Ejemplo n.º 1
0
int main(int argc, char const *argv[])
{
	Map<string, int> m1;
	cout<<"m1.empty"<<m1.empty()<<endl;
	m1.insert(pair<string, int>("1223", 31));
	m1.insert(pair<string, int>("123", 31));
	m1.insert(pair<string, int>("113", 31));
	m1.insert(pair<string, int>("123", 31));
	cout<<"m1.empty"<<m1.empty()<<endl;
	Map<string, int> m2(m1);
	cout<<"m2.empty"<<m2.empty()<<endl;
	//m2.clear();
	cout<<"count"<<m1.count("123")<<endl;;  //输入关键字
	cout<<"size"<<m1.size()<<endl;  
	
	Map<string,int>::iterator i = m1.upper_bound("113");//upper_bound  lower_bound
	cout<<"i:"<<(*i).first<<"\t"<<(*i).second<<endl; 

	m1.erase(m1.begin());
	//m1.erase("123");
	output_map(m1);
	output_map2(m1);
	output_map(m2);
	output_map2(m2);

	m1.swap(m2);
	//output_map(m1);
	//output_map(m2);
	return 0;
}
Ejemplo n.º 2
0
static void
solve__(cube_t *prevb, unsigned pidx, unsigned dir)
{
    unsigned size = pattern[pidx];
    piece_t *piece = positions[prevb->pos][size - 2];
    cube_t board = CUBE_EMPTY;

    for (size_t i = 0; i < piece->count; i++) {
        option_t *option = &piece->options[i];
        cube_t *part = &option->board;
        unsigned ndir = option->dir;

        if (ndir == dir || ndir == opposite[dir])
            continue;
        if (cube_overlap(prevb, part))
            continue;
        cube_merge(&board, prevb, part);
        solution[pidx] = ndir;

        if (pidx >= (NSOLUTION - 1)) {
            output_map();
            return;
        } else if (pidx < 6) {
            if (!record_board(&board))
                continue;
            record_isomorphs(&board);
        }

        solve__(&board, pidx + 1, ndir);
    }
}
Ejemplo n.º 3
0
Archivo: main.c Proyecto: KnowNo/huawei
int main()
{
	Game game;	// 游戏数据的结构体变量

	// 初始化每位玩家的资金
	init_money(&game);
	// 初始化玩家
	init_players(&game);
	// 初始化地图
	init_map(&game);
	// 初始化游戏中的其他数据
	init_others(&game);

	// 输出地图
	output_map(&game);

	// 以下为游戏主要流程,可根据需要修改代码
	while (1)
	{
		// 此处写游戏主要流程

		// 此处写判断游戏是否结束的代码,所用的函数自己定义
		// 类似这样:
		// if (is_game_over(&game))
		// {
		//		break;
		// }
	}

	// 游戏所用资源的释放,如果使用了malloc函数分配内存,在这里调用free函数进行释放

	return 0;
}
Ejemplo n.º 4
0
static void
solve(cube_t *prevb, size_t pidx)
{
    piece_t *piece = pieces[pidx];
    cube_t board = CUBE_EMPTY;

    for (size_t i = 0; i < piece->count; i++) {
        option_t *option = &piece->options[i];
        cube_t *part = &option->board;

        if (cube_overlap(prevb, part))
            continue;

        cube_merge(&board, prevb, part);
        solution[pidx] = option;
        if (pidx >= (NSOLUTION - 1)) {
            output_map();
            return;
        }

        solve(&board, pidx + 1);
    }
}
Ejemplo n.º 5
0
std::string default_generate_map(size_t width, size_t height, size_t island_size, size_t island_off_center,
                                 size_t iterations, size_t hill_size,
						         size_t max_lakes, size_t nvillages, size_t castle_size, size_t nplayers, bool roads_between_castles,
								 std::map<map_location,std::string>* labels, const config& cfg)
{
	log_scope("map generation");

	// Odd widths are nasty
	VALIDATE(is_even(width), _("Random maps with an odd width aren't supported."));

	int ticks = SDL_GetTicks();

	// Find out what the 'flatland' on this map is, i.e. grassland.
	std::string flatland = cfg["default_flatland"];
	if(flatland == "") {
		flatland = t_translation::write_terrain_code(t_translation::GRASS_LAND);
	}

	const t_translation::t_terrain grassland = t_translation::read_terrain_code(flatland);

	// We want to generate a map that is 9 times bigger
	// than the actual size desired.
	// Only the middle part of the map will be used,
	// but the rest is so that the map we end up using
	// can have a context (e.g. rivers flowing from
	// out of the map into the map, same for roads, etc.)
	width *= 3;
	height *= 3;

	LOG_NG << "generating height map...\n";
	// Generate the height of everything.
	const height_map heights = generate_height_map(width,height,iterations,hill_size,island_size,island_off_center);
	LOG_NG << "done generating height map...\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	config naming = cfg.child_or_empty("naming");
	// HACK: dummy names to satisfy unit_race requirements
	naming["id"] = "village_naming";
	naming["plural_name"] = "villages";

	// Make a dummy race for generating names
	const unit_race name_generator(naming);

	std::vector<terrain_height_mapper> height_conversion;

	BOOST_FOREACH(const config &h, cfg.child_range("height")) {
		height_conversion.push_back(terrain_height_mapper(h));
	}

	terrain_map terrain(width, t_translation::t_list(height, grassland));
	size_t x, y;
	for(x = 0; x != heights.size(); ++x) {
		for(y = 0; y != heights[x].size(); ++y) {
			for(std::vector<terrain_height_mapper>::const_iterator i = height_conversion.begin();
			    i != height_conversion.end(); ++i) {
				if(i->convert_terrain(heights[x][y])) {
					terrain[x][y] = i->convert_to();
					break;
				}
			}
		}
	}

	std::map<int, t_translation::coordinate> starting_positions;
	LOG_NG << output_map(terrain, starting_positions);
	LOG_NG << "placed land forms\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	// Now that we have our basic set of flatland/hills/mountains/water,
	// we can place lakes and rivers on the map.
	// All rivers are sourced at a lake.
	// Lakes must be in high land - at least 'min_lake_height'.
	// (Note that terrain below a certain altitude may be made
	// into bodies of water in the code above - i.e. 'sea',
	// but these are not considered 'lakes', because
	// they are not sources of rivers).
	//
	// We attempt to place 'max_lakes' lakes.
	// Each lake will be placed at a random location,
	// if that random location meets the minimum terrain requirements for a lake.
	// We will also attempt to source a river from each lake.
	std::set<location> lake_locs;

	std::map<location, std::string> river_names, lake_names, road_names, bridge_names, mountain_names, forest_names, swamp_names;

	const size_t nlakes = max_lakes > 0 ? (rand()%max_lakes) : 0;
	for(size_t lake = 0; lake != nlakes; ++lake) {
		for(int tries = 0; tries != 100; ++tries) {
			const int x = rand()%width;
			const int y = rand()%height;
			if (heights[x][y] > cfg["min_lake_height"].to_int()) {
				std::vector<location> river = generate_river(heights,
					terrain, x, y, cfg["river_frequency"]);

				if(river.empty() == false && labels != NULL) {
					std::string base_name;
					LOG_NG << "generating name for river...\n";
					const std::string& name = generate_name(name_generator,"river_name",&base_name);
					LOG_NG << "named river '" << name << "'\n";
					size_t name_frequency = 20;
					for(std::vector<location>::const_iterator r = river.begin(); r != river.end(); ++r) {

						const map_location loc(r->x-width/3,r->y-height/3);

						if(((r - river.begin())%name_frequency) == name_frequency/2) {
							labels->insert(std::pair<map_location,std::string>(loc,name));
						}

						river_names.insert(std::pair<location,std::string>(loc,base_name));
					}

					LOG_NG << "put down river name...\n";
				}

				LOG_NG << "generating lake...\n";
				std::set<location> locs;
				bool res = generate_lake(terrain, x, y, cfg["lake_size"], locs);
				if(res && labels != NULL) {
					bool touches_other_lake = false;

					std::string base_name;
					const std::string& name = generate_name(name_generator,"lake_name",&base_name);

					std::set<location>::const_iterator i;

					// Only generate a name if the lake hasn't touched any other lakes,
					// so that we don't end up with one big lake with multiple names.
					for(i = locs.begin(); i != locs.end(); ++i) {
						if(lake_locs.count(*i) != 0) {
							touches_other_lake = true;

