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Battle-for-Tismo/shared/data/map_config.js
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JavaScript

// World-generation configuration. The seed is overridden per game; the rest
// tunes the shape and populating of the map.
export const MAP_CONFIG = {
mapSize: { x: 100, y: 100 },
topology: "cylindrical",
terrainSeed: 0,
// Continents grow from `minContinents` smooth domes rather than a plain
// continent noise field. The domes are spread by farthest-point sampling and
// the sea level is then found by lowering the water in `seaLevelStep` steps
// until exactly that many landmasses remain; `seaLevel` is only the fallback
// when the search finds no exact match.
seaLevel: 0,
// Fraction of the shorter map side used as each dome's radius. There is no
// falloff: the domes are simply islands in one ocean, and where a dome
// reaches a pole it parts the ocean there.
domeRadius: 0.26,
// How far the detail noise may bend the dome edge. The field is rescaled to
// [-1, 1] per map so the coast stays rough whatever the map size.
detailAmplitude: 0.25,
// Domes are kept this fraction of a half-map away from the poles, so their
// peaks are never buried under the polar ice.
domePolarMargin: 0.25,
// The detail field that roughens the coastline. `cycles` is how many base
// waves span the map width, so the coasts stay ragged on a small map as well
// as on the default one; the frequency is derived per map.
detailNoise: {
cycles: 1,
octaves: 8,
lacunarity: 2.0,
gain: 0.5,
},
seaLevelStep: 0.05,
// A body of land has to reach this fraction of the map to count as a
// continent while the sea level is being chosen, so speckle cannot stand in
// for one. The water is never lowered past `maxLandFraction` either, so a
// single dome cannot swallow the whole map before the search settles.
minContinentFraction: 0.01,
maxLandFraction: 0.6,
// A few small islands are stamped into open water after the continents have
// settled. They never join a continent or sway the water search, and each is
// kept under `minCapitalLandmass`. The count is scaled by map area (so the
// small test fixtures get none) and capped at the number of nations, because
// every island is a starting island: `pickCapitals` puts one nation on each
// before the rest go on the continents.
smallIslandCount: 5,
smallIslandSize: 30,
// A field that chews the small-island rims so they read as ragged coast
// rather than as dice. It is coarse enough to grow lobes a couple of tiles
// across without splitting the island.
smallIslandNoise: {
frequency: 0.14,
octaves: 2,
lacunarity: 2.0,
gain: 0.5,
},
falloffEnabled: false,
falloffStart: 0.55,
falloffStrength: 0.6,
iceLatitude: 0.9,
tundraLatitude: 0.66,
// The polar ice and tundra edges are bent by a finer noise field so the
// sheets are jagged rather than straight bands. `iceRoughness` is how far (in
// latitude) the edges may wander; the equatorward core beyond that bound is
// always ice (and always tundra below it).
iceNoise: {
frequency: 0.13,
octaves: 2,
lacunarity: 2.0,
gain: 0.5,
},
iceRoughness: 0.06,
// A finer field that roughens the coastline on top of the detail noise, and
// how strongly it bends the shore away from the smooth dome outline.
coastNoise: {
frequency: 0.09,
octaves: 2,
lacunarity: 2.0,
gain: 0.5,
},
coastRoughness: 0.4,
// Third pass: clusters of terrain laid over the plains, independent of the
// continent shape so no terrain type follows the landmasses. `coverage` is
// the share of the land aimed for and `size` the tiles per cluster (jittered
// per cluster). Earlier entries take priority where clusters overlap.
terrainBiomes: [
{ terrainType: "Mountain", coverage: 0.03, size: 10 },
{ terrainType: "Hills", coverage: 0.1, size: 26 },
{ terrainType: "Forest", coverage: 0.22, size: 30 },
{ terrainType: "Desert", coverage: 0.08, size: 48 },
],
capitalMargin: 2,
minCapitalDistance: 8,
minCapitalLandmass: 40,
// Landmasses and seas smaller than these fractions of the map are smoothed
// away, so the world reads as a few big continents rather than speckle. The
// thresholds scale with the map, so tiny test maps are left alone.
minIslandFraction: 0.0015,
minLakeFraction: 0.0015,
// How many continents to seed and to keep once the water has settled: the
// generator places one dome per continent and searches for the sea level that
// leaves exactly this many landmasses.
minContinents: 3,
connectOceans: true,
citiesPerCiv: 10,
// Minimum distance between any two cities during generation (never below 5).
citySpacing: 5,
};