示例#1
0
def generatePlotTypes():
    NiTextOut("Setting Plot Types (Python Mirror) ...")
    gc = CyGlobalContext()
    map = CyMap()
    userInputLandmass = map.getCustomMapOption(2)
    dice = gc.getGame().getMapRand()
    global terrainRoll
    terrainRoll = dice.get(8, "PlotGen Chooser - Mirror PYTHON")
    # 0-3 = LvR
    # 4 = Wide Conts
    # 5 = Snaky Conts
    # 6 = 'Pelago
    # 7 = Tiny Islands

    # Teams together on an all land map.
    if userInputLandmass == 0 or (userInputLandmass == 5
                                  and terrainRoll < 4):  # LvR
        land_world = FractalWorld()
        land_world.initFractal(continent_grain=4,
                               rift_grain=-1,
                               has_center_rift=False,
                               invert_heights=True)
        return land_world.generatePlotTypes(water_percent=8)

    # Teams separated by water, use MultilayeredFractal.
    water_world = MirrorMultilayeredFractal()
    if userInputLandmass == 5:  # Varied setting gives 50% land maps (LvR) and 50% water maps (random type).
        terrain_type = terrainRoll - 3
    else:
        terrain_type = userInputLandmass
    return water_world.generatePlotsByRegion(terrain_type)
示例#2
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Mirror) ...")
	gc = CyGlobalContext()
	map = CyMap()
	userInputLandmass = map.getCustomMapOption(2)
	dice = gc.getGame().getMapRand()
	global terrainRoll
	terrainRoll = dice.get(8, "PlotGen Chooser - Mirror PYTHON")
	# 0-3 = LvR
	# 4 = Wide Conts
	# 5 = Snaky Conts
	# 6 = 'Pelago
	# 7 = Tiny Islands

	# Teams together on an all land map.
	if userInputLandmass == 0 or (userInputLandmass == 5 and terrainRoll < 4): # LvR
		land_world = FractalWorld()
		land_world.initFractal(continent_grain = 4, rift_grain = -1, has_center_rift = False, invert_heights = True)
		return land_world.generatePlotTypes(water_percent = 8)

	# Teams separated by water, use MultilayeredFractal.
	water_world = MirrorMultilayeredFractal()
	if userInputLandmass == 5: # Varied setting gives 50% land maps (LvR) and 50% water maps (random type).
		terrain_type = terrainRoll - 3
	else:
		terrain_type = userInputLandmass
	return water_world.generatePlotsByRegion(terrain_type)
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Fractal) ...")
	fractal_world = FractalWorld( 4, 4 )
	fractal_world.initFractal(continent_grain = 3, rift_grain = 4, has_center_rift = False, polar = False)
	retVal = fractal_world.generatePlotTypes(70)
	sinkEasternShore(fractal_world, 5)
	return retVal
示例#4
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Shuffle) ...")
	gc = CyGlobalContext()
	dice = gc.getGame().getMapRand()
	fractal_world = FractalWorld()
	grainRoll = 1 + dice.get(8, "Fractal Grain - Shuffle PYTHON")
	if grainRoll > 5: grainRoll -= 5
	if grainRoll == 2:
		fractal_world.initFractal(polar = True)
		return fractal_world.generatePlotTypes(water_percent=75)
	else:
		if grainRoll == 5: grainRoll -= 3
		fractal_world.initFractal(continent_grain = grainRoll, rift_grain = -1, has_center_rift = False, polar = True)
		return fractal_world.generatePlotTypes()
示例#5
0
def generatePlotTypes():
    NiTextOut("Setting Plot Types (Python Islands) ...")
    iPlayers = CyGlobalContext().getGame().countCivPlayersEverAlive()

    # Check for valid number of players.
    if iPlayers > 0 and iPlayers < 19: pass
    else:  # Error catching.
        fractal_world = FractalWorld()
        fractal_world.initFractal(polar=True)
        plotTypes = fractal_world.generatePlotTypes()
        return plotTypes

    fractal_world = IslandsMultilayeredFractal()
    plotTypes = fractal_world.generatePlotsByRegion()
    return plotTypes
示例#6
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Islands) ...")
	iPlayers = CyGlobalContext().getGame().countCivPlayersEverAlive()