							// Reassign the name of this lake to be the same as the other lake
							const location loc(i->x-width/3,i->y-height/3);
							const std::map<location,std::string>::const_iterator other_name = lake_names.find(loc);
							if(other_name != lake_names.end()) {
								base_name = other_name->second;
							}
						}

						lake_locs.insert(*i);
					}

					if(!touches_other_lake) {
						const map_location loc(x-width/3,y-height/3);
						labels->erase(loc);
						labels->insert(std::pair<map_location,std::string>(loc,name));
					}

					for(i = locs.begin(); i != locs.end(); ++i) {
						const location loc(i->x-width/3,i->y-height/3);
						lake_names.insert(std::pair<location, std::string>(loc, base_name));
					}
				}

				break;
			}
		}
	}

	LOG_NG << "done generating rivers...\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	const size_t default_dimensions = 40*40*9;

	/*
	 * Convert grassland terrain to other types of flat terrain.
	 *
	 * We generate a 'temperature map' which uses the height generation
	 * algorithm to generate the temperature levels all over the map.  Then we
	 * can use a combination of height and terrain to divide terrain up into
	 * more interesting types than the default.
	 */
	const height_map temperature_map = generate_height_map(width,height,
		cfg["temperature_iterations"].to_int() * width * height / default_dimensions,
		cfg["temperature_size"], 0, 0);

	LOG_NG << "generated temperature map...\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	std::vector<terrain_converter> converters;
	BOOST_FOREACH(const config &cv, cfg.child_range("convert")) {
		converters.push_back(terrain_converter(cv));
	}

	LOG_NG << "created terrain converters\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();


	// Iterate over every flatland tile, and determine
	// what type of flatland it is, based on our [convert] tags.
	for(x = 0; x != width; ++x) {
		for(y = 0; y != height; ++y) {
			for(std::vector<terrain_converter>::const_iterator i = converters.begin(); i != converters.end(); ++i) {
				if(i->convert_terrain(terrain[x][y],heights[x][y],temperature_map[x][y])) {
					terrain[x][y] = i->convert_to();
					break;
				}
			}
		}
	}

	LOG_NG << "placing villages...\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	/*
	 * Place villages in a 'grid', to make placing fair, but with villages
	 * displaced from their position according to terrain and randomness, to
	 * add some variety.
	 */
	std::set<location> villages;

	LOG_NG << "placing castles...\n";

	/** Try to find configuration for castles. */
	const config &castle_config = cfg.child("castle");
	if (!castle_config) {
		LOG_NG << "Could not find castle configuration\n";
		return std::string();
	}

	/*
	 * Castle configuration tag contains a 'valid_terrain' attribute which is a
	 * list of terrains that the castle may appear on.
	 */
	const t_translation::t_list list =
		t_translation::read_list(castle_config["valid_terrain"]);

	const is_valid_terrain terrain_tester(terrain, list);

	/*
	 * Attempt to place castles at random.
	 *
	 * Once we have placed castles, we run a sanity check to make sure that the
	 * castles are well-placed.  If the castles are not well-placed, we try
	 * again.  Definition of 'well-placed' is if no two castles are closer than
	 * 'min_distance' hexes from each other, and the castles appear on a
	 * terrain listed in 'valid_terrain'.
	 */
	std::vector<location> castles;
	std::set<location> failed_locs;

	for(size_t player = 0; player != nplayers; ++player) {
		LOG_NG << "placing castle for " << player << "\n";
		log_scope("placing castle");
		const int min_x = width/3 + 3;
		const int min_y = height/3 + 3;
		const int max_x = (width/3)*2 - 4;
		const int max_y = (height/3)*2 - 4;
		int min_distance = castle_config["min_distance"];

		location best_loc;
		int best_ranking = 0;
		for(int x = min_x; x != max_x; ++x) {
			for(int y = min_y; y != max_y; ++y) {
				const location loc(x,y);
				if(failed_locs.count(loc)) {
					continue;
				}

				const int ranking = rank_castle_location(x,y,terrain_tester,min_x,max_x,min_y,max_y,min_distance,castles,best_ranking);
				if(ranking <= 0) {
					failed_locs.insert(loc);
				}

				if(ranking > best_ranking) {
					best_ranking = ranking;
					best_loc = loc;
				}
			}
		}
		if(best_ranking == 0) {
			ERR_NG << "No castle location found, aborting.\n";
			std::string error = _("No valid castle location found. Too many or too few mountain hexes? (please check the 'max hill size' parameter)");
			throw mapgen_exception(error);
		}
		assert(std::find(castles.begin(), castles.end(), best_loc) == castles.end());
		castles.push_back(best_loc);
		// Make sure the location can't get a second castle.
		failed_locs.insert(best_loc);
	}

	LOG_NG << "placing roads...\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	// Place roads.
	// We select two tiles at random locations on the borders
	// of the map, and try to build roads between them.
	int nroads = cfg["roads"];
	if(roads_between_castles) {
		nroads += castles.size()*castles.size();
	}

	std::set<location> bridges;

	road_path_calculator calc(terrain,cfg);
	for (int road = 0; road != nroads; ++road) {
		log_scope("creating road");

		/*
		 * We want the locations to be on the portion of the map we're actually
		 * going to use, since roads on other parts of the map won't have any
		 * influence, and doing it like this will be quicker.
		 */
		location src = random_point_at_side(width/3 + 2,height/3 + 2);
		location dst = random_point_at_side(width/3 + 2,height/3 + 2);

		src.x += width/3 - 1;
		src.y += height/3 - 1;
		dst.x += width/3 - 1;
		dst.y += height/3 - 1;

		if (roads_between_castles && road < int(castles.size() * castles.size())) {
			const size_t src_castle = road/castles.size();
			const size_t dst_castle = road%castles.size();
			if(src_castle >= dst_castle) {
				continue;
			}

			src = castles[src_castle];
			dst = castles[dst_castle];
		}

		// If the road isn't very interesting (on the same border), don't draw it.
		else if(src.x == dst.x || src.y == dst.y) {
			continue;
		}

		if (calc.cost(src, 0.0) >= 1000.0 || calc.cost(dst, 0.0) >= 1000.0) {
			continue;
		}

		// Search a path out for the road
		pathfind::plain_route rt = pathfind::a_star_search(src, dst, 10000.0, &calc, width, height);

		std::string road_base_name;
		const std::string& name = generate_name(name_generator, "road_name", &road_base_name);
		const int name_frequency = 20;
		int name_count = 0;

		bool on_bridge = false;

		// Draw the road.
		// If the search failed, rt.steps will simply be empty.
		for(std::vector<location>::const_iterator step = rt.steps.begin();
				step != rt.steps.end(); ++step) {

			const int x = step->x;
			const int y = step->y;

			if(x < 0 || y < 0 || x >= static_cast<long>(width) ||
					y >= static_cast<long>(height)) {

				continue;
			}

			// Find the configuration which tells us
			// what to convert this tile to, to make it into a road.
			if (const config &child = cfg.find_child("road_cost", "terrain",
					t_translation::write_terrain_code(terrain[x][y])))
			{
				// Convert to bridge means that we want to convert
				// depending upon the direction the road is going.
				// Typically it will be in a format like,
				// convert_to_bridge=\,|,/
				// '|' will be used if the road is going north-south
				// '/' will be used if the road is going south west-north east
				// '\' will be used if the road is going south east-north west
				// The terrain will be left unchanged otherwise
				// (if there is no clear direction).
				const std::string &convert_to_bridge = child["convert_to_bridge"];
				if(convert_to_bridge.empty() == false) {
					if(step == rt.steps.begin() || step+1 == rt.steps.end())
						continue;

					const location& last = *(step-1);
					const location& next = *(step+1);

					location adj[6];
					get_adjacent_tiles(*step,adj);

					int direction = -1;

					// If we are going north-south
					if((last == adj[0] && next == adj[3]) || (last == adj[3] && next == adj[0])) {
						direction = 0;
					}

					// If we are going south west-north east
					else if((last == adj[1] && next == adj[4]) || (last == adj[4] && next == adj[1])) {
						direction = 1;
					}

