Warzone Map Tools
The Warzone Map Tools (WMT) are licensed under the
GPL 3
and are © 2009 by Florian Schanda and Martin Brain.
The Warzone Map Tools are a collection of various tools and libraries
for editing and creating
Warzone 2100 Resurrection maps.
Currently the entire point of the WMT are to support Diorama, a
gratuitously over-engineered random map generator.
The WMT currently consist out of the following:
-
mapwrite.py - A library for reading and writing warzone 2.2
maps.
-
diorama.py - A random map generator for warzone 2.2 with a GUI.
-
makemap.py - A non-interactive random map generator for
warzone 2.2.
The WMT have been written for Warzone 2.2, but trunk should also work.
Currently trunk can't render roads very
well at all, so you will get much better results when using Diorama with
the 2.2 branch of Warzone.
Documentation
Downloads
Screenshots
Everyone loves them. Click any of the thumbnails for the full image.
Bug Reports, Feedback and Feature Requests
This program most likely has bugs. If you do come across one, please
send me a screenshot (if applicable) and a copy of the python backtrace
(if applicable). You can send them to my email address which you can find
if you open any of the .py files and look at the third line.
Changelog
Version 1.1.1
Instead of writing a bunch of files into ~/.warzone-2.2, we now
write a single .wz map archive into ~/.warzone-2.2/maps. Also,
the addon.lev file within is much more complete, so you can play tier 2 and
tier 3 games as well now. Initial support for global features: You can
choose between Hotspot, Wasteland, Lake and Continent.
Version 1.1.0
Initial support for maps for trunk versions of warzone, pretty good results
for arizona and rockies maps. Urban maps look pretty pants on trunk as
roads can't be drawn correctly yet. Added a non-interactive version of the
map generator (which does not require PyQt4 or PyGL). Minor subtle bugfixes
and improvements.
Version 1.0.1
Rewritten the route() function in Cython and C. This particular part of the
map generation should now be up to 100+ times faster. On my crappy laptop a
default random map now takes less than 10 seconds to generate.
Version 1.0.0
Initial release.
Roadmap / TODO
The following additions to the WMT are planned:
Component |
Description |
Target |
Status |
Diorama, mapwrite |
Support for trunk: Can't progress until trunk/ can correctly render
all road tiles and crater tiles.
|
|
Partly done. |
Diorama |
Non-square symmetrical maps. Perhaps also allow mirroring in only
one axis.
|
1.2.0 |
|
Diorama |
Global semi-random features. The following remains to be implemented:
- Team bases (player bases are in clusters of 2 and 4)
- King of the Hill (player base 0 in middle with more oil, and all
other bases are around it)
|
1.2.0 |
Partly done. |
Diorama |
Portion up lakes tiles into distinct (connected) lakes - draw each
separately, and optionally draw a much larger border (similar to the
rockies road border).
|
1.2.0 |
|
Diorama |
"Patchwork" mapstyle. Create top left quarter first, then double
width and fill in the next quarter. Then double height and constrain
one quarter to all zeros and fill in the other. Finally fill in the
remaining quarter. This should allow us to create much larger
asymmetrical maps.
|
|
|
Diorama |
Make use of 'gateways' feature to give AI hints as to where to
place defences.
|
|
|
Panorama |
An actual map editor (written in Python) which should work on all
platforms that warzone supports.
|
2.0.0 |
|
ASP |
Walking distance rather than VTOL distance for oil wells.
|
|
|
ASP |
An implementation of bireachability that doesn't suck.
With 'everything reachable' turned off, really do need
bireachability.
|
|
|
ASP |
Random maps that are larger than 13x13 or so.
|
|
|