Add manual page for world generator
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@19532 282e977c-c81d-0410-88c4-b93c2d0d6712master
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LAND(6)
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=======
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:doctype: manpage
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NAME
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----
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land - world map generator
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SYNOPSIS
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--------
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*land* ['OPTIONS']
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DESCRIPTION
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-----------
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*-l* 'land'::
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There is a minimum value (11) which is enforced at run time. Not sure if
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there is an actual max value that makes sense. Basically, based on the
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size of the map (overall spaces), this randomly makes land number of
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spaces randomly lower or higher. The default is 300000. Note that this is
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run also based on passes (-n). Note that each additional pass of land
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(-l), the the altitude amount will likely be less. So if you do something
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like -l 20 and -n 4000, it will make make steep cliffs and the like.
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Conversely, something like -l 200000000 -n 10 will still have a lot of
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variation, but in general should be smoother (more rolling hills than
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cliffs).
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*-n* 'passes'::
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Make lakes and ocean trenches. General note - it works better to have more
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passes, but each pass doing less work - this results in more consistent
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lakes and ocean trenching. Note that passes and land (-l) play with each
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other. The default (npasses = 40, land=300000) means 12 million spaces
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will be modified. However, 1500x1500 is 2.25 million, so it means that on
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average, each spaces will have its altitude modified 6 times - sometimes
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positive, sometimes negative. But the thing to keep in mind here is that
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the total number of spaces modified is -l * -n. Note that the comment
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above is directly from the source, but applies to wpasses (-p)
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*-p* 'wpasses'::
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Works the same way as *-n* and *-l*, but instead of increasing altitude,
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it decreases it.
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*-s* 'seed'::
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Seed for the random number generator. It does not directly affect the
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output of the maps in any predictable way. The main purpose of the seed is
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that if you use the same seed, you will get the same map (assuming size
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and other parameters remain the same).
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*-w* 'water'::
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Works the same way as *-n* and *-l*, but instead of increasing altitude,
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it decreases it. On a simple bases, if land total (-l * -n) is a lot
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bigger than water total (-p * -w), you should get more land, and a lot
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more mountain peaks and so forth. If the opposite is true, the land should
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be flatter and you will have more water.
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*-x* 'width'::
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Number of 50 tile wide maps on x axis (1500 would be 30 maps that are 50
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pixels wide; 150 would be 3 maps 50 pixels wide).
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*-y* 'height'::
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Number of 50 tile tall maps on y axis (1500 would be 30 maps that are 50
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pixels tall; 150 would be 3 maps 50 pixels tall).
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EXIT STATUS
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-----------
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Always returns zero, unless invalid command-line arguments are given.
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EXAMPLES
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--------
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`lander -m . -m -x 1500 -y 1500 -s 1007623715 -p 300 -n 170 -w 10000 -l 50000`
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HISTORY
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-------
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Kevin Zheng cobbled together this `man` page, which is based off an email sent
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by Mark Wedel answering a question from Rick Tanner. Please do not yell at
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the author for copying large portions of the said email in verbatim.
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BUGS
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----
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Note that the land program is very simple and not realistic. For example, if
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the finished altitude of a space is <0, then it is water, otherwise land. And
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the type of land is based on the altitude of the space. Which means you won't
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get high mountain lakes (quite common on earth), high prairies (low altitude
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in land.c is grassland), etc.
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