					// If we are going south east-north west
					else if((last == adj[2] && next == adj[5]) || (last == adj[5] && next == adj[2])) {
						direction = 2;
					}

					if(labels != NULL && on_bridge == false) {
						on_bridge = true;
						std::string bridge_base_name;
						const std::string& name = generate_name(name_generator, "bridge_name", &bridge_base_name);
						const location loc(x - width / 3, y-height/3);
						labels->insert(std::pair<map_location,std::string>(loc,name));
						bridge_names.insert(std::pair<location,std::string>(loc, bridge_base_name)); //add to use for village naming
						bridges.insert(loc);
					}

					if(direction != -1) {
						const std::vector<std::string> items = utils::split(convert_to_bridge);
						if(size_t(direction) < items.size() && items[direction].empty() == false) {
							terrain[x][y] = t_translation::read_terrain_code(items[direction]);
						}

						continue;
					}
				} else {
					on_bridge = false;
				}

				// Just a plain terrain substitution for a road
				const std::string &convert_to = child["convert_to"];
				if(convert_to.empty() == false) {
					const t_translation::t_terrain letter =
						t_translation::read_terrain_code(convert_to);
					if(labels != NULL && terrain[x][y] != letter && name_count++ == name_frequency && on_bridge == false) {
						labels->insert(std::pair<map_location,std::string>(map_location(x-width/3,y-height/3),name));
						name_count = 0;
					}

					terrain[x][y] = letter;
					const location loc(x - width / 3, y - height / 3); //add to use for village naming
					road_names.insert(std::pair<location,std::string>(loc, road_base_name));
				}
			}
		}

		LOG_NG << "looked at " << calc.calls << " locations\n";
	}


	// Now that road drawing is done, we can plonk down the castles.
	for(std::vector<location>::const_iterator c = castles.begin(); c != castles.end(); ++c) {
		if(c->valid() == false) {
			continue;
		}

		const int x = c->x;
		const int y = c->y;
		const int player = c - castles.begin() + 1;
		const struct t_translation::coordinate coord(x, y);
		starting_positions.insert(std::pair<int, t_translation::coordinate>(player, coord));
		terrain[x][y] = t_translation::HUMAN_KEEP;

		const int castles[13][2] = {
		  {-1, 0}, {-1, -1}, {0, -1}, {1, -1}, {1, 0}, {0, 1}, {-1, 1},
		  {-2, 1}, {-2, 0}, {-2, -1}, {-1, -2}, {0, -2}, {1, -2}
		};

		for (size_t i = 0; i < castle_size - 1; i++) {
		  terrain[x+castles[i][0]][y+castles[i][1]] = t_translation::HUMAN_CASTLE;
		}

		// Remove all labels under the castle tiles
		if(labels != NULL) {
		  labels->erase(location(x-width/3,y-height/3));
		  for (size_t i = 0; i < castle_size - 1; i++) {
		    labels->erase(location(x+castles[i][0]-width/3,
					   y+castles[i][1]-height/3));
		  }

		}

	}

	LOG_NG << "placed castles\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	/*Random naming for landforms: mountains, forests, swamps, hills
	 *we name these now that everything else is placed (as e.g., placing
	 * roads could split a forest)
	 */
	for (x = width / 3; x < (width / 3)*2; x++) {
		for (y = height / 3; y < (height / 3) * 2;y++) {
		//check the terrain of the tile
		const location loc(x - width / 3, y - height / 3);
		const t_translation::t_terrain terr = terrain[x][y];
		std::string name, base_name;
		std::set<std::string> used_names;
		if (t_translation::terrain_matches(terr, t_translation::ALL_MOUNTAINS)) {
			//name every 15th mountain
			if ((rand()%15) == 0) {
				for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
					name = generate_name(name_generator, "mountain_name", &base_name);
				}
				labels->insert(std::pair<map_location, std::string>(loc, name));
				mountain_names.insert(std::pair<location, std::string>(loc, base_name));
			}
		}
		else if (t_translation::terrain_matches(terr, t_translation::ALL_FORESTS)) {
			//if the forest tile is not named yet, name it
			const std::map<location, std::string>::const_iterator forest_name = forest_names.find(loc);
			if(forest_name == forest_names.end()) {
				for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
					name = generate_name(name_generator, "forest_name", &base_name);
				}
				forest_names.insert(std::pair<location, std::string>(loc, base_name));
				// name all connected forest tiles accordingly
				flood_name(loc, base_name, forest_names, t_translation::ALL_FORESTS, terrain, width, height, 0, labels, name);
			}
		}
		else if (t_translation::terrain_matches(terr, t_translation::ALL_SWAMPS)) {
			//if the swamp tile is not named yet, name it
			const std::map<location, std::string>::const_iterator swamp_name = swamp_names.find(loc);
			if(swamp_name == swamp_names.end()) {
				for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
					name = generate_name(name_generator, "swamp_name", &base_name);
				}
				swamp_names.insert(std::pair<location, std::string>(loc, base_name));
				// name all connected swamp tiles accordingly
				flood_name(loc, base_name, swamp_names, t_translation::ALL_SWAMPS, terrain, width, height, 0, labels, name);
			}
		}

		}
	}

	if (nvillages > 0)
	{
		config naming_cfg = cfg.child_or_empty("village_naming");
		// HACK: dummy names to satisfy unit_race requirements
		naming_cfg["id"] = "village_naming";
		naming_cfg["plural_name"] = "villages";

		const unit_race village_names_generator(naming_cfg);

		// First we work out the size of the x and y distance between villages
		const size_t tiles_per_village = ((width*height)/9)/nvillages;
		size_t village_x = 1, village_y = 1;

		// Alternate between incrementing the x and y value.
		// When they are high enough to equal or exceed the tiles_per_village,
		// then we have them to the value we want them at.
		while(village_x*village_y < tiles_per_village) {
			if(village_x < village_y) {
				++village_x;
			} else {
				++village_y;
			}
		}

		std::set<std::string> used_names;
		tcode_list_cache adj_liked_cache;

		for(size_t vx = 0; vx < width; vx += village_x) {
			LOG_NG << "village at " << vx << "\n";
			for(size_t vy = rand()%village_y; vy < height; vy += village_y) {

				const size_t add_x = rand()%3;
				const size_t add_y = rand()%3;
				const size_t x = (vx + add_x) - 1;
				const size_t y = (vy + add_y) - 1;

				const map_location res = place_village(terrain,x,y,2,cfg,adj_liked_cache);

				if(res.x >= static_cast<long>(width) / 3 &&
						res.x  < static_cast<long>(width * 2) / 3 &&
						res.y >= static_cast<long>(height) / 3 &&
						res.y  < static_cast<long>(height * 2) / 3) {

					const std::string str =
						t_translation::write_terrain_code(terrain[res.x][res.y]);
					if (const config &child = cfg.find_child("village", "terrain", str))
					{
						const std::string &convert_to = child["convert_to"];
						if(convert_to != "") {
							terrain[res.x][res.y] =
								t_translation::read_terrain_code(convert_to);

							villages.insert(res);

							if(labels != NULL && naming_cfg.empty() == false) {
								const map_location loc(res.x-width/3,res.y-height/3);

								map_location adj[6];
								get_adjacent_tiles(loc,adj);

								std::string name_type = "village_name";
								const t_translation::t_list
									field    = t_translation::t_list(1, t_translation::GRASS_LAND),
									forest   = t_translation::t_list(1, t_translation::FOREST),
									mountain = t_translation::t_list(1, t_translation::MOUNTAIN),
									hill     = t_translation::t_list(1, t_translation::HILL);

								size_t field_count = 0, forest_count = 0, mountain_count = 0, hill_count = 0;

								utils::string_map symbols;

								size_t n;
								for(n = 0; n != 6; ++n) {
									const std::map<location,std::string>::const_iterator road_name = road_names.find(adj[n]);
									if(road_name != road_names.end()) {
										symbols["road"] = road_name->second;
										name_type = "village_name_road";
										break;
									}

									const std::map<location,std::string>::const_iterator river_name = river_names.find(adj[n]);
									if(river_name != river_names.end()) {
										symbols["river"] = river_name->second;
										name_type = "village_name_river";

										const std::map<location,std::string>::const_iterator bridge_name = bridge_names.find(adj[n]);
										if(bridge_name != bridge_names.end()) {
										//we should always end up here, since if there is an adjacent bridge, there has to be an adjacent river too
										symbols["bridge"] = bridge_name->second;
										name_type = "village_name_river_bridge";
										}

										break;
									}

									const std::map<location,std::string>::const_iterator forest_name = forest_names.find(adj[n]);
									if(forest_name != forest_names.end()) {
										symbols["forest"] = forest_name->second;
										name_type = "village_name_forest";
										break;
									}

									const std::map<location,std::string>::const_iterator lake_name = lake_names.find(adj[n]);
									if(lake_name != lake_names.end()) {
										symbols["lake"] = lake_name->second;
										name_type = "village_name_lake";
										break;
									}

									const std::map<location,std::string>::const_iterator mountain_name = mountain_names.find(adj[n]);
									if(mountain_name != mountain_names.end()) {
										symbols["mountain"] = mountain_name->second;
										name_type = "village_name_mountain";
										break;
									}

									const std::map<location,std::string>::const_iterator swamp_name = swamp_names.find(adj[n]);
									if(swamp_name != swamp_names.end()) {
										symbols["swamp"] = swamp_name->second;
										name_type = "village_name_swamp";
										break;
									}

									const t_translation::t_terrain terr =
										terrain[adj[n].x+width/3][adj[n].y+height/3];

									if(std::count(field.begin(),field.end(),terr) > 0) {
										++field_count;
									} else if(std::count(forest.begin(),forest.end(),terr) > 0) {
										++forest_count;
									} else if(std::count(hill.begin(),hill.end(),terr) > 0) {
										++hill_count;
									} else if(std::count(mountain.begin(),mountain.end(),terr) > 0) {
										++mountain_count;
									}
								}

								if(n == 6) {
									if(field_count == 6) {
										name_type = "village_name_grassland";
									} else if(forest_count >= 2) {
										name_type = "village_name_forest";
									} else if(mountain_count >= 1) {
										name_type = "village_name_mountain_anonymous";
									} else if(hill_count >= 2) {
										name_type = "village_name_hill";
									}
								}

								std::string name;
								for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
									name = generate_name(village_names_generator,name_type,NULL,&symbols);
								}

								used_names.insert(name);
								labels->insert(std::pair<map_location,std::string>(loc,name));
							}
						}
					}
				}
			}
		}
	}

