def create_random_island(id_string):
	"""Creates a random island as sqlite db.
	It is rather primitive; it places shapes on the dict.
	The coordinates of tiles will be 0 <= x < width and 0 <= y < height
	@param id_string: random island id string
	@return: sqlite db reader containing island
	"""
	match_obj = re.match(_random_island_id_regexp, id_string)
	assert match_obj
	creation_method, width, height, seed = [ long(i) for i in match_obj.groups() ]
	assert creation_method == 2, 'The only supported island creation method is 2.'

	rand = random.Random(seed)
	map_set = set()

	# place this number of shapes
	for i in xrange(15 + width * height / 45):
		# place shape determined by shape_id on (x, y)
		add = True
		shape_id = rand.randint(2, 8)
		rect_chance = 29
		if rand.randint(0, 4) == 0:
			rect_chance = 13
			add = False

		shape = None
		if rand.randint(1, rect_chance) == 1:
			# use a rect
			if add:
				x = rand.randint(8, width - 7)
				y = rand.randint(8, height - 7)
			else:
				x = rand.randint(0, width)
				y = rand.randint(0, height)
			shape = Rect.init_from_topleft_and_size(x - 5, y - 5, rand.randint(2, 8), rand.randint(2, 8))
		else:
			# use a circle such that the radius is determined by shape_id
			radius = shape_id
			if not add and rand.randint(0, 6) < 5:
				x = rand.randint(-radius * 3 / 2, width + radius * 3 / 2)
				y = rand.randint(-radius * 3 / 2, height + radius * 3 / 2)
				shape = Circle(Point(x, y), shape_id)
			elif width - radius - 4 >= radius + 3 and height - radius - 4 >= radius + 3:
				x = rand.randint(radius + 3, width - radius - 4)
				y = rand.randint(radius + 3, height - radius - 4)
				shape = Circle(Point(x, y), shape_id)

		if shape:
			for shape_coord in shape.tuple_iter():
				if add:
					map_set.add(shape_coord)
				elif shape_coord in map_set:
					map_set.discard(shape_coord)

	# write values to db
	map_db = DbReader(":memory:")
	map_db("CREATE TABLE ground(x INTEGER NOT NULL, y INTEGER NOT NULL, ground_id INTEGER NOT NULL, action_id TEXT NOT NULL, rotation INTEGER NOT NULL)")
	map_db("CREATE TABLE island_properties(name TEXT PRIMARY KEY NOT NULL, value TEXT NOT NULL)")
	map_db("BEGIN TRANSACTION")

	# add grass tiles
	for x, y in map_set:
		map_db("INSERT INTO ground VALUES(?, ?, ?, ?, ?)", x, y, *GROUND.DEFAULT_LAND)

	def fill_tiny_spaces(tile):
		"""Fills 1 tile gulfs and straits with the specified tile
		@param tile: ground tile to fill with
		"""

		all_neighbours = [(-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)]
		neighbours = [(-1, 0), (0, -1), (0, 1), (1, 0)]
		corners = [(-1, -1), (-1, 1)]
		knight_moves = [(-2, -1), (-2, 1), (-1, -2), (-1, 2), (1, -2), (1, 2), (2, -1), (2, 1)]
		bad_configs = set([0, 1 << 0, 1 << 1, 1 << 2, 1 << 3, (1 << 0) | (1 << 3), (1 << 1) | (1 << 2)])

		edge_set = copy.copy(map_set)
		reduce_edge_set = True

		while True:
			to_fill = set()
			to_ignore = set()
			for x, y in edge_set:
				# ignore the tiles with no empty neighbours
				if reduce_edge_set:
					is_edge = False
					for x_offset, y_offset in all_neighbours:
						if (x + x_offset, y + y_offset) not in map_set:
							is_edge = True
							break
					if not is_edge:
						to_ignore.add((x, y))
						continue

				for x_offset, y_offset in neighbours:
					x2 = x + x_offset
					y2 = y + y_offset
					if (x2, y2) in map_set:
						continue
					# (x2, y2) is now a point just off the island

					neighbours_dirs = 0
					for i in xrange(len(neighbours)):
						x3 = x2 + neighbours[i][0]
						y3 = y2 + neighbours[i][1]
						if (x3, y3) not in map_set:
							neighbours_dirs |= (1 << i)
					if neighbours_dirs in bad_configs:
						# part of a straight 1 tile gulf
						to_fill.add((x2, y2))
					else:
						for x_offset, y_offset in corners:
							x3 = x2 + x_offset
							y3 = y2 + y_offset
							x4 = x2 - x_offset
							y4 = y2 - y_offset
							if (x3, y3) in map_set and (x4, y4) in map_set:
								# part of a diagonal 1 tile gulf
								to_fill.add((x2, y2))
								break

