On Tue, 4 Dec 2012 05:03:17 PM Michael Vehrs wrote: > I think it would be a good idea to split the MapGenerator into several > components. I think the map import code liberally sprinkled here and > there should be combined into a MapLoader able to load various layers of > a map from another game. In the future, someone might write other > MapLoaders able to load layers of a map from an image, or from an > original Colonization file (or possibly from a savegame of the remake), > or from some future format. And I think the generator itself should be > split into a number of different MapLayerGenerators, one or several for > each layer of the map. At some point in the future, we might have > several implementations of MapLayerGenerators for the same layer, and > make them selectable.
I can see that being useful. > Map regions present a problem, however. Should we add another map layer > for regions, and a corresponding region layer generator? Or should the > generating of regions be handled by the Map itself? The terrain > generator contains code for generating regions in case the imported map > lacks them. Is this compatibility code? IIRC when I last hacked on map generation the regions were at least partially to guide the placement of native settlements (see IndianNationType.regions). I can not comment on why that is so, ``It was like that when I got here''. I think I did write some code to make sure regions exist in imported maps, but the details escape me. Regions may be helpful for native settlement placement, but I do not think they are necessary for that purpose. Moving regions into their own independent layer would be a cleaner design. It is certainly code that could do with some review, as ISTM we generate a few too many small regions for no good reason. Cheers, Mike Pope
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