	LOG_NG << "placed villages\n";
	LOG_NG << (SDL_GetTicks() - ticks) << "\n"; ticks = SDL_GetTicks();

	return output_map(terrain, starting_positions);
}
Ejemplo n.º 6
0
int main(void)
{
    /* Create our map. Making sure the default value is our WALL. It is
     * important to note that the drunk indexes in a way that the height needs
     * to be specified first.
     */
    unsigned map[HEIGHT][WIDTH] = {{WALL}};

    /* Now we need to create our poor drunk to wonder the map. */
    struct drunkard *drunk = drunkard_create((void *)map, WIDTH, HEIGHT);

    /* A lot of the drunk's navigating is done by knowing where places he can
     * walk are. If there are no places he can walk to, he'll just walk
     * aimlessly and may never connect to an already carved tile, leaving some
     * tiles unreachable. We can't allow that.
     *
     * Here we carve a "seed". This seed is a walkable tile that a drunk can
     * walk to.
     */
    /* First he'll start on a random place on the map. */
    drunkard_start_random(drunk);
    /* Lets mark a room. The 3's are half widths and half heights, so the room
     * will be 7x7.
     */
    drunkard_mark_rect(drunk, 3, 3, FLOOR);
    /* Now we have to "flush" the changes. I'll talk more about what flushing
     * does later.
     */
    drunkard_flush_marks(drunk);

    /* Now we have our seed, we can start carving does cool maps. We're going
     * to carve a VERY simple dungeon. The drunk will only carve once.
     */
     /* Start in a random location. */
    drunkard_start_random(drunk);
    /* Here's where we use our drunk's knowledge to target a place he knows
      * he can walk. This will target one of our seed tiles.
      */
    drunkard_target_random_opened(drunk);

    /* Lets marks a room before we start walking. */
    drunkard_mark_rect(drunk, 2, 2, FLOOR);

    /* Here's the tricky part. We're going to generate a corridor path and
      * walk along it until we reach our target or until we encounter an open
      * tile.
      */
    drunkard_tunnel_path_to_target(drunk);
    /* dunkard_walk_path will move the drunk along the path until we're at the
     * end, then it returns false.
     */
    while (drunkard_walk_path(drunk))
    {
        /* Our check if we landed on a stopping point. */
        if (drunkard_is_on_opened(drunk))
            break;

        /* Make a single tile where we're standing. */
        drunkard_mark_1(drunk, FLOOR);


        drunkard_tunnel_path_to_target(drunk);
    }

    /* Finally, let's output our map! */
    output_map(map);

    /* Always destroy the drunk when you're done with him! */
    drunkard_destroy(drunk);

    return 0;
}
Ejemplo n.º 7
0
Archivo: brain.c Proyecto: lp0/sqlhal
int main(int argc, char *argv[]) {
	char *action;
	char *name;
	char *prefix;
	int ret;
	int fail = 0;
	char *state;

	if (argc != 4 || (strcmp(argv[1], "load") && strcmp(argv[1], "save") && strcmp(argv[1], "save+"))) {
		printf("Brain manipulation\n");
		printf("Usage: %s load  <name> <filename prefix>\n", argv[0]);
		printf("       %s save  <name> <filename prefix>\n", argv[0]);
		printf("       %s save+ <name> <filename prefix>\n", argv[0]);
		return 1;
	}

	action = argv[1];
	name = argv[2];
	prefix = argv[3];

	state = "db_connect";
	ret = db_connect();
	if (ret) goto fail;
	else log_info("brain", ret, state);

	state = "db_begin";
	ret = db_begin();
	if (ret) goto fail;
	else log_info("brain", ret, state);

	if (!strcmp(action, "load")) {
		state = "input_list aux";
		ret = input_list(name, prefix, "aux", LIST_AUX);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "input_list ban";
		ret = input_list(name, prefix, "ban", LIST_BAN);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "input_list grt";
		ret = input_list(name, prefix, "grt", LIST_GREET);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "input_map swp";
		ret = input_map(name, prefix, "swp", MAP_SWAP);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "input_brain";
		ret = input_brain(name, prefix);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);
	} else if (!strcmp(action, "save") || !strcmp(action, "save+")) {
		enum file_type type = FILETYPE_MEGAHAL8;
		if (!strcmp(action, "save+"))
			type = FILETYPE_SQLHAL0;

		state = "output_list aux";
		ret = output_list(name, prefix, "aux", LIST_AUX);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "output_list ban";
		ret = output_list(name, prefix, "ban", LIST_BAN);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "output_list grt";
		ret = output_list(name, prefix, "grt", LIST_GREET);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "output_map swp";
		ret = output_map(name, prefix, "swp", MAP_SWAP);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);

		state = "output_brain";
		ret = output_brain(name, type, prefix);
		if (ret) { log_warn("brain", ret, state); fail = 1; }
		else log_info("brain", ret, state);
	} else {
		fail = 1;
	}

	if (fail) {
		state = "db_rollback";
		ret = db_rollback();
		if (ret) goto fail;
		else log_info("brain", ret, state);
	} else {
		state = "db_commit";
		ret = db_commit();
		if (ret) goto fail;
		else log_info("brain", ret, state);
	}

	state = "db_disconnect";
	ret = db_disconnect();
	if (ret) goto fail;
	else log_info("brain", ret, state);

	return 0;

fail:
	log_fatal("brain", ret, state);
	return 1;
}
Ejemplo n.º 8
0
int main( const int argc, const char *argv[] )
{

	// Open and read in the fields list
	std::ifstream fi;
	IceBRG::open_file_input(fi,fields_list);

	std::vector<std::string> field_names;

	std::string field_name;

	while(fi>>field_name)
	{
		field_names.push_back(field_name);
	}

	fi.close();

	// Load each field in turn and process it

	size_t num_fields = field_names.size();

	//num_fields = 1;

	#ifdef _OPENMP
	#pragma omp parallel for schedule(dynamic)
	#endif
	for(size_t field_i=0;field_i<num_fields;++field_i)
	{
		std::string field_name = field_names[field_i];
		std::string field_name_root = field_name.substr(0,6);

		// Get the input file name
		std::stringstream ss("");
		ss << fields_directory << "full_tables/" << field_name << ".dat";
		std::string input_file_name = ss.str();

		// Get the name of the mask file for this table and load it
#if(1)
		ss.str("");
		ss << fields_directory << "filtered_tables/" << field_name_root << lens_pixel_map_root;
		const std::string lens_pixel_map_file_name = ss.str();

		std::vector<std::vector<bool>> good_pixels;

		try
		{
			good_pixels = IceBRG::binary_load<std::vector<std::vector<bool>>>(
				lens_pixel_map_file_name);
		}
		catch( const std::exception &e )
		{
			std::cerr << "Mask file " << lens_pixel_map_file_name << " cannot be loaded.\n";
			throw;
		}
#endif

		// Get the lens and source output file names
#if(1)
		ss.str("");
		ss << fields_directory << "filtered_tables/" << field_name_root << "_lens.dat";
		const std::string lens_output_name = ss.str();

		ss.str("");
		ss << fields_directory << "filtered_tables/" << field_name_root << "_source.dat";
		const std::string source_output_name = ss.str();
#endif

		// Load in the input file
		IceBRG::labeled_array<double> table;
		try
		{
			table.load(input_file_name); // TODO Check we're properly loading
		}
		catch(const std::runtime_error &e)
		{
			IceBRG::handle_error_message(e.what());
			continue;
		}

