stuff) to meander a little
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# while staying mostly true to course.
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$DIRMAP = {
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0 => { 7 => 1, 0 => 1, 1 => 1 },
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1 => { 0 => 1, 1 => 1, 2 => 1 },
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2 => { 1 => 1, 2 => 1, 3 => 1 },
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3 => { 2 => 1, 3 => 1, 4 => 1 },
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4 => { 3 => 1, 4 => 1, 5 => 1 },
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5 => { 4 => 1, 5 => 1, 6 => 1 },
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6 => { 5 => 1, 6 => 1, 7 => 1 },
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7 => { 6 => 1, 7 => 1, 0 => 1 },
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};
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#
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# Terrain types:
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# d => desert
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# R => road
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# g => grass
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# m => mountains
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# f => forests
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# c => coast (or river)
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# the map is a 2 dimensional grid.
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#
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# 0123456
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# 0 y
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# 1 X yy
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# 2 X
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# 3
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# 4
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# 5
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$MAP = [];
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usage() if $PARAMS->{usage} == 1;
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generate_base_map();
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add_terrain();
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fill_map();
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if ( $PARAMS->{leveling} >= 1 ) {
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my $t = 1;
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while ($t <= $PARAMS->{leveling}) {
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warn "Leveling...\n" if $PARAMS->{verbose};
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level_terrain();
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++$t;
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}
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}
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add_towns() if $PARAMS->{towns};
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add_castles() if $NUMBERS->{players}->{count} >= 1;
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print_map();
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sub usage {
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abort_with_error("
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usage: random_map.pl [ OPTIONS ]
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-help|usage give this help
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-verbose print more information
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-size NUMxNUM set map size, height x width (default=64x64)
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-leveling NUM set number of terrain levelings to occur (default=2)
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-players NUM set number of player (default=8)
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-playerdist NUM set preferred distance between players (default=30)
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-notowns disable towns
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-towndist set minimun distance between towns (default=2)
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-baseterrain CHAR set base terrain type (default=g)
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-grassland NUM set grassland % (default=0)
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-forest NUM set forest % (default=10)
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-mountains NUM set mountain % (default=10)
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-desert NUM set desert % (default=10)
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-shallow NUM set shallow water % (default=10)
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-hills NUM set hills % (default=10)
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-snow NUM set snow % (default=5)
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\n");
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}
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sub abort_with_error {
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die @_;
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}
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sub add_terrain {
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foreach my $key (keys %{ $NUMBERS->{terrain} }) {
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if ($NUMBERS->{terrain}->{$key}->{mod} eq 'round') {
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my $x = 0;
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my ($counts,$avg_size) = _get_min_max_sizes($key);
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while ($x < $counts) {
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place_round(
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int(rand($PARAMS->{width})),
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int(rand($PARAMS->{height})),
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$avg_size,
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$NUMBERS->{terrain}->{$key}->{type});
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++$x;
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}
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}
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}
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}
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sub add_towns {
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warn "add_towns\n" if $PARAMS->{verbose};
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my $towns = ceil(($PARAMS->{height} * $PARAMS->{width}) / $NUMBERS->{towns}->{squares_per_town});
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my $x = 1;
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while ($x <= $towns) {
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my $y = 1;
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# 200 tries to place a town.
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warn "trying to place town\n" if $PARAMS->{verbose};
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while ($y <= 200) {
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my $plx = int(rand($PARAMS->{height}));
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my $ply = int(rand($PARAMS->{width}));
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if (
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_town_ok_to_place (
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$plx,
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$ply,
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$NUMBERS->{towns}->{type},
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$NUMBERS->{towns}->{min_town_distance}
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)
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) {
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$MAP->[$plx]->[$ply] = $NUMBERS->{towns}->{type};
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warn "placed town at $plx $ply\n" if $PARAMS->{verbose};
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$y = 200; # will exit us from the loop here.