				# block 1 tile straits
				for x_offset, y_offset in knight_moves:
					x2 = x + x_offset
					y2 = y + y_offset
					if (x2, y2) not in map_set:
						continue
					if abs(x_offset) == 1:
						y2 = y + y_offset / 2
						if (x2, y2) in map_set or (x, y2) in map_set:
							continue
					else:
						x2 = x + x_offset / 2
						if (x2, y2) in map_set or (x2, y) in map_set:
							continue
					to_fill.add((x2, y2))

				# block diagonal 1 tile straits
				for x_offset, y_offset in corners:
					x2 = x + x_offset
					y2 = y + y_offset
					x3 = x + 2 * x_offset
					y3 = y + 2 * y_offset
					if (x2, y2) not in map_set and (x3, y3) in map_set:
						to_fill.add((x2, y2))
					elif (x2, y2) in map_set and (x2, y) not in map_set and (x, y2) not in map_set:
						to_fill.add((x2, y))

			if to_fill:
				for x, y in to_fill:
					map_set.add((x, y))
					map_db("INSERT INTO ground VALUES(?, ?, ?, ?, ?)", x, y, *tile)

				old_size = len(edge_set)
				edge_set = edge_set.difference(to_ignore).union(to_fill)
				reduce_edge_set = old_size - len(edge_set) > 50
			else:
				break

	# possible movement directions
	all_moves = {
		'sw' : (-1, -1),
		'w'  : (-1, 0),
		'nw' : (-1, 1),
		's'  : (0, -1),
		'n'  : (0, 1),
		'se' : (1, -1),
		'e'  : (1, 0),
		'ne' : (1, 1)
		}

	def get_island_outline():
		"""
		@return: the points just off the island as a dict
		"""
		result = set()
		for x, y in map_set:
			for offset_x, offset_y in all_moves.itervalues():
				coords = (x + offset_x, y + offset_y)
				if coords not in map_set:
					result.add(coords)
		return result

	# add grass to sand tiles
	fill_tiny_spaces(GROUND.DEFAULT_LAND)
	outline = get_island_outline()
	for x, y in outline:
		filled = []
		for dir in sorted(all_moves):
			coords = (x + all_moves[dir][1], y + all_moves[dir][0])
			if coords in map_set:
				filled.append(dir)

		tile = None
		# straight coast or 1 tile U-shaped gulfs
		if filled == ['s', 'se', 'sw'] or filled == ['s']:
			tile = GROUND.SAND_NORTH
		elif filled == ['e', 'ne', 'se'] or filled == ['e']:
			tile = GROUND.SAND_WEST
		elif filled == ['n', 'ne', 'nw'] or filled == ['n']:
			tile = GROUND.SAND_SOUTH
		elif filled == ['nw', 'sw', 'w'] or filled == ['w']:
			tile = GROUND.SAND_EAST
		# slight turn (looks best with straight coast)
		elif filled == ['e', 'se'] or filled == ['e', 'ne']:
			tile = GROUND.SAND_WEST
		elif filled == ['n', 'ne'] or filled == ['n', 'nw']:
			tile = GROUND.SAND_SOUTH
		elif filled == ['nw', 'w'] or filled == ['sw', 'w']:
			tile = GROUND.SAND_EAST
		elif filled == ['s', 'sw'] or filled == ['s', 'se']:
			tile = GROUND.SAND_NORTH
		# sandy corner
		elif filled == ['se']:
			tile = GROUND.SAND_NORTHWEST1
		elif filled == ['ne']:
			tile = GROUND.SAND_SOUTHWEST1
		elif filled == ['nw']:
			tile = GROUND.SAND_SOUTHEAST1
		elif filled == ['sw']:
			tile = GROUND.SAND_NORTHEAST1
		# grassy corner
		elif 3 <= len(filled) <= 5:
			coast_set = set(filled)
			if 'e' in coast_set and 'se' in coast_set and 's' in coast_set:
				tile = GROUND.SAND_NORTHEAST3
			elif 's' in coast_set and 'sw' in coast_set and 'w' in coast_set:
				tile = GROUND.SAND_NORTHWEST3
			elif 'w' in coast_set and 'nw' in coast_set and 'n' in coast_set:
				tile = GROUND.SAND_SOUTHWEST3
			elif 'n' in coast_set and 'ne' in coast_set and 'e' in coast_set:
				tile = GROUND.SAND_SOUTHEAST3

		assert tile
		map_db("INSERT INTO ground VALUES(?, ?, ?, ?, ?)", x, y, *tile)
	map_set = map_set.union(outline)