		// Rename the y magnitude column i if it's present
		move_y_column_to_i(table);

		// Lens file
		std::vector<size_t> good_indices(get_good_lenses(table,good_pixels));

		// Set up the header columns vector for the ones we want to output
		IceBRG::header_t lens_header_columns;
		lens_header_columns.push_back("SeqNr");
		lens_header_columns.push_back("ALPHA_J2000");
		lens_header_columns.push_back("DELTA_J2000");
		lens_header_columns.push_back("Xpos");
		lens_header_columns.push_back("Ypos");
		lens_header_columns.push_back("Z_B");
		lens_header_columns.push_back("T_B");
		lens_header_columns.push_back("ODDS");
		lens_header_columns.push_back("CHI_SQUARED_BPZ");
		lens_header_columns.push_back("LP_log10_SM_MED");
		lens_header_columns.push_back("LP_log10_SM_INF");
		lens_header_columns.push_back("LP_log10_SM_SUP");
		lens_header_columns.push_back("MAG_i");
		lens_header_columns.push_back("MAGERR_i");
		lens_header_columns.push_back("EXTINCTION_i");
		lens_header_columns.push_back("MAG_r");
		lens_header_columns.push_back("MAGERR_r");
		lens_header_columns.push_back("EXTINCTION_r");

		// Set up a map of the conversions to apply
		std::map<std::string,std::function<double(double)>> lens_conversions;
		auto deg_to_rad = [] (double theta) {return theta*IceBRG::unitconv::degtorad;};
		auto l10_Msun_to_kg = [] (double l10_Msun)
				{return std::pow(10.,l10_Msun)*IceBRG::unitconv::Msuntokg;};
		lens_conversions["ALPHA_J2000"] = deg_to_rad;
		lens_conversions["DELTA_J2000"] = deg_to_rad;
		lens_conversions["LP_log10_SM_MED"] = l10_Msun_to_kg;
		lens_conversions["LP_log10_SM_INF"] = l10_Msun_to_kg;
		lens_conversions["LP_log10_SM_SUP"] = l10_Msun_to_kg;

		IceBRG::labeled_array<double> output_map(make_output_map(table,good_indices,lens_header_columns,
				lens_conversions));

		// Rename columns we've applied unit convesions to
		output_map.change_label("ALPHA_J2000","ra_radians");
		output_map.change_label("DELTA_J2000","dec_radians");
		output_map.change_label("LP_log10_SM_MED","Mstel_kg");
		output_map.change_label("LP_log10_SM_INF","Mstel_lo_kg");
		output_map.change_label("LP_log10_SM_SUP","Mstel_hi_kg");

		//correct_redshift_bias(output_map.at("Z_B"));

		output_map.save(lens_output_name,true);

		// Source file

		good_indices = get_good_sources(table, good_pixels);

		// Set up the header columns vector for the ones we want to output
		IceBRG::header_t source_header_columns;
		source_header_columns.push_back("SeqNr");
		source_header_columns.push_back("ALPHA_J2000");
		source_header_columns.push_back("DELTA_J2000");
		source_header_columns.push_back("Xpos");
		source_header_columns.push_back("Ypos");
		source_header_columns.push_back("Z_B");
		source_header_columns.push_back("T_B");
		source_header_columns.push_back("ODDS");
		source_header_columns.push_back("CHI_SQUARED_BPZ");
		source_header_columns.push_back("e1");
		source_header_columns.push_back("e2");
		source_header_columns.push_back("weight");
		source_header_columns.push_back("m");
		source_header_columns.push_back("c2");
		source_header_columns.push_back("LP_log10_SM_MED");
		source_header_columns.push_back("LP_log10_SM_INF");
		source_header_columns.push_back("LP_log10_SM_SUP");
		source_header_columns.push_back("MAG_i");
		source_header_columns.push_back("MAGERR_i");
		source_header_columns.push_back("EXTINCTION_i");
		source_header_columns.push_back("MAG_r");
		source_header_columns.push_back("MAGERR_r");
		source_header_columns.push_back("EXTINCTION_r");

		// Set up a map of the conversions to apply
		std::map<std::string,std::function<double(double)>> source_conversions;
		source_conversions["ALPHA_J2000"] = deg_to_rad;
		source_conversions["DELTA_J2000"] = deg_to_rad;
		source_conversions["LP_log10_SM_MED"] = l10_Msun_to_kg;
		source_conversions["LP_log10_SM_INF"] = l10_Msun_to_kg;
		source_conversions["LP_log10_SM_SUP"] = l10_Msun_to_kg;

		output_map = make_output_map(table,good_indices,source_header_columns,source_conversions);

		// Rename columns we've applied unit convesions to
		output_map.change_label("ALPHA_J2000","ra_radians");
		output_map.change_label("DELTA_J2000","dec_radians");
		output_map.change_label("LP_log10_SM_MED","Mstel_kg");
		output_map.change_label("LP_log10_SM_INF","Mstel_lo_kg");
		output_map.change_label("LP_log10_SM_SUP","Mstel_hi_kg");

		//correct_redshift_bias(output_map.at("Z_B"));

		output_map.save(source_output_name,true);

#ifdef _OPENMP
#pragma omp critical(CFHTLenS_catalogue_filtering_print_tables)
#endif
		{
			std::cout << "Finished filtering " << field_name_root << "!\n";
		}

	}

	std::cout << "Done!\n";

	return 0;
}
Ejemplo n.º 9
0
int main(void)
{
    /* Create our map. Making sure the default value is our WALL. It is
     * important to note that the drunk indexes in a way that the height needs
     * to be specified first.
     */
    unsigned map[HEIGHT][WIDTH] = {{WALL}};

    /* Now we need to create our poor drunk to wonder the map. */
    struct drunkard *drunk = drunkard_create((void *)map, WIDTH, HEIGHT);

    /* A lot of the drunk's navigating is done by knowing where places he can
     * walk are. If there are no places he can walk, he'll just walk aimlessly
     * and may never connect to the rest of the map if there is one. We can't
     * allow that.
     *
     * Here we carve a "seed". This seed is a walkable tile that a drunk can
     * walk to.
     */
    /* First he'll start on a random place on the map. */
    drunkard_start_random(drunk);
    /* Then he marks the spot he's on at a "FLOOR", which the drunk knows is
     * walkable.
     */
    drunkard_mark_1(drunk, FLOOR);
    /* Now we have to "flush" the changes. I'll talk more about what flushing
     * does later.
     */
    drunkard_flush_marks(drunk);

    /* Now we have our seed, we can start carving some cool maps. We're going
     * to carve a VERY simple cave (the drunk will only carve once).
     */
     /* Start in a random location. */
    drunkard_start_random(drunk);
     /* Here's where we use our drunk's knowledge to target a place he knows
      * he can walk. This will target our seed, since it's the only open tile.
      */
    drunkard_target_random_opened(drunk);

     /* Here's the tricky part. We're going to walk towards our target until we
      * reach it or until we come across another open tile (hardly!).
      */
    while (!drunkard_is_on_target(drunk) && !drunkard_is_on_opened(drunk))
    {
        /* Mark a plus symbol of FLOORs. The plus is a cool way to carve through
         * a map. It doesn't ever leave tight diagonals to maneuver around, and
         * it's quite spacious!
         */
        drunkard_mark_plus(drunk, FLOOR);
        /* We can step to the target in a variety of ways and with different
         * weights. The weight value goes from 0 to 1. 0 basically means the
         * drunk will be moving AWAY from his target. 1 will cause the drunk
         * to go straight towards his target. And 0.5 he'll wander aimlessly,
         * and may never reach his target. I like a value from 0.6 to 0.9. We'll
         * use 0.6 for drunk that wanders a lot.
         */
        drunkard_step_to_target(drunk, 0.6);
    }

    /* We don't need to flush our changes because we're not going to carve
     * anymore, but it's good practice to do anyway.
     *
     * Until we flush, the drunk still doesn't see what the changes we made
     * since the last flush. Which is good, if he saw them, and backtracked
     * by walking randomly, he'd think he'd found an open place. We only flush
     * when we know we reached an opened tile that the drunk didn't carve this
     * iteration.
     */
    drunkard_flush_marks(drunk);

    /* Finally, let's output our map! */
    output_map(map);

    /* Always destroy the drunk when you're done with him! */
    drunkard_destroy(drunk);

    return 0;
}
std::string default_map_generator_job::default_generate_map(generator_data data, std::map<map_location,std::string>* labels, const config& cfg)
{
	log_scope("map generation");

	// Odd widths are nasty
	VALIDATE(is_even(data.width), _("Random maps with an odd width aren't supported."));