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}
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else {
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warn "town not ok: $y\n" if $PARAMS->{verbose};
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}
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++$y;
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}
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warn "next town\n" if $PARAMS->{verbose};
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++$x;
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}
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}
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sub add_castles {
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warn "add_castles\n" if $PARAMS->{verbose};
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my $castle_count = $NUMBERS->{players}->{count};
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my $x = 1;
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while ($x <= $castle_count) {
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my $cur_distance = $NUMBERS->{players}->{preferred_distance};
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my $done = 0;
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while ($cur_distance > 1 && !$done) {
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my $y = 1;
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# 200 tries to place a castle.
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while ($y <= 200) {
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my $plx = int(rand($PARAMS->{height}));
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my $ply = int(rand($PARAMS->{width}));
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if (
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_castle_ok_to_place (
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$plx,
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$ply,
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$cur_distance
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)
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) {
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surround(
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$plx,
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$ply,
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'C');
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$MAP->[$plx]->[$ply] = $x;
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$y = 200; # will exit us from the loop here.
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$done = 1;
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}
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++$y;
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}
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$cur_distance -= $NUMBERS->{players}->{decrement_unit};
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}
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if (!$done) {
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die "Something screwed up, could not place castle $x\n";
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}
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++$x;
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}
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}
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sub _get_min_max_sizes {
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my ($terrain) = shift;
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my $total_squares = $PARAMS->{width} * $PARAMS->{height};
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my $total_terrain_size = $total_squares * ($NUMBERS->{terrain}->{$terrain}->{percent} / 100);
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my $counts = int(rand(5)) + 3;
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my $avg_size = $total_terrain_size / $counts;
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return ($counts,$avg_size);
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}
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sub _town_ok_to_place {
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my ($x,$y,$type,$search_dist) = @_;
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warn "checking town\n" if $PARAMS->{verbose};
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# searches circular until it finds a matching terrain type.
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# returns undef if it can't find one. Note, this routine
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# is a bit of a hog.
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# simple check, are we on top of one?
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if ($MAP->[$x]->[$y] eq $type) {
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return undef;
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}
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warn "$x $y $search_dist $type\n" if $PARAMS->{verbose};
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if (_scan_ring($x,$y,$search_dist,$type)) {
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return undef;
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}
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return 1;
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}
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sub _castle_ok_to_place {
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my ($x,$y,$search_dist) = @_;
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# searches circular until it finds a matching terrain type.
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# returns undef if it can't find one. Note, this routine
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# is a bit of a hog.
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# simple check, are we on top of one?
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if (_is_castle($MAP->[$x]->[$y])) {
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return undef;
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}
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if (_scan_border($x,$y,4)) {
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# at least 4 squares from the map edge.
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return undef;
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}
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if (_scan_ring($x,$y,$search_dist,'castle')) {
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return undef;
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}
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return 1;
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}
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sub _scan_border {
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my ($x,$y,$dist) = @_;
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unless ($MAP->[$x + $dist + 1]->[$y + $dist + 1]) {
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return 1;
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}
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unless ($MAP->[$x - $dist]->[$y - $dist]) {
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return 1;
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}
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return undef;
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}
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# scans in a ring around location looking
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# for a specific type of terrain.
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# if it finds it, it returns true,
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# otherwise, returns undef.
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# used by place town, place castle
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sub _scan_ring {
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my ($x,$y,$dist,$type) = @_;
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# first we build a list of all the
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# x,y locations that match our ring.
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#
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my $sx = $x - $dist; # starting x point
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my $sy = $y - $dist; # starting y point
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my $ex = $x + $dist; # ending x point
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my $ey = $y + $dist; # ending y point
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my $cx = $sx;
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while ($cx <= $ex) {
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warn "Looping through $cx\n" if $PARAMS->{verbose};
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if ($cx >= 0 && $cx < $PARAMS->{height}) {
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my $cy = $sy;
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while ($cy <= $ey) {
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if ($cy >= 0 && $cy < $PARAMS->{width}) {
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if ($MAP->[$cx]->[$cy] && $type eq 'castle' && _is_castle($MAP->[$cx]->[$cy])) {
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return 1;
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}
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if ($MAP->[$cx]->[$cy] && $type eq $MAP->[$cx]->[$cy]) {
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return 1;
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}
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}
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++$cy;
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}
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}
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$cx++;
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}
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return undef;
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}
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# just a nicely named routine to keep from using
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# regular expressions all over.
