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View Code? Open in Web Editor NEWA tool for creating random city in a middle age fantasy world
License: GNU General Public License v3.0
A tool for creating random city in a middle age fantasy world
License: GNU General Public License v3.0
They are similar, but the placement of most non-labeled buildings (and even some labeled ones) is random.
This is likely due to the fact buildings along a quadrant edges are not checked against buildings in the neighboring quadrant.
Places and resources are treated differently, but seem to be used similarly. They should share code when possible, including definitions in the config files.
Adding the feature to load a different languages pack.
By now quadrant are fixed, they must be parameterized as the number of core for efficiency!
line 563 fcp.py
nw=Rect(Point(0,0),Point(config['CITY_SIZE_X']/2,config['CITY_SIZE_Y']/2))
ne=Rect(Point(config['CITY_SIZE_X']/2,0),Point(config['CITY_SIZE_X'],config['CITY_SIZE_Y']/2))
sw=Rect(Point(0,config['CITY_SIZE_Y']/2),Point(config['CITY_SIZE_X']/2,config['CITY_SIZE_Y']))
se=Rect(Point(config['CITY_SIZE_X']/2,config['CITY_SIZE_Y']/2),Point(config['CITY_SIZE_X'],config['CITY_SIZE_Y']))
workers.append(pool.apply_async(conflictSolver,[(0,0),zone[0][0],nw,duty]))
workers.append(pool.apply_async(conflictSolver,[(0,1),zone[0][1],ne,duty]))
workers.append(pool.apply_async(conflictSolver,[(1,0),zone[1][0],sw,duty]))
workers.append(pool.apply_async(conflictSolver,[(1,1),zone[1][1],se,duty]))
in the future it must be
something like
for i in range(0,sqr(numberofcore)):
for j in range(0,sqr(numberofcore)):
workers.append(pool.apply_async(conflictSolver,[(i,j),zone[i][j],area[i][j],duty]))
Is there any documentation about how to configure streets in a medieval city?
Streets must link important places and also other city.
Houses must leave the passage at streets but sometimes street may deviate due to an old house that was there before.
Streets are important only for horses the inhabitants can walks on mud.
Solution 1
Streets can be build from a simulation, letting freely walking of inhabitants with task (like find bread, find the castle, find something) this could be really heavy but could be the smartest solution.
Solution2
Streets can be made by linking places and drawing lines this could be the easiest way.
buildings can be placed in the river. Unless there are exceptions for special buildings (harbors, docks), this shouldn't be permitted.
Too much Uk on the map cause confusion in the reader.
Each place must have an unique shorter or at least the shorter must collide with something similar like
CHICKEN_BUTCHER_SHOP (Bu) collide with BUTCHER_SHOP (Bu) in this case it's fine for me.
In the end no place must be unknown at all.
Not sure if this is because buildings are drawn on top of the existing walls, or if placing walls do not take all buildings into account.
If a river is sufficiently wide, add a few random islands.
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