	# Check for valid number of players.
	if iPlayers > 0 and iPlayers < 19: pass
	else: # Error catching.
		fractal_world = FractalWorld()
		fractal_world.initFractal(polar = True)
		plotTypes = fractal_world.generatePlotTypes()
		return plotTypes

	fractal_world = IslandsMultilayeredFractal()
	plotTypes = fractal_world.generatePlotsByRegion()
	return plotTypes
示例#7
0
def generatePlotTypes():
    NiTextOut("Setting Plot Types (Python Shuffle) ...")
    gc = CyGlobalContext()
    dice = gc.getGame().getMapRand()
    fractal_world = FractalWorld()
    grainRoll = 1 + dice.get(8, "Fractal Grain - Shuffle PYTHON")
    if grainRoll > 5: grainRoll -= 5
    if grainRoll == 2:
        fractal_world.initFractal(polar=True)
        return fractal_world.generatePlotTypes(water_percent=75)
    else:
        if grainRoll == 5: grainRoll -= 3
        fractal_world.initFractal(continent_grain=grainRoll,
                                  rift_grain=-1,
                                  has_center_rift=False,
                                  polar=True)
        return fractal_world.generatePlotTypes()
示例#8
0
def generatePlotTypes():
    gc = CyGlobalContext()
    map = CyMap()
    dice = gc.getGame().getMapRand()
    fractal_world = FractalWorld()

    userInputLandmass = map.getCustomMapOption(0)
    if userInputLandmass == 0:
        random = True
        terrainRoll = dice.get(12, "")
        if terrainRoll < 3:
            land_type = 0
        elif terrainRoll < 6:
            land_type = 1
        elif terrainRoll < 9:
            land_type = 2
        else:
            land_type = 3

    else:
        if userInputLandmass > 1:
            land_type = userInputLandmass
        else:
            continentRoll = dice.get(4, "")
            if continentRoll > 1:
                land_type = 1
            else:
                land_type = 0

    if land_type == 2:  ### small continents
        fractal_world.initFractal(continent_grain=3,
                                  rift_grain=2,
                                  has_center_rift=True,
                                  polar=True)
        return fractal_world.generatePlotTypes(grain_amount=4)

    elif land_type == 3:  ### archipelago
        fractal_world.initFractal(continent_grain=4,
                                  rift_grain=-1,
                                  has_center_rift=False,
                                  polar=True)
        return fractal_world.generatePlotTypes(grain_amount=4)

    elif land_type == 0:  ### pangaea
        fractal_world.initFractal(continent_grain=1,
                                  rift_grain=-1,
                                  has_center_rift=False,
                                  polar=True)
        return fractal_world.generatePlotTypes(grain_amount=4)

    else:  ### large continents
        fractal_world.initFractal(rift_grain=2,
                                  has_center_rift=True,
                                  polar=True)
        return fractal_world.generatePlotTypes(grain_amount=4)
示例#9
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Islands) ...")
	iPlayers = CyGlobalContext().getGame().countCivPlayersEverAlive()

	# Check for valid number of players.
	if iPlayers > 0 and iPlayers < 10: pass
	else: # Error catching.
		fractal_world = FractalWorld()
		fractal_world.initFractal(polar = True)
		plotTypes = fractal_world.generatePlotTypes()
		return plotTypes

	fractal_world = IslandsMultilayeredFractal()
	plotTypes = fractal_world.generatePlotsByRegion()
	qPlotTypes = []
	for square in plotTypes:
		if square==PlotTypes.PLOT_OCEAN:
			square = PlotTypes.PLOT_LAND
			heightMap.append(0)
		else:
			heightMap.append(1)
		qPlotTypes.append(square)
	return qPlotTypes
示例#10
0
def generatePlotTypes():
	gc = CyGlobalContext()
	map = CyMap()
	dice = gc.getGame().getMapRand()
	fractal_world = FractalWorld()