	# add sand to shallow water tiles
	fill_tiny_spaces(GROUND.SAND)
	outline = get_island_outline()
	for x, y in outline:
		filled = []
		for dir in sorted(all_moves):
			coords = (x + all_moves[dir][1], y + all_moves[dir][0])
			if coords in map_set:
				filled.append(dir)

		tile = None
		# straight coast or 1 tile U-shaped gulfs
		if filled == ['s', 'se', 'sw'] or filled == ['s']:
			tile = GROUND.COAST_NORTH
		elif filled == ['e', 'ne', 'se'] or filled == ['e']:
			tile = GROUND.COAST_WEST
		elif filled == ['n', 'ne', 'nw'] or filled == ['n']:
			tile = GROUND.COAST_SOUTH
		elif filled == ['nw', 'sw', 'w'] or filled == ['w']:
			tile = GROUND.COAST_EAST
		# slight turn (looks best with straight coast)
		elif filled == ['e', 'se'] or filled == ['e', 'ne']:
			tile = GROUND.COAST_WEST
		elif filled == ['n', 'ne'] or filled == ['n', 'nw']:
			tile = GROUND.COAST_SOUTH
		elif filled == ['nw', 'w'] or filled == ['sw', 'w']:
			tile = GROUND.COAST_EAST
		elif filled == ['s', 'sw'] or filled == ['s', 'se']:
			tile = GROUND.COAST_NORTH
		# mostly wet corner
		elif filled == ['se']:
			tile = GROUND.COAST_NORTHWEST1
		elif filled == ['ne']:
			tile = GROUND.COAST_SOUTHWEST1
		elif filled == ['nw']:
			tile = GROUND.COAST_SOUTHEAST1
		elif filled == ['sw']:
			tile = GROUND.COAST_NORTHEAST1
		# mostly dry corner
		elif 3 <= len(filled) <= 5:
			coast_set = set(filled)
			if 'e' in coast_set and 'se' in coast_set and 's' in coast_set:
				tile = GROUND.COAST_NORTHEAST3
			elif 's' in coast_set and 'sw' in coast_set and 'w' in coast_set:
				tile = GROUND.COAST_NORTHWEST3
			elif 'w' in coast_set and 'nw' in coast_set and 'n' in coast_set:
				tile = GROUND.COAST_SOUTHWEST3
			elif 'n' in coast_set and 'ne' in coast_set and 'e' in coast_set:
				tile = GROUND.COAST_SOUTHEAST3

		assert tile
		map_db("INSERT INTO ground VALUES(?, ?, ?, ?, ?)", x, y, *tile)
	map_set = map_set.union(outline)

	# add shallow water to deep water tiles
	fill_tiny_spaces(GROUND.SHALLOW_WATER)
	outline = get_island_outline()
	for x, y in outline:
		filled = []
		for dir in sorted(all_moves):
			coords = (x + all_moves[dir][1], y + all_moves[dir][0])
			if coords in map_set:
				filled.append(dir)