	// Try to find configuration for castles
	const config& castle_config = cfg.child("castle");

	int ticks = SDL_GetTicks();

	// We want to generate a map that is 9 times bigger than the actual size desired.
	// Only the middle part of the map will be used, but the rest is so that the map we
	// end up using can have a context (e.g. rivers flowing from out of the map into the map,
	// same for roads, etc.)
	data.width  *= 3;
	data.height *= 3;

	config naming;

	if(cfg.has_child("naming")) {
		naming = game_config_.child("naming");
		naming.append_attributes(cfg.child("naming"));
	}

	// If the [naming] child is empty, we cannot provide good names.
	std::map<map_location,std::string>* misc_labels = naming.empty() ? nullptr : labels;

	std::shared_ptr<name_generator>
		base_name_generator, river_name_generator, lake_name_generator,
		road_name_generator, bridge_name_generator, mountain_name_generator,
		forest_name_generator, swamp_name_generator;

	if(misc_labels != nullptr) {
		name_generator_factory base_generator_factory{ naming, {"male", "base", "bridge", "road", "river", "forest", "lake", "mountain", "swamp"} };

		naming.get_old_attribute("base_names", "male_names", "[naming]male_names= is deprecated, use base_names= instead");
		//Due to the attribute detection feature of the factory we also support male_name_generator= but keep it undocumented.

		base_name_generator = base_generator_factory.get_name_generator( (naming.has_attribute("base_names") || naming.has_attribute("base_name_generator")) ? "base" : "male" );
		river_name_generator    = base_generator_factory.get_name_generator("river");
		lake_name_generator     = base_generator_factory.get_name_generator("lake");
		road_name_generator     = base_generator_factory.get_name_generator("road");
		bridge_name_generator   = base_generator_factory.get_name_generator("bridge");
		mountain_name_generator = base_generator_factory.get_name_generator("mountain");
		forest_name_generator   = base_generator_factory.get_name_generator("forest");
		swamp_name_generator    = base_generator_factory.get_name_generator("swamp");
	}

	// Generate the height of everything.
	const height_map heights = generate_height_map(data.width, data.height, data.iterations, data.hill_size, data.island_size, data.island_off_center);

	LOG_NG << "Done generating height map. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	ticks = SDL_GetTicks();

	// Find out what the 'flatland' on this map is, i.e. grassland.
	std::string flatland = cfg["default_flatland"];
	if(flatland.empty()) {
		flatland = t_translation::write_terrain_code(t_translation::GRASS_LAND);
	}

	const t_translation::terrain_code grassland = t_translation::read_terrain_code(flatland);

	std::vector<terrain_height_mapper> height_conversion;
	for(const config& h : cfg.child_range("height")) {
		height_conversion.emplace_back(h);
	}

	terrain_map terrain(data.width, data.height, grassland);
	for(size_t x = 0; x != heights.size(); ++x) {
		for(size_t y = 0; y != heights[x].size(); ++y) {
			for(auto i : height_conversion) {
				if(i.convert_terrain(heights[x][y])) {
					terrain[x][y] = i.convert_to();
					break;
				}
			}
		}
	}

	t_translation::starting_positions starting_positions;
	LOG_NG << output_map(terrain, starting_positions);
	LOG_NG << "Placed landforms. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	ticks = SDL_GetTicks();

	/* Now that we have our basic set of flatland/hills/mountains/water,
	 * we can place lakes and rivers on the map.
	 * All rivers are sourced at a lake.
	 * Lakes must be in high land - at least 'min_lake_height'.
	 * (Note that terrain below a certain altitude may be made into bodies of water
	 *  in the code above - i.e. 'sea', but these are not considered 'lakes',
	 *  because they are not sources of rivers).
	 *
	 * We attempt to place 'max_lakes' lakes.
	 * Each lake will be placed at a random location, if that random location meets theminimum
	 * terrain requirements for a lake. We will also attempt to source a river from each lake.
	 */
	std::set<map_location> lake_locs;

	std::map<map_location, std::string> river_names, lake_names, road_names, bridge_names, mountain_names, forest_names, swamp_names;

	const size_t nlakes = data.max_lakes > 0 ? (rng_()%data.max_lakes) : 0;
	for(size_t lake = 0; lake != nlakes; ++lake) {
		for(int tries = 0; tries != 100; ++tries) {
			const int x = rng_()%data.width;
			const int y = rng_()%data.height;

			if(heights[x][y] <= cfg["min_lake_height"].to_int()) {
				continue;
			}

			std::vector<map_location> river = generate_river(heights, terrain, x, y, cfg["river_frequency"]);

			if(!river.empty() && misc_labels != nullptr) {
				const std::string base_name = base_name_generator->generate();
				const std::string& name = river_name_generator->generate({{"base",  base_name}});
				LOG_NG << "Named river '" << name << "'\n";

				size_t name_frequency = 20;
				for(std::vector<map_location>::const_iterator r = river.begin(); r != river.end(); ++r) {
					const map_location loc(r->x-data.width/3,r->y-data.height/3);

					if(((r - river.begin())%name_frequency) == name_frequency/2) {
						misc_labels->emplace(loc, name);
					}

					river_names.emplace(loc, base_name);
				}
			}

			LOG_NG << "Generating lake...\n";

			std::set<map_location> locs;
			if(generate_lake(terrain, x, y, cfg["lake_size"], locs) && misc_labels != nullptr) {
				bool touches_other_lake = false;

				std::string base_name = base_name_generator->generate();
				const std::string& name = lake_name_generator->generate({{"base",  base_name}});

				// Only generate a name if the lake hasn't touched any other lakes,
				// so that we don't end up with one big lake with multiple names.
				for(auto i : locs) {
					if(lake_locs.count(i) != 0) {
						touches_other_lake = true;

						// Reassign the name of this lake to be the same as the other lake
						const map_location loc(i.x-data.width/3,i.y-data.height/3);
						const std::map<map_location,std::string>::const_iterator other_name = lake_names.find(loc);
						if(other_name != lake_names.end()) {
							base_name = other_name->second;
						}
					}

					lake_locs.insert(i);
				}

				if(!touches_other_lake) {
					const map_location loc(x-data.width/3,y-data.height/3);
					misc_labels->erase(loc);
					misc_labels->emplace(loc, name);
				}

				for(auto i : locs) {
					const map_location loc(i.x-data.width/3,i.y-data.height/3);
					lake_names.emplace(loc, base_name);
				}
			}

			break;
		}
	}

	LOG_NG << "Generated rivers. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	ticks = SDL_GetTicks();

	const size_t default_dimensions = 40*40*9;

	/*
	 * Convert grassland terrain to other types of flat terrain.
	 *
	 * We generate a 'temperature map' which uses the height generation
	 * algorithm to generate the temperature levels all over the map.  Then we
	 * can use a combination of height and terrain to divide terrain up into
	 * more interesting types than the default.
	 */
	const height_map temperature_map = generate_height_map(data.width,data.height,
		cfg["temperature_iterations"].to_int() * data.width * data.height / default_dimensions,
		cfg["temperature_size"], 0, 0);

	LOG_NG << "Generated temperature map. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	ticks = SDL_GetTicks();

	std::vector<terrain_converter> converters;
	for(const config& cv : cfg.child_range("convert")) {
		converters.emplace_back(cv);
	}

	LOG_NG << "Created terrain converters. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	ticks = SDL_GetTicks();

	// Iterate over every flatland tile, and determine what type of flatland it is, based on our [convert] tags.
	for(int x = 0; x != data.width; ++x) {
		for(int y = 0; y != data.height; ++y) {
			for(auto i : converters) {
				if(i.convert_terrain(terrain[x][y],heights[x][y],temperature_map[x][y])) {
					terrain[x][y] = i.convert_to();
					break;
				}
			}
		}
	}

	LOG_NG << "Placing castles...\n";