	userInputLandmass = map.getCustomMapOption(0)
	if userInputLandmass == 0:
		random = True
		terrainRoll = dice.get(12, "")
		if terrainRoll < 3:
			land_type = 0
		elif terrainRoll < 6:
			land_type = 1
		elif terrainRoll < 9:
			land_type = 2
		else:
			land_type = 3

	else: 
		if userInputLandmass > 1:
			land_type = userInputLandmass
		else:
			continentRoll = dice.get(4, "")
			if continentRoll > 1:
				land_type = 1
			else:
				land_type = 0

	if land_type == 2: ### small continents
		fractal_world.initFractal(continent_grain = 3, rift_grain = 2, has_center_rift = True, polar = True)
		return fractal_world.generatePlotTypes(grain_amount = 4)
		
	elif land_type == 3: ### archipelago
		fractal_world.initFractal(continent_grain = 4, rift_grain = -1, has_center_rift = False, polar = True)
		return fractal_world.generatePlotTypes(grain_amount = 4)
		
	elif land_type == 0: ### pangaea
		fractal_world.initFractal(continent_grain = 1, rift_grain = -1, has_center_rift = False, polar = True)
		return fractal_world.generatePlotTypes(grain_amount = 4)
	
	else: ### large continents
		fractal_world.initFractal(rift_grain = 2, has_center_rift = True, polar = True)
		return fractal_world.generatePlotTypes(grain_amount = 4)
示例#11
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Fractal) ...")
	fractal_world = FractalWorld()
	fractal_world.initFractal(rift_grain = -1, has_center_rift = False, polar = True)
	return fractal_world.generatePlotTypes()
示例#12
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Continents) ...")
	fractal_world = FractalWorld()
	fractal_world.initFractal(polar = True)
	return fractal_world.generatePlotTypes(water_percent=75)
示例#13
0
def generatePlotTypes():
    NiTextOut("Setting Plot Types (Python Continents) ...")
    fractal_world = FractalWorld()
    fractal_world.initFractal(polar=True)
    return fractal_world.generatePlotTypes(water_percent=75)
示例#14
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Fractal) ...")
	fractal_world = FractalWorld()
	fractal_world.initFractal(rift_grain = -1, has_center_rift = False, polar = True)
	return fractal_world.generatePlotTypes()
示例#15
0
def generatePlotTypes():
	NiTextOut("Setting Plot Types (Python Team Battleground) ...")
	global hinted_world, mapRand
	global fractal_world
	gc = CyGlobalContext()
	map = CyMap()
	mapRand = gc.getGame().getMapRand()
	userInputPlots = map.getCustomMapOption(0)
	
	if userInputPlots == 2: # Four Corners
		hinted_world = HintedWorld()
		iNumPlotsX = map.getGridWidth()
		iNumPlotsY = map.getGridHeight()

		centery = (hinted_world.h - 1)//2
		centerx = (hinted_world.w - 1)//2
	
		iCenterXList = []
		iCenterXList.append(centerx-1)
		iCenterXList.append(centerx)
		iCenterXList.append(centerx+1)
	
		iCenterYList = []
		iCenterYList.append(centery-1)
		iCenterYList.append(centery)
		iCenterYList.append(centery+1)

		bridgey = centery

		# Set all blocks to land except a strip in the center
		for x in range(hinted_world.w):
			for y in range(hinted_world.h):
				if x == centerx:
					if y == bridgey:
						hinted_world.setValue(x,y,128) # coast
					else:
						hinted_world.setValue(x,y,0)
				else:
					hinted_world.setValue(x,y,255)
					if y in iCenterYList:
						hinted_world.setValue(x,y,128) # coast
					if y == centery:
						hinted_world.setValue(x,y,0) # ocean

		hinted_world.buildAllContinents()
		plotTypes = hinted_world.generatePlotTypes(20)
	