		tile = None
		# straight coast or 1 tile U-shaped gulfs
		if filled == ['s', 'se', 'sw'] or filled == ['s']:
			tile = GROUND.DEEP_WATER_NORTH
		elif filled == ['e', 'ne', 'se'] or filled == ['e']:
			tile = GROUND.DEEP_WATER_WEST
		elif filled == ['n', 'ne', 'nw'] or filled == ['n']:
			tile = GROUND.DEEP_WATER_SOUTH
		elif filled == ['nw', 'sw', 'w'] or filled == ['w']:
			tile = GROUND.DEEP_WATER_EAST
		# slight turn (looks best with straight coast)
		elif filled == ['e', 'se'] or filled == ['e', 'ne']:
			tile = GROUND.DEEP_WATER_WEST
		elif filled == ['n', 'ne'] or filled == ['n', 'nw']:
			tile = GROUND.DEEP_WATER_SOUTH
		elif filled == ['nw', 'w'] or filled == ['sw', 'w']:
			tile = GROUND.DEEP_WATER_EAST
		elif filled == ['s', 'sw'] or filled == ['s', 'se']:
			tile = GROUND.DEEP_WATER_NORTH
		# mostly deep corner
		elif filled == ['se']:
			tile = GROUND.DEEP_WATER_NORTHWEST1
		elif filled == ['ne']:
			tile = GROUND.DEEP_WATER_SOUTHWEST1
		elif filled == ['nw']:
			tile = GROUND.DEEP_WATER_SOUTHEAST1
		elif filled == ['sw']:
			tile = GROUND.DEEP_WATER_NORTHEAST1
		# mostly shallow corner
		elif 3 <= len(filled) <= 5:
			coast_set = set(filled)
			if 'e' in coast_set and 'se' in coast_set and 's' in coast_set:
				tile = GROUND.DEEP_WATER_NORTHEAST3
			elif 's' in coast_set and 'sw' in coast_set and 'w' in coast_set:
				tile = GROUND.DEEP_WATER_NORTHWEST3
			elif 'w' in coast_set and 'nw' in coast_set and 'n' in coast_set:
				tile = GROUND.DEEP_WATER_SOUTHWEST3
			elif 'n' in coast_set and 'ne' in coast_set and 'e' in coast_set:
				tile = GROUND.DEEP_WATER_SOUTHEAST3

		assert tile
		map_db("INSERT INTO ground VALUES(?, ?, ?, ?, ?)", x, y, *tile)

	map_db("COMMIT")
	return map_db
Exemple #2
0
def create_random_island(id_string):
    """Creates a random island as sqlite db.
	It is rather primitive; it places shapes on the dict.
	The coordinates of tiles will be 0 <= x < width and 0 <= y < height
	@param id_string: random island id string
	@return: sqlite db reader containing island
	"""
    # NOTE: the tilesystem will be redone soon, so constants indicating grounds are temporary
    # here and will have to be changed anyways.
    match_obj = re.match(_random_island_id_regexp, id_string)
    assert match_obj
    creation_method, width, height, seed = [
        long(i) for i in match_obj.groups()
    ]

    rand = random.Random(seed)

    map_set = set()

    # creation_method 0 - standard small island for the 3x3 grid
    # creation_method 1 - large island
    # creation_method 2 - a number of randomly sized and placed islands

    # place this number of shapes
    for i in xrange(15 + width * height / 45):
        # place shape determined by shape_id on (x, y)
        add = True
        rect_chance = 6
        if creation_method == 0:
            shape_id = rand.randint(3, 5)
        elif creation_method == 1:
            shape_id = rand.randint(5, 8)
        elif creation_method == 2:
            shape_id = rand.randint(2, 8)
            rect_chance = 29
            if rand.randint(0, 4) == 0:
                rect_chance = 13
                add = False

        shape = None
        if rand.randint(1, rect_chance) == 1:
            # use a rect
            if add:
                x = rand.randint(8, width - 7)
                y = rand.randint(8, height - 7)
                if creation_method == 0:
                    shape = Rect.init_from_topleft_and_size(x - 3, y - 3, 5, 5)
                elif creation_method == 1:
                    shape = Rect.init_from_topleft_and_size(x - 5, y - 5, 8, 8)
                elif creation_method == 2:
                    shape = Rect.init_from_topleft_and_size(
                        x - 5, y - 5, rand.randint(2, 8), rand.randint(2, 8))
            else:
                x = rand.randint(0, width)
                y = rand.randint(0, height)
                shape = Rect.init_from_topleft_and_size(
                    x - 5, y - 5, rand.randint(2, 8), rand.randint(2, 8))
        else:
            # use a circle, where radius is determined by shape_id
            radius = shape_id
            if not add and rand.randint(0, 6) < 5:
                x = rand.randint(-radius * 3 / 2, width + radius * 3 / 2)
                y = rand.randint(-radius * 3 / 2, height + radius * 3 / 2)
                shape = Circle(Point(x, y), shape_id)
            elif width - radius - 4 >= radius + 3 and height - radius - 4 >= radius + 3:
                x = rand.randint(radius + 3, width - radius - 4)
                y = rand.randint(radius + 3, height - radius - 4)
                shape = Circle(Point(x, y), shape_id)

        if shape:
            for shape_coord in shape.tuple_iter():
                if add:
                    map_set.add(shape_coord)
                elif shape_coord in map_set:
                    map_set.discard(shape_coord)

