NAME

Game::TextMapper::Command::random

SYNOPSIS

text-mapper random [algorithm] [options]
text-mapper random help

DESCRIPTION

This prints a random map description to STDOUT.

text-mapper random | text-mapper render > map.svg

OPTIONS

help prints the man page.

The algorithm can be any module that Perl can load using require. By default, these are the ones:

The default algorithm is Game::TextMapper::Smale.

Valid options depend on the algorithm. If an algorithm needs a role, you can provide it using the --role option.

text-mapper random Game::TextMapper::Schroeder::Alpine \
    --role Game::TextMapper::Schroeder::Hex

If you don't do this, you'll get errors such as:

Can't locate object method "random_neighbor" via package ...

That's because random_neighbor must differ depending on whether we are looking at a hex map (6) or a square map (4).

The two roles currently used:

DEVELOPING YOUR OWN

The algorithm modules must be classes one instantiates using new and they must provide a method called generate_map that returns a string.

Assume you write your own, and put it in the ./lib directory, called Arrakis.pm. Here is a sample implementation. It uses Mojo::Base to make it a class.

    package Arrakis;
    use Modern::Perl;
    use Mojo::Base -base;
    sub generate_map {
      for my $x (0 .. 10) {
	for my $y (0 .. 10) {
	  printf("%02d%02d dust desert\n", $x, $y);
	}
      }
      say "include gnomeyland.txt";
    }
    1;

Since the lib directory is in @INC when called via text-mapper, you run it like this:

text-mapper random Arrakis | text-mapper render > map.svg

Any extra arguments are passed along to the call to generate_map.