	/*
	 * Attempt to place castles at random.
	 *
	 * After they are placed, we run a sanity check to make sure no two castles
	 * are closer than 'min_distance' hexes apart, and that they appear on a
	 * terrain listed in 'valid_terrain'.
	 *
	 * If not, we attempt to place them again.
	 */
	std::vector<map_location> castles;
	std::set<map_location> failed_locs;

	if(castle_config) {
		/*
		 * Castle configuration tag contains a 'valid_terrain' attribute which is a
		 * list of terrains that the castle may appear on.
		 */
		const t_translation::ter_list list = t_translation::read_list(castle_config["valid_terrain"]);

		const is_valid_terrain terrain_tester(terrain, list);

		for(int player = 0; player != data.nplayers; ++player) {
			LOG_NG << "placing castle for " << player << "\n";
			lg::scope_logger inner_scope_logging_object__(lg::general(), "placing castle");
			const int min_x = data.width/3 + 3;
			const int min_y = data.height/3 + 3;
			const int max_x = (data.width/3)*2 - 4;
			const int max_y = (data.height/3)*2 - 4;
			int min_distance = castle_config["min_distance"];

			map_location best_loc;
			int best_ranking = 0;
			for(int x = min_x; x != max_x; ++x) {
				for(int y = min_y; y != max_y; ++y) {
					const map_location loc(x,y);
					if(failed_locs.count(loc)) {
						continue;
					}

					const int ranking = rank_castle_location(x, y, terrain_tester, min_x, max_x, min_y, max_y, min_distance, castles, best_ranking);
					if(ranking <= 0) {
						failed_locs.insert(loc);
					}

					if(ranking > best_ranking) {
						best_ranking = ranking;
						best_loc = loc;
					}
				}
			}

			if(best_ranking == 0) {
				ERR_NG << "No castle location found, aborting." << std::endl;
				const std::string error = _("No valid castle location found. Too many or too few mountain hexes? (please check the 'max hill size' parameter)");
				throw mapgen_exception(error);
			}

			assert(std::find(castles.begin(), castles.end(), best_loc) == castles.end());
			castles.push_back(best_loc);

			// Make sure the location can't get a second castle.
			failed_locs.insert(best_loc);
		}

		LOG_NG << "Placed castles. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	}
	LOG_NG << "Placing roads...\n";
	ticks = SDL_GetTicks();

	// Place roads.
	// We select two tiles at random locations on the borders of the map
	// and try to build roads between them.
	int nroads = cfg["roads"];
	if(data.link_castles) {
		nroads += castles.size()*castles.size();
	}

	std::set<map_location> bridges;

	road_path_calculator calc(terrain, cfg, rng_());
	for(int road = 0; road != nroads; ++road) {
		lg::scope_logger another_inner_scope_logging_object__(lg::general(), "creating road");

		/*
		 * We want the locations to be on the portion of the map we're actually
		 * going to use, since roads on other parts of the map won't have any
		 * influence, and doing it like this will be quicker.
		 */
		map_location src = random_point_at_side(data.width/3 + 2,data.height/3 + 2);
		map_location dst = random_point_at_side(data.width/3 + 2,data.height/3 + 2);

		src.x += data.width/3 - 1;
		src.y += data.height/3 - 1;
		dst.x += data.width/3 - 1;
		dst.y += data.height/3 - 1;

		if(data.link_castles && road < int(castles.size() * castles.size())) {
			const size_t src_castle = road/castles.size();
			const size_t dst_castle = road%castles.size();
			if(src_castle >= dst_castle) {
				continue;
			}

			src = castles[src_castle];
			dst = castles[dst_castle];
		} else if(src.x == dst.x || src.y == dst.y) {
			// If the road isn't very interesting (on the same border), don't draw it.
			continue;
		}

		if(calc.cost(src, 0.0) >= 1000.0 || calc.cost(dst, 0.0) >= 1000.0) {
			continue;
		}

		// Search a path out for the road
		pathfind::plain_route rt = pathfind::a_star_search(src, dst, 10000.0, calc, data.width, data.height);

		const std::string& road_base_name = misc_labels != nullptr
			? base_name_generator->generate()
			: "";
		const std::string& road_name = misc_labels != nullptr
			? road_name_generator->generate({{"base", road_base_name}})
			: "";
		const int name_frequency = 20;
		int name_count = 0;

		bool on_bridge = false;

		// Draw the road.
		// If the search failed, rt.steps will simply be empty.
		for(std::vector<map_location>::const_iterator step = rt.steps.begin();
				step != rt.steps.end(); ++step) {

			const int x = step->x;
			const int y = step->y;

			if(x < 0 || y < 0 || x >= static_cast<long>(data.width) || y >= static_cast<long>(data.height)) {
				continue;
			}

			// Find the configuration which tells us what to convert this tile to, to make it into a road.
			const config& child = cfg.find_child("road_cost", "terrain", t_translation::write_terrain_code(terrain[x][y]));
			if(child.empty()){
				continue;
			}

			/* Convert to bridge means that we want to convert depending on the direction of the road.
			 * Typically it will be in a format like convert_to_bridge = \,|,/
			 * '|' will be used if the road is going north-south
			 * '/' will be used if the road is going south west-north east
			 * '\' will be used if the road is going south east-north west
			 * The terrain will be left unchanged otherwise (if there is no clear direction).
			 */
			const std::string& convert_to_bridge = child["convert_to_bridge"];
			if(!convert_to_bridge.empty()) {
				if(step == rt.steps.begin() || step+1 == rt.steps.end()) {
					continue;
				}

				const map_location& last = *(step-1);
				const map_location& next = *(step+1);

				map_location adj[6];
				get_adjacent_tiles(*step,adj);

				int direction = -1;

				// If we are going north-south
				if((last == adj[0] && next == adj[3]) || (last == adj[3] && next == adj[0])) {
					direction = 0;
				}

				// If we are going south west-north east
				else if((last == adj[1] && next == adj[4]) || (last == adj[4] && next == adj[1])) {
					direction = 1;
				}

				// If we are going south east-north west
				else if((last == adj[2] && next == adj[5]) || (last == adj[5] && next == adj[2])) {
					direction = 2;
				}

				if(misc_labels != nullptr && !on_bridge) {
					on_bridge = true;
					std::string bridge_base_name = base_name_generator->generate();
					const std::string& name = bridge_name_generator->generate({{"base",  bridge_base_name}});
					const map_location loc(x - data.width / 3, y-data.height/3);
					misc_labels->emplace(loc, name);
					bridge_names.emplace(loc, bridge_base_name); //add to use for village naming
					bridges.insert(loc);
				}

				if(direction != -1) {
					const std::vector<std::string> items = utils::split(convert_to_bridge);
					if(size_t(direction) < items.size() && !items[direction].empty()) {
						terrain[x][y] = t_translation::read_terrain_code(items[direction]);
					}

					continue;
				}
			} else {
				on_bridge = false;
			}

			// Just a plain terrain substitution for a road
			const std::string& convert_to = child["convert_to"];
			if(!convert_to.empty()) {
				const t_translation::terrain_code letter = t_translation::read_terrain_code(convert_to);
				if(misc_labels != nullptr && terrain[x][y] != letter && name_count++ == name_frequency && !on_bridge) {
					misc_labels->emplace(map_location(x - data.width / 3, y - data.height / 3), road_name);
					name_count = 0;
				}

				terrain[x][y] = letter;
				if(misc_labels != nullptr) {
					const map_location loc(x - data.width / 3, y - data.height / 3); //add to use for village naming
					if(!road_base_name.empty())
						road_names.emplace(loc, road_base_name);
				}
			}
		}
	}

	// Now that road drawing is done, we can plonk down the castles.
	for(std::vector<map_location>::const_iterator c = castles.begin(); c != castles.end(); ++c) {
		if(!c->valid()) {
			continue;
		}

		const int x = c->x;
		const int y = c->y;
		const int player = c - castles.begin() + 1;
		const t_translation::coordinate coord(x, y);
		starting_positions.insert(t_translation::starting_positions::value_type(std::to_string(player), coord));
		terrain[x][y] = t_translation::HUMAN_KEEP;

		const int castle_array[13][2] {
			{-1, 0}, {-1, -1}, {0, -1}, {1, -1}, {1, 0}, {0, 1}, {-1, 1},
			{-2, 1}, {-2, 0}, {-2, -1}, {-1, -2}, {0, -2}, {1, -2}
		};

		for(int i = 0; i < data.castle_size - 1; i++) {
			terrain[x+ castle_array[i][0]][y+ castle_array[i][1]] = t_translation::HUMAN_CASTLE;
		}

		// Remove all labels under the castle tiles
		if(labels != nullptr) {
			labels->erase(map_location(x-data.width/3,y-data.height/3));
			for(int i = 0; i < data.castle_size - 1; i++) {
				labels->erase(map_location(x+ castle_array[i][0]-data.width/3, y+ castle_array[i][1]-data.height/3));
			}
		}
	}

	LOG_NG << "Placed roads. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	ticks = SDL_GetTicks();