    # write values to db
    map_db = DbReader(":memory:")
    map_db(
        "CREATE TABLE ground(x INTEGER NOT NULL, y INTEGER NOT NULL, ground_id INTEGER NOT NULL)"
    )
    map_db(
        "CREATE TABLE island_properties(name TEXT PRIMARY KEY NOT NULL, value TEXT NOT NULL)"
    )
    map_db("BEGIN TRANSACTION")

    # add grass tiles
    for x, y in map_set:
        map_db("INSERT INTO ground VALUES(?, ?, ?)", x, y, GROUND.DEFAULT_LAND)

    def fill_tiny_spaces(tile):
        """Fills 1 tile gulfs and straits with the specified tile
		@param tile: ground tile to fill with
		"""

        all_neighbours = [(-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1),
                          (1, 0), (1, 1)]
        neighbours = [(-1, 0), (0, -1), (0, 1), (1, 0)]
        corners = [(-1, -1), (-1, 1)]
        knight_moves = [(-2, -1), (-2, 1), (-1, -2), (-1, 2), (1, -2), (1, 2),
                        (2, -1), (2, 1)]
        bad_configs = set([
            0, 1 << 0, 1 << 1, 1 << 2, 1 << 3, (1 << 0) | (1 << 3),
            (1 << 1) | (1 << 2)
        ])

        edge_set = copy.copy(map_set)
        reduce_edge_set = True

        while True:
            to_fill = set()
            to_ignore = set()
            for x, y in edge_set:
                # ignore the tiles with no empty neighbours
                if reduce_edge_set:
                    is_edge = False
                    for x_offset, y_offset in all_neighbours:
                        if (x + x_offset, y + y_offset) not in map_set:
                            is_edge = True
                            break
                    if not is_edge:
                        to_ignore.add((x, y))
                        continue

                for x_offset, y_offset in neighbours:
                    x2 = x + x_offset
                    y2 = y + y_offset
                    if (x2, y2) in map_set:
                        continue
                    # (x2, y2) is now a point just off the island

                    neighbours_dirs = 0
                    for i in xrange(len(neighbours)):
                        x3 = x2 + neighbours[i][0]
                        y3 = y2 + neighbours[i][1]
                        if (x3, y3) not in map_set:
                            neighbours_dirs |= (1 << i)
                    if neighbours_dirs in bad_configs:
                        # part of a straight 1 tile gulf
                        to_fill.add((x2, y2))
                    else:
                        for x_offset, y_offset in corners:
                            x3 = x2 + x_offset
                            y3 = y2 + y_offset
                            x4 = x2 - x_offset
                            y4 = y2 - y_offset
                            if (x3, y3) in map_set and (x4, y4) in map_set:
                                # part of a diagonal 1 tile gulf
                                to_fill.add((x2, y2))
                                break

                # block 1 tile straits
                for x_offset, y_offset in knight_moves:
                    x2 = x + x_offset
                    y2 = y + y_offset
                    if (x2, y2) not in map_set:
                        continue
                    if abs(x_offset) == 1:
                        y2 = y + y_offset / 2
                        if (x2, y2) in map_set or (x, y2) in map_set:
                            continue
                    else:
                        x2 = x + x_offset / 2
                        if (x2, y2) in map_set or (x2, y) in map_set:
                            continue
                    to_fill.add((x2, y2))

                # block diagonal 1 tile straits
                for x_offset, y_offset in corners:
                    x2 = x + x_offset
                    y2 = y + y_offset
                    x3 = x + 2 * x_offset
                    y3 = y + 2 * y_offset
                    if (x2, y2) not in map_set and (x3, y3) in map_set:
                        to_fill.add((x2, y2))
                    elif (x2, y2) in map_set and (x2, y) not in map_set and (
                            x, y2) not in map_set:
                        to_fill.add((x2, y))

            if to_fill:
                for x, y in to_fill:
                    map_set.add((x, y))
                    map_db("INSERT INTO ground VALUES(?, ?, ?)", x, y, tile)

                old_size = len(edge_set)
                edge_set = edge_set.difference(to_ignore).union(to_fill)
                reduce_edge_set = old_size - len(edge_set) > 50
            else:
                break