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sub _is_castle {
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my ($type) = @_;
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if ($type =~ /^\d$/) {
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return 1;
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}
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return undef;
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}
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sub surround {
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my ($x,$y,$type) = @_;
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my @dirs = (0,1,2,3,4,5,6,7,8);
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foreach my $dir (@dirs) {
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my ($bx,$by) = _move_direction($x,$y,$dir);
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if (defined($bx) && defined($by)) {
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$MAP->[$bx]->[$by] = $type;
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}
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}
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}
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#
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# place an object
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# with a general round shape.
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# This includes forests, mountains,
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# ect. This works by choosing a center point
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# and then expanding around it in an almost circular
|
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# pattern.
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#
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# Takes 4 params:
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# starting X, starting Y, size (hexes), type (f,m,ect)
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#
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sub place_round {
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my ($x,$y,$size,$type) = @_;
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my $count = 1;
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my $cust = 0;
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while ($count <= $size) {
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if ($cust == 8) {
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$cust = 0;
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}
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if (int(rand(6))) {
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$cust = int(rand(8));
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}
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my %result = _get_next_map_square(x => $x, y => $y, dir => $cust);
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if (defined($result{x}) && defined($result{y})) {
|
||||
$MAP->[$result{x}]->[$result{y}] = $type;
|
||||
($x,$y) = ($result{x},$result{y});
|
||||
}
|
||||
else {
|
||||
}
|
||||
++$count;
|
||||
++$cust;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
# dummy sub for now
|
||||
sub _is_placeable {
|
||||
return 1;
|
||||
}
|
||||
|
||||
# this routine checks each square on the map,
|
||||
# and "levels" it. an individual grassland,
|
||||
# surrounded totally by mountains, will become a mountain.
|
||||
# any terrain feature with less than 2 of it's own type
|
||||
# near it, becomes the predominant feature of the terrain
|
||||
# nearby.
|
||||
# It's sorta an ugly fix to some of the randomness issues,
|
||||
# but thus far has seemed to work out ok.
|
||||
sub level_terrain {
|
||||
my $height = $PARAMS->{height};
|
||||
my $width = $PARAMS->{width};
|
||||
$height--;
|
||||
$width--;
|
||||
my $x = 0;
|
||||
while ($x <= $height) {
|
||||
my $y = 0;
|
||||
while ($y <= $height) {
|
||||
_level_terrain($x,$y);
|
||||
++$y;
|
||||
}
|
||||
++$x;
|
||||
}
|
||||
}
|
||||
sub _level_terrain {
|
||||
my ($x,$y) = @_;
|
||||
my @dirs = (0,1,2,3,4,5,6,7);
|
||||
my %counts = ();
|
||||
foreach my $dir (@dirs) {
|
||||
my ($nx,$ny) = _move_direction($x,$y,$dir);
|
||||
if (defined($nx) && defined($ny)) {
|
||||
$counts{$MAP->[$nx]->[$ny]}++;
|
||||
}
|
||||
}
|
||||
unless (defined($counts{$MAP->[$x]->[$y]}) && $counts{$MAP->[$x]->[$y]} > 1) {
|
||||
my @types = sort { $counts{$b} <=> $counts{$a} } keys %counts;
|
||||
$MAP->[$x]->[$y] = $types[0];
|
||||
}
|
||||
}
|
||||
|
||||
sub _move_direction {
|
||||
my ($x,$y,$dir) = @_;
|
||||
if ($dir == 0 && ($x - 1) >= 0 && ($y - 1) >= 0) {
|
||||
--$x;
|
||||
--$y;