	/* Random naming for landforms: mountains, forests, swamps, hills
	 * we name these now that everything else is placed (as e.g., placing
	 * roads could split a forest)
	 */
	if(misc_labels != nullptr) {
		for(int x = data.width / 3; x < (data.width / 3)*2; x++) {
			for(int y = data.height / 3; y < (data.height / 3) * 2;y++) {
				//check the terrain of the tile
				const map_location loc(x - data.width / 3, y - data.height / 3);
				const t_translation::terrain_code terr = terrain[x][y];
				std::string name, base_name;
				std::set<std::string> used_names;

				if(t_translation::terrain_matches(terr, t_translation::ALL_MOUNTAINS)) {
					//name every 15th mountain
					if((rng_() % 15) == 0) {
						for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
							base_name = base_name_generator->generate();
							name = mountain_name_generator->generate({{"base",  base_name}});
						}
						misc_labels->emplace(loc, name);
						mountain_names.emplace(loc, base_name);
					}
				} else if(t_translation::terrain_matches(terr, t_translation::ALL_FORESTS)) {
					// If the forest tile is not named yet, name it
					const std::map<map_location, std::string>::const_iterator forest_name = forest_names.find(loc);
					if(forest_name == forest_names.end()) {
						for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
							base_name = base_name_generator->generate();
							name = forest_name_generator->generate({{"base",  base_name}});
						}
						forest_names.emplace(loc, base_name);
						// name all connected forest tiles accordingly
						flood_name(loc, base_name, forest_names, t_translation::ALL_FORESTS, terrain, data.width, data.height, 0, misc_labels, name);
					}
				} else if(t_translation::terrain_matches(terr, t_translation::ALL_SWAMPS)) {
					// If the swamp tile is not named yet, name it
					const std::map<map_location, std::string>::const_iterator swamp_name = swamp_names.find(loc);
					if(swamp_name == swamp_names.end()) {
						for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
							base_name = base_name_generator->generate();
							name = swamp_name_generator->generate({{"base",  base_name}});
						}
						swamp_names.emplace(loc, base_name);
						// name all connected swamp tiles accordingly
						flood_name(loc, base_name, swamp_names, t_translation::ALL_SWAMPS, terrain, data.width, data.height, 0, misc_labels, name);
					}
				}
			}
		}
	}

	LOG_NG << "Named landforms. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";
	LOG_NG << "Placing villages...\n";
	ticks = SDL_GetTicks();

	/*
	 * Place villages in a 'grid', to make placing fair, but with villages
	 * displaced from their position according to terrain and randomness, to
	 * add some variety.
	 */
	std::set<map_location> villages;

	if(data.nvillages > 0) {

		// First we work out the size of the x and y distance between villages
		const size_t tiles_per_village = ((data.width*data.height)/9)/data.nvillages;
		size_t village_x = 1, village_y = 1;

		// Alternate between incrementing the x and y value.
		// When they are high enough to equal or exceed the tiles_per_village,
		// then we have them to the value we want them at.
		while(village_x*village_y < tiles_per_village) {
			if(village_x < village_y) {
				++village_x;
			} else {
				++village_y;
			}
		}

		std::set<std::string> used_names;
		tcode_list_cache adj_liked_cache;

		config village_naming = game_config_.child("village_naming");

		if(cfg.has_child("village_naming")) {
			village_naming.append_attributes(cfg.child("village_naming"));
		}

		// If the [village_naming] child is empty, we cannot provide good names.
		std::map<map_location,std::string>* village_labels = village_naming.empty() ? nullptr : labels;

		for(int vx = 0; vx < data.width; vx += village_x) {
			LOG_NG << "village at " << vx << "\n";

			for(int vy = rng_()%village_y; vy < data.height; vy += village_y) {
				const size_t add = rng_()%3;
				const size_t x = (vx + add) - 1;
				const size_t y = (vy + add) - 1;

				const map_location res = place_village(terrain, x, y, 2, cfg, adj_liked_cache);

				if(res.x  < static_cast<long>(data.width     ) / 3 ||
				   res.x >= static_cast<long>(data.width  * 2) / 3 ||
				   res.y  < static_cast<long>(data.height    ) / 3 ||
				   res.y >= static_cast<long>(data.height * 2) / 3) {
					continue;
				}

				const std::string str = t_translation::write_terrain_code(terrain[res.x][res.y]);

				const std::string& convert_to = cfg.find_child("village", "terrain", str)["convert_to"].str();
				if(convert_to.empty()) {
					continue;
				}

				terrain[res.x][res.y] = t_translation::read_terrain_code(convert_to);

				villages.insert(res);

				if(village_labels == nullptr) {
					continue;
				}

				name_generator_factory village_name_generator_factory{ village_naming,
					{"base", "male", "village", "lake", "river", "bridge", "grassland", "forest", "hill", "mountain", "mountain_anon", "road", "swamp"} };

				village_naming.get_old_attribute("base_names", "male_names", "[village_naming]male_names= is deprecated, use base_names= instead");
				//Due to the attribute detection feature of the factory we also support male_name_generator= but keep it undocumented.

				base_name_generator = village_name_generator_factory.get_name_generator(
					(village_naming.has_attribute("base_names") || village_naming.has_attribute("base_name_generator")) ? "base" : "male" );

				const map_location loc(res.x-data.width/3,res.y-data.height/3);

				map_location adj[6];
				get_adjacent_tiles(loc,adj);

				std::string name_type = "village";
				const t_translation::ter_list
					field	 = t_translation::ter_list(1, t_translation::GRASS_LAND),
					forest   = t_translation::ter_list(1, t_translation::FOREST),
					mountain = t_translation::ter_list(1, t_translation::MOUNTAIN),
					hill	 = t_translation::ter_list(1, t_translation::HILL);

				size_t field_count = 0, forest_count = 0, mountain_count = 0, hill_count = 0;

				std::map<std::string,std::string> symbols;

				size_t n;
				for(n = 0; n != 6; ++n) {
					const std::map<map_location,std::string>::const_iterator road_name = road_names.find(adj[n]);
					if(road_name != road_names.end()) {
						symbols["road"] = road_name->second;
						name_type = "road";
						break;
					}

					const std::map<map_location,std::string>::const_iterator river_name = river_names.find(adj[n]);
					if(river_name != river_names.end()) {
						symbols["river"] = river_name->second;
						name_type = "river";

						const std::map<map_location,std::string>::const_iterator bridge_name = bridge_names.find(adj[n]);
						if(bridge_name != bridge_names.end()) {
							//we should always end up here, since if there is an adjacent bridge, there has to be an adjacent river too
							symbols["bridge"] = bridge_name->second;
							name_type = "river_bridge";
						}

						break;
					}

					const std::map<map_location,std::string>::const_iterator forest_name = forest_names.find(adj[n]);
					if(forest_name != forest_names.end()) {
						symbols["forest"] = forest_name->second;
						name_type = "forest";
						break;
					}

					const std::map<map_location,std::string>::const_iterator lake_name = lake_names.find(adj[n]);
					if(lake_name != lake_names.end()) {
						symbols["lake"] = lake_name->second;
						name_type = "lake";
						break;
					}

					const std::map<map_location,std::string>::const_iterator mountain_name = mountain_names.find(adj[n]);
					if(mountain_name != mountain_names.end()) {
						symbols["mountain"] = mountain_name->second;
						name_type = "mountain";
						break;
					}

					const std::map<map_location,std::string>::const_iterator swamp_name = swamp_names.find(adj[n]);
					if(swamp_name != swamp_names.end()) {
						symbols["swamp"] = swamp_name->second;
						name_type = "swamp";
						break;
					}

					const t_translation::terrain_code terr = terrain[adj[n].x+data.width/3][adj[n].y+data.height/3];

					if(std::count(field.begin(),field.end(),terr) > 0) {
						++field_count;
					} else if(std::count(forest.begin(),forest.end(),terr) > 0) {
						++forest_count;
					} else if(std::count(hill.begin(),hill.end(),terr) > 0) {
						++hill_count;
					} else if(std::count(mountain.begin(),mountain.end(),terr) > 0) {
						++mountain_count;
					}
				}

				if(n == 6) {
					if(field_count == 6) {
						name_type = "grassland";
					} else if(forest_count >= 2) {
						name_type = "forest";
					} else if(mountain_count >= 1) {
						name_type = "mountain_anon";
					} else if(hill_count >= 2) {
						name_type = "hill";
					}
				}

				std::string name;

				symbols["base"] = base_name_generator->generate();
				std::shared_ptr<name_generator> village_name_generator = village_name_generator_factory.get_name_generator(name_type);

				for(size_t ntry = 0; ntry != 30 && (ntry == 0 || used_names.count(name) > 0); ++ntry) {
					name = village_name_generator->generate(symbols);
				}

				used_names.insert(name);
				village_labels->emplace(loc, name);
			}
		}
	}

	LOG_NG << "Placed villages. " << (SDL_GetTicks() - ticks) << " ticks elapsed" << "\n";

	return output_map(terrain, starting_positions);
}