    # possible movement directions
    all_moves = {
        'sw': (-1, -1),
        'w': (-1, 0),
        'nw': (-1, 1),
        's': (0, -1),
        'n': (0, 1),
        'se': (1, -1),
        'e': (1, 0),
        'ne': (1, 1)
    }

    def get_island_outline():
        """
		@return: the points just off the island as a dict
		"""
        result = set()
        for x, y in map_set:
            for offset_x, offset_y in all_moves.itervalues():
                coords = (x + offset_x, y + offset_y)
                if coords not in map_set:
                    result.add(coords)
        return result

    # add grass to sand tiles
    fill_tiny_spaces(GROUND.DEFAULT_LAND)
    outline = get_island_outline()
    for x, y in outline:
        filled = []
        for dir in sorted(all_moves):
            coords = (x + all_moves[dir][1], y + all_moves[dir][0])
            if coords in map_set:
                filled.append(dir)

        tile = None
        # straight coast or 1 tile U-shaped gulfs
        if filled == ['s', 'se', 'sw'] or filled == ['s']:
            tile = GROUND.SAND_NORTH
        elif filled == ['e', 'ne', 'se'] or filled == ['e']:
            tile = GROUND.SAND_WEST
        elif filled == ['n', 'ne', 'nw'] or filled == ['n']:
            tile = GROUND.SAND_SOUTH
        elif filled == ['nw', 'sw', 'w'] or filled == ['w']:
            tile = GROUND.SAND_EAST
        # slight turn (looks best with straight coast)
        elif filled == ['e', 'se'] or filled == ['e', 'ne']:
            tile = GROUND.SAND_WEST
        elif filled == ['n', 'ne'] or filled == ['n', 'nw']:
            tile = GROUND.SAND_SOUTH
        elif filled == ['nw', 'w'] or filled == ['sw', 'w']:
            tile = GROUND.SAND_EAST
        elif filled == ['s', 'sw'] or filled == ['s', 'se']:
            tile = GROUND.SAND_NORTH
        # sandy corner
        elif filled == ['se']:
            tile = GROUND.SAND_NORTHWEST1
        elif filled == ['ne']:
            tile = GROUND.SAND_SOUTHWEST1
        elif filled == ['nw']:
            tile = GROUND.SAND_SOUTHEAST1
        elif filled == ['sw']:
            tile = GROUND.SAND_NORTHEAST1
        # grassy corner
        elif 3 <= len(filled) <= 5:
            coast_set = set(filled)
            if 'e' in coast_set and 'se' in coast_set and 's' in coast_set:
                tile = GROUND.SAND_NORTHEAST3
            elif 's' in coast_set and 'sw' in coast_set and 'w' in coast_set:
                tile = GROUND.SAND_NORTHWEST3
            elif 'w' in coast_set and 'nw' in coast_set and 'n' in coast_set:
                tile = GROUND.SAND_SOUTHWEST3
            elif 'n' in coast_set and 'ne' in coast_set and 'e' in coast_set:
                tile = GROUND.SAND_SOUTHEAST3

        assert tile
        map_db("INSERT INTO ground VALUES(?, ?, ?)", x, y, tile)
    map_set = map_set.union(outline)

    # add sand to shallow water tiles
    fill_tiny_spaces(GROUND.SAND)
    outline = get_island_outline()
    for x, y in outline:
        filled = []
        for dir in sorted(all_moves):
            coords = (x + all_moves[dir][1], y + all_moves[dir][0])
            if coords in map_set:
                filled.append(dir)

