Add manual page for world generator

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LAND(6)
=======
:doctype: manpage
NAME
----
land - world map generator
SYNOPSIS
--------
*land* ['OPTIONS']
DESCRIPTION
-----------
*-l* 'land'::
There is a minimum value (11) which is enforced at run time. Not sure if
there is an actual max value that makes sense. Basically, based on the
size of the map (overall spaces), this randomly makes land number of
spaces randomly lower or higher. The default is 300000. Note that this is
run also based on passes (-n). Note that each additional pass of land
(-l), the the altitude amount will likely be less. So if you do something
like -l 20 and -n 4000, it will make make steep cliffs and the like.
Conversely, something like -l 200000000 -n 10 will still have a lot of
variation, but in general should be smoother (more rolling hills than
cliffs).
*-n* 'passes'::
Make lakes and ocean trenches. General note - it works better to have more
passes, but each pass doing less work - this results in more consistent
lakes and ocean trenching. Note that passes and land (-l) play with each
other. The default (npasses = 40, land=300000) means 12 million spaces
will be modified. However, 1500x1500 is 2.25 million, so it means that on
average, each spaces will have its altitude modified 6 times - sometimes
positive, sometimes negative. But the thing to keep in mind here is that
the total number of spaces modified is -l * -n. Note that the comment
above is directly from the source, but applies to wpasses (-p)
*-p* 'wpasses'::
Works the same way as *-n* and *-l*, but instead of increasing altitude,
it decreases it.
*-s* 'seed'::
Seed for the random number generator. It does not directly affect the
output of the maps in any predictable way. The main purpose of the seed is
that if you use the same seed, you will get the same map (assuming size
and other parameters remain the same).
*-w* 'water'::
Works the same way as *-n* and *-l*, but instead of increasing altitude,
it decreases it. On a simple bases, if land total (-l * -n) is a lot
bigger than water total (-p * -w), you should get more land, and a lot
more mountain peaks and so forth. If the opposite is true, the land should
be flatter and you will have more water.
*-x* 'width'::
Number of 50 tile wide maps on x axis (1500 would be 30 maps that are 50
pixels wide; 150 would be 3 maps 50 pixels wide).
*-y* 'height'::
Number of 50 tile tall maps on y axis (1500 would be 30 maps that are 50
pixels tall; 150 would be 3 maps 50 pixels tall).
EXIT STATUS
-----------
Always returns zero, unless invalid command-line arguments are given.
EXAMPLES
--------
`lander -m . -m -x 1500 -y 1500 -s 1007623715 -p 300 -n 170 -w 10000 -l 50000`
HISTORY
-------
Kevin Zheng cobbled together this `man` page, which is based off an email sent
by Mark Wedel answering a question from Rick Tanner. Please do not yell at
the author for copying large portions of the said email in verbatim.
BUGS
----
Note that the land program is very simple and not realistic. For example, if
the finished altitude of a space is <0, then it is water, otherwise land. And
the type of land is based on the altitude of the space. Which means you won't
get high mountain lakes (quite common on earth), high prairies (low altitude
in land.c is grassland), etc.