[0.12.29] Starting in the middle of an ocean

Things that has been reported already before.

Re: [0.12.29] Starting in the middle of an ocean

Postby TruePikachu » Fri Jun 29, 2018 5:31 am

Koub wrote:[Koub] Merged into "island start" topic. :)

I just got really confused when I saw this show up in duplicates and the first page had the old graphics.
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Re: [0.12.29] Starting in the middle of an ocean

Postby Deadly-Bagel » Fri Jun 29, 2018 4:04 pm

Yeah, it's an old issue, but one common to procedurally generated maps, especially when it includes impassable terrain. It would take some pretty complex calculations to check for this sort of thing, which would slow down the map speed and take time to develop. Overall it's a pretty rare and low-impact problem.

Though could probably be solved by allowing passage across shallow water, maybe at like 50% move speed or something. Make a feature of it, allow digging of moats to slow down biters.Though I guess walls would then need to be allowed to be built in shallow water...
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Re: [0.12.29] Starting in the middle of an ocean

Postby almania » Sun Aug 12, 2018 2:10 pm

Not actually complex at all, just count how many tiles are pathable from the start, accepting the map once it exceeds some threshold.

Algorithm you want to use for that is floodfill, same thing paint uses for its fill tool. Pseudo code is often expressed in just 5 lines, although in practice a discrete stack is typically better (and not any harder in practice).
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