		# Remove any land bridge that exists
		centerplotx = (iNumPlotsX - 1)//2
		dx = 1
		for x in range(centerplotx-dx, centerplotx+dx+1):
			for y in range(iNumPlotsY):
				i = map.plotNum(x, y)
				if plotTypes[i] != PlotTypes.PLOT_OCEAN:
					plotTypes[i] = PlotTypes.PLOT_OCEAN
		centerploty = (iNumPlotsY - 1)//2
		dy = 1
		for y in range(centerploty-dy, centerploty+dy+1):
			for x in range(iNumPlotsX):
				i = map.plotNum(x, y)
				if plotTypes[i] != PlotTypes.PLOT_OCEAN:
					plotTypes[i] = PlotTypes.PLOT_OCEAN
		
		# Now add the bridge across the center!
		sizekey = map.getWorldSize()
		sizevalues = {
			WorldSizeTypes.WORLDSIZE_DUEL:		3,
			WorldSizeTypes.WORLDSIZE_TINY:		4,
			WorldSizeTypes.WORLDSIZE_SMALL:		5,
			WorldSizeTypes.WORLDSIZE_STANDARD:	6,
			WorldSizeTypes.WORLDSIZE_LARGE:		8,
			WorldSizeTypes.WORLDSIZE_HUGE:		10
			}
# Rise of Mankind 2.53
		if ( not sizekey in sizevalues ):
			shift = 12
		else:
			shift = sizevalues[sizekey]
			
# Rise of Mankind 2.53			
		linewidth = 3
		offsetstart = 0 - int(linewidth/2)
		offsetrange = range(offsetstart, offsetstart + linewidth)
		westX1, southY1, eastX1, northY1 = centerplotx - shift, centerploty - shift, centerplotx + shift, centerploty + shift
		westX2, southY2, eastX2, northY2 = centerplotx - shift, centerploty - shift, centerplotx + shift, centerploty + shift
		bridge_data = [[westX1, southY1, eastX1, northY1], [westX2, northY2, eastX2, southY2]]
		for bridge_loop in range(2):
			[startx, starty, endx, endy] = bridge_data[bridge_loop]

			if abs(endy-starty) < abs(endx-startx):
				# line is closer to horizontal
				if startx > endx:
					startx, starty, endx, endy = endx, endy, startx, starty # swap start and end
				dx = endx-startx
				dy = endy-starty
				if dx == 0 or dy == 0:
					slope = 0
				else:
					slope = float(dy)/float(dx)
				y = starty
				for x in range(startx, endx+1):
					for offset in offsetrange:
						if map.isPlot(x, int(round(y+offset))):
							i = map.plotNum(x, int(round(y+offset)))
							plotTypes[i] = PlotTypes.PLOT_LAND
					y += slope
			else:
				# line is closer to vertical
				if starty > endy:
					startx, starty, endx, endy = endx, endy, startx, starty # swap start and end
				dx, dy = endx-startx, endy-starty
				if dx == 0 or dy == 0:
					slope = 0
				else:
					slope = float(dx)/float(dy)
				x = startx
				for y in range(starty, endy+1):
					for offset in offsetrange:
						if map.isPlot(int(round(x+offset)), y):
							i = map.plotNum(int(round(x+offset)), y)
							plotTypes[i] = PlotTypes.PLOT_LAND
					x += slope
		
		return plotTypes

	if (userInputPlots == 4   # round
	or  userInputPlots == 5): # donut
		hinted_world = HintedWorld()
		iNumPlotsX = map.getGridWidth()
		iNumPlotsY = map.getGridHeight()

		centery = (iNumPlotsY - 1)//2
		centerx = (iNumPlotsX - 1)//2
		radii = centery - 1

		# Set all blocks to ocean except the inner circle
		for x in range(iNumPlotsX):
			for y in range(iNumPlotsY):
				dist_xy_c = sqrt( (x - centerx) ** 2 + (y - centery) ** 2)
				if dist_xy_c < radii:
					hinted_world.setValue(x,y,255)
				else:
					hinted_world.setValue(x,y,0) # ocean

		hinted_world.buildAllContinents()
		plotTypes = hinted_world.generatePlotTypes(water_percent = 0)

		if userInputPlots == 5: # donut
			# get the size of the hole
			map_size = map.getWorldSize()
			sizevalues = {
				WorldSizeTypes.WORLDSIZE_DUEL:		2,
				WorldSizeTypes.WORLDSