Difference between revisions of "MapGeneratorWML"

From The Battle for Wesnoth Wiki
m (scenarios/multiplayer/Random_Map.cfg)
(scenarios/multiplayer/Random_Map.cfg)
Line 10: Line 10:
 
== scenarios/multiplayer/Random_Map.cfg ==
 
== scenarios/multiplayer/Random_Map.cfg ==
 
and '''scenarios/Heir_To_The_Throne/Sceptre.cfg'''.
 
and '''scenarios/Heir_To_The_Throne/Sceptre.cfg'''.
 +
 +
{{DevFeature}} Updated with some more info and the changes with the new terrain system
 +
 +
The following key is reconized for '''[scenario]'''/'''[multiplayer]'''
 +
* ''scenario_generation'' "empty" or "default" will us the default generator, "cave" used the cave generator. Other values are not valid.
  
 
The following key/tags are recognized for [generator]:
 
The following key/tags are recognized for [generator]:
Line 16: Line 21:
 
** 'default'
 
** 'default'
 
* ''map_width'',''map_height'' size of the map to generate
 
* ''map_width'',''map_height'' size of the map to generate
* ''iterations''
+
* ''iterations'' the number of times an attempt is being made to generate a hill (default only)
* ''hill_size''
+
* ''hill_size'' hills will have a random size between 1 and ''hill_size'' (default only)
* ''max_lakes''
+
* ''max_lakes'' the number of times an attempt is being made to generate a lake (default only)
* ''min_lake_height''
+
* ''min_lake_height'' lakes are the starting point of rivers and need to start above a certain height (default only)
* ''lake_size''
+
* ''lake_size'' the size of a lake still randomly generated (default only)
* ''river_frequency''
+
* ''river_frequency'' determine how much a river can run uphill and thus generate more rivers (default only)
 
* ''flipx_chance'' for scenario generation.
 
* ''flipx_chance'' for scenario generation.
 
Percentage chance to flip map across X axis ???
 
Percentage chance to flip map across X axis ???
Line 33: Line 38:
 
* ''road_windiness''
 
* ''road_windiness''
 
* '''[height]''' list of common terrain types
 
* '''[height]''' list of common terrain types
which come in at different heights, from highest to lowest
+
which come in at different heights, from highest to lowest (default only)
 
** ''height''
 
** ''height''
** ''terrain''
+
** ''terrain'' {{DevFeature}} 1 terrain letter
* '''[convert]''' used to make terrain conversions.
+
* '''[convert]''' used to make terrain conversions (default only).
 
For example water becomes ice at low temperatures, grass snow, etc.
 
For example water becomes ice at low temperatures, grass snow, etc.
 +
If the terrain is between the min_x and max_x it will be converted
 +
if min_x is not defined it will default to a large negative number
 +
if max_x is not defined it will default to a large positive number
 
** ''min_height''
 
** ''min_height''
 
** ''max_height''
 
** ''max_height''
 
** ''min_temperature''
 
** ''min_temperature''
 
** ''max_temperature''
 
** ''max_temperature''
** ''from''
+
** ''from'' {{DevFeature}} A comma separated terrains to convert from
** ''to''
+
** ''to'' {{DevFeature}} The terrain to convert these terrains to
 
* '''[road_cost]'''
 
* '''[road_cost]'''
** ''terrain''
+
** ''terrain'' {{DevFeature}} 1 terrain letter
** ''cost''
+
** ''cost'' how expensive it is the create a road on this terrain, this influences the odds of this terrain getting a road
** ''convert_to_bridge'' a list of terrains;
+
** ''convert_to_bridge'' {{DevFeature}} a comma separated list of terrains;
 
   N/S, then NE/SW, then NW/SE.
 
   N/S, then NE/SW, then NW/SE.
** ''convert_to'' a terrain
+
** ''convert_to'' {{DevFeature}} 1 terrain letter (note using both ''convert_to_bridge'' and ''convert_to'' might result in unwanted results)
* '''[village]'''
+
* '''[village]''' The conversion of terrains to villages (default only)
** ''terrain''
+
** ''terrain'' {{DevFeature}} 1 terrain letter which will be converted to a village
** ''convert_to''
+
** ''convert_to'' {{DevFeature}} 1 terrain letter for the village
** ''adjacent_liked'' an unseparated terrain list
+
** ''adjacent_liked'' {{DevFeature}} a comma separated terrain list. This list increases the rating for a certain location, every tile around the location will be tested against this list and for every match the rating of the location is increased. The same terrain twice in the list will double the rating increase for that location.
 