        tile = None
        # straight coast or 1 tile U-shaped gulfs
        if filled == ['s', 'se', 'sw'] or filled == ['s']:
            tile = GROUND.COAST_NORTH
        elif filled == ['e', 'ne', 'se'] or filled == ['e']:
            tile = GROUND.COAST_WEST
        elif filled == ['n', 'ne', 'nw'] or filled == ['n']:
            tile = GROUND.COAST_SOUTH
        elif filled == ['nw', 'sw', 'w'] or filled == ['w']:
            tile = GROUND.COAST_EAST
        # slight turn (looks best with straight coast)
        elif filled == ['e', 'se'] or filled == ['e', 'ne']:
            tile = GROUND.COAST_WEST
        elif filled == ['n', 'ne'] or filled == ['n', 'nw']:
            tile = GROUND.COAST_SOUTH
        elif filled == ['nw', 'w'] or filled == ['sw', 'w']:
            tile = GROUND.COAST_EAST
        elif filled == ['s', 'sw'] or filled == ['s', 'se']:
            tile = GROUND.COAST_NORTH
        # mostly wet corner
        elif filled == ['se']:
            tile = GROUND.COAST_NORTHWEST1
        elif filled == ['ne']:
            tile = GROUND.COAST_SOUTHWEST1
        elif filled == ['nw']:
            tile = GROUND.COAST_SOUTHEAST1
        elif filled == ['sw']:
            tile = GROUND.COAST_NORTHEAST1
        # mostly dry corner
        elif 3 <= len(filled) <= 5:
            coast_set = set(filled)
            if 'e' in coast_set and 'se' in coast_set and 's' in coast_set:
                tile = GROUND.COAST_NORTHEAST3
            elif 's' in coast_set and 'sw' in coast_set and 'w' in coast_set:
                tile = GROUND.COAST_NORTHWEST3
            elif 'w' in coast_set and 'nw' in coast_set and 'n' in coast_set:
                tile = GROUND.COAST_SOUTHWEST3
            elif 'n' in coast_set and 'ne' in coast_set and 'e' in coast_set:
                tile = GROUND.COAST_SOUTHEAST3

        assert tile
        map_db("INSERT INTO ground VALUES(?, ?, ?)", x, y, tile)
    map_set = map_set.union(outline)

    # add shallow water to deep water tiles
    fill_tiny_spaces(GROUND.SHALLOW_WATER)
    outline = get_island_outline()
    for x, y in outline:
        filled = []
        for dir in sorted(all_moves):
            coords = (x + all_moves[dir][1], y + all_moves[dir][0])
            if coords in map_set:
                filled.append(dir)

        tile = None
        # straight coast or 1 tile U-shaped gulfs
        if filled == ['s', 'se', 'sw'] or filled == ['s']:
            tile = GROUND.DEEP_WATER_NORTH
        elif filled == ['e', 'ne', 'se'] or filled == ['e']:
            tile = GROUND.DEEP_WATER_WEST
        elif filled == ['n', 'ne', 'nw'] or filled == ['n']:
            tile = GROUND.DEEP_WATER_SOUTH
        elif filled == ['nw', 'sw', 'w'] or filled == ['w']:
            tile = GROUND.DEEP_WATER_EAST
        # slight turn (looks best with straight coast)
        elif filled == ['e', 'se'] or filled == ['e', 'ne']:
            tile = GROUND.DEEP_WATER_WEST
        elif filled == ['n', 'ne'] or filled == ['n', 'nw']:
            tile = GROUND.DEEP_WATER_SOUTH
        elif filled == ['nw', 'w'] or filled == ['sw', 'w']:
            tile = GROUND.DEEP_WATER_EAST
        elif filled == ['s', 'sw'] or filled == ['s', 'se']:
            tile = GROUND.DEEP_WATER_NORTH
        # mostly deep corner
        elif filled == ['se']:
            tile = GROUND.DEEP_WATER_NORTHWEST1
        elif filled == ['ne']:
            tile = GROUND.DEEP_WATER_SOUTHWEST1
        elif filled == ['nw']:
            tile = GROUND.DEEP_WATER_SOUTHEAST1
        elif filled == ['sw']:
            tile = GROUND.DEEP_WATER_NORTHEAST1
        # mostly shallow corner
        elif 3 <= len(filled) <= 5:
            coast_set = set(filled)
            if 'e' in coast_set and 'se' in coast_set and 's' in coast_set:
                tile = GROUND.DEEP_WATER_NORTHEAST3
            elif 's' in coast_set and 'sw' in coast_set and 'w' in coast_set:
                tile = GROUND.DEEP_WATER_NORTHWEST3
            elif 'w' in coast_set and 'nw' in coast_set and 'n' in coast_set:
                tile = GROUND.DEEP_WATER_SOUTHWEST3
            elif 'n' in coast_set and 'ne' in coast_set and 'e' in coast_set:
                tile = GROUND.DEEP_WATER_SOUTHEAST3

        assert tile
        map_db("INSERT INTO ground VALUES(?, ?, ?)", x, y, tile)

    map_db("COMMIT")
    return map_db