|
||||
}
|
||||
# move north if possible.
|
||||
elsif ($dir == 1 && ($x - 1) >= 0) {
|
||||
--$x;
|
||||
}
|
||||
# move north-east if possible.
|
||||
elsif ($dir == 2 && ($x - 1) >= 0 && ($y + 1) < $PARAMS->{width}) {
|
||||
++$y;
|
||||
--$x;
|
||||
}
|
||||
# move east if possible
|
||||
elsif ($dir == 3 && ($y + 1) < $PARAMS->{width}) {
|
||||
++$y;
|
||||
}
|
||||
# move south-east if possible.
|
||||
elsif ($dir == 4 && ($y + 1) < $PARAMS->{width} && ($x + 1) < $PARAMS->{height}) {
|
||||
++$y;
|
||||
++$x;
|
||||
}
|
||||
# move south if possible
|
||||
elsif ($dir == 5 && ($x + 1) < $PARAMS->{height}) {
|
||||
++$x;
|
||||
}
|
||||
# move south-west if possible
|
||||
elsif ($dir == 6 && ($y - 1) >= 0 && ($x + 1) < $PARAMS->{height}) {
|
||||
--$y;
|
||||
++$x;
|
||||
}
|
||||
# move west if possible
|
||||
elsif ($dir == 7 && ($y - 1) >= 0) {
|
||||
--$y;
|
||||
}
|
||||
else {
|
||||
return (undef,undef);
|
||||
}
|
||||
return ($x,$y);
|
||||
}
|
||||
|
||||
sub _get_next_map_square {
|
||||
my %args = @_;
|
||||
|
||||
unless (defined($args{dir})) {
|
||||
$args{dir} = int(rand(8));
|
||||
}
|
||||
my @try_dirs = keys %{ $DIRMAP->{$args{dir}} };
|
||||
|
||||
# shuffle them
|
||||
@try_dirs = shuffle(@try_dirs);
|
||||
|
||||
|
||||
my $x = $args{x};
|
||||
my $y = $args{y};
|
||||
foreach my $dir (@try_dirs) {
|
||||
my ($bx,$by) = _move_direction($x,$y,$dir);
|
||||
if (_is_placeable($bx,$by)) {
|
||||
return ( x => $bx, y => $by );
|
||||
}
|
||||
}
|
||||
return (x => undef, y => undef);
|
||||
}
|
||||
|
||||
|
||||
#
|
||||
# Fills any remaining unused map spaces
|
||||
# with a standard type
|
||||
#
|
||||
|
||||
sub fill_map {
|
||||
my $x = 0;
|
||||
while ($x <= $PARAMS->{height} - 1) {
|
||||
my $y = 0;
|
||||
while ($y <= $PARAMS->{width} - 1) {
|
||||
if ($MAP->[$x]->[$y] eq '@') {
|
||||
$MAP->[$x]->[$y] = $PARAMS->{base_type};
|
||||
}
|
||||
++$y;
|
||||
}
|
||||
++$x;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#
|
||||
# Prints the current map.
|
||||
#
|
||||
sub print_map {
|
||||
my $x = 0;
|
||||
while ($x <= $PARAMS->{height} - 1) {
|
||||
my $y = 0;
|
||||
while ($y <= $PARAMS->{width} - 1) {
|
||||
print $MAP->[$x]->[$y];
|
||||
++$y;
|
||||
}
|
||||
++$x;
|
||||
print "\n";
|
||||
}
|
||||
}
|
||||
#
|
||||
# Generates the base map grids.
|
||||
# This essentially fills out all the $MAP->[x]->[y] values
|
||||
# with dummy characters.
|
||||
#
|
||||
sub generate_base_map {
|
||||
my $x = 0;
|
||||
while ($x <= $PARAMS->{height} - 1) {
|
||||
my $y = 0;
|
||||
$MAP->[$x] = [];
|
||||
while ($y <= $PARAMS->{width} - 1) {
|
||||
$MAP->[$x]->[$y] = '@';
|
||||
++$y;
|
||||
}
|
||||
++$x;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user