View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0017780 | AI War 1 / Classic | Suggestion - Campaign Management And Setup - Map Styles And Generation | Nov 7, 2015 5:24 am | Nov 7, 2015 5:25 am | |
Reporter | pumpkin | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 8.023 | ||||
Summary | 0017780: RimWorld | ||||
Description | The map is a ring where each planet is connected to the X next planets, where X is randomly picked between 1 and a branching factor. Each vertex may have a probability to not appear (but the vertex toward the immediately following planet is always created to avoid disconnected graph). It looks like a chaotic version of my pearl necklace mapstyle. The file attached "rimworld" is a 80-planets map with a branching factor of 3 and a probability of 100%. The file attached "rimworld_complex" is a 80 planets map with a branching factor of 6 and a probability of 50%. This one shows that vertex density may vary a lot (compare top-left and bottom right). Here is the perl code producing the .dot file. I used the program "fdp" (from the linux's Graphviz suite) to display it. #!/usr/bin/perl my $size = 80; my $branching = 6; my $proba = 0.5; print "graph {\n"; for(my $i=1; $i <= $size; $i++) { for(my $n = int(rand($branching))+1; $n > 0; $n--) { if ($n == 1 or $proba > rand()) { print "\t$i -- ", ($i+$n)%($size+1), ";\n"; } } } print "}"; | ||||
Tags | No tags attached. | ||||
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