** ''rating'' chance of appearing
 
** ''rating'' chance of appearing
* '''[castle]'''
+
* '''[castle]''' the conversion of castles (default only)
** ''valid_terrain''
+
** ''valid_terrain'' {{DevFeature}} a comma separated terrain list with terrains which are allowed to be converted to a castle.
 
** ''min_distance''
 
** ''min_distance''
 
* '''[naming]'''
 
* '''[naming]'''

Revision as of 10:55, 11 February 2007

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, credits_group, criteria;

D:

damage, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, found_item, for, foreach, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit, unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

the [generator] tag]

The [generator] tag replaces a scenario's map data; in fact its whole purpose is to generate the map data given a set of configuration parameters.

The map generator function is not very well documented. The data on this page are taken from

scenarios/multiplayer/Random_Map.cfg

and scenarios/Heir_To_The_Throne/Sceptre.cfg.

Template:DevFeature Updated with some more info and the changes with the new terrain system

The following key is reconized for [scenario]/[multiplayer]

  • scenario_generation "empty" or "default" will us the default generator, "cave" used the cave generator. Other values are not valid.

The following key/tags are recognized for [generator]:

  • [scenario]/[settings] See ScenarioWML
  • name
    • 'default'
  • map_width,map_height size of the map to generate
  • iterations the number of times an attempt is being made to generate a hill (default only)
  • hill_size hills will have a random size between 1 and hill_size (default only)
  • max_lakes the number of times an attempt is being made to generate a lake (default only)
  • min_lake_height lakes are the starting point of rivers and need to start above a certain height (default only)
  • lake_size the size of a lake still randomly generated (default only)
  • river_frequency determine how much a river can run uphill and thus generate more rivers (default only)
  • flipx_chance for scenario generation.

Percentage chance to flip map across X axis ???

  • villages
  • village_density tiles per village ???
  • players
  • temperature_iterations
  • temperature_size
  • default_convert
  • roads
  • road_windiness
  • [height] list of common terrain types

which come in at different heights, from highest to lowest (default only)

  • [convert] used to make terrain conversions (default only).

For example water becomes ice at low temperatures, grass snow, etc. If the terrain is between the min_x and max_x it will be converted if min_x is not defined it will default to a large negative number if max_x is not defined it will default to a large positive number

  • [road_cost]
    • terrain Template:DevFeature 1 terrain letter
    • cost how expensive it is the create a road on this terrain, this influences the odds of this terrain getting a road
    • convert_to_bridge Template:DevFeature a comma separated list of terrains;
 N/S, then NE/SW, then NW/SE.
    • convert_to Template:DevFeature 1 terrain letter (note using both convert_to_bridge and convert_to might result in unwanted results)
  • [village] The conversion of terrains to villages (default only)
    • terrain Template:DevFeature 1 terrain letter which will be converted to a village
    • convert_to Template:DevFeature 1 terrain letter for the village
    • adjacent_liked Template:DevFeature a comma separated terrain list. This list increases the rating for a certain location, every tile around the location will be tested against this list and for every match the rating of the location is increased. The same terrain twice in the list will double the rating increase for that location.
    • rating chance of appearing
  • [castle] the conversion of castles (default only)
    • valid_terrain Template:DevFeature a comma separated terrain list with terrains which are allowed to be converted to a castle.
    • min_distance
  • [naming]
    • male_names
  • [village_naming]
    • male_names
  • [chamber] for underground maps
    • id a name used to identify where the passages lead. See the [passage] tag, below.
    • x,y approximate location of the center hex of the chamber. Unfortunately it isn't always exact. Can be a single number (x=5) or a range (x=10-20)
    • size circular radius of the chamber, including the center hex
    • jagged a good value is probably between 0-50 (not sure exactly)
    • [items] See ScenarioWML. This can contain tags normally found under [scenario] like [side], [item], and [event]. Moveto events definitely work here (using the same_location_as_previous key instead of a location filter). Other events can be placed in the [settings] tag, above. Locations of items will be generated randomly. The attribute same_location_as_previous=yes means that the filter for a moveto event (see EventWML) is the same as the location of the previous item.
    • [passage] defines a pathway between chambers
      • destination the id key of the destination passage
      • windiness a good value is probably between 1-10
      • width number of hexes
      • jagged a good value is probably between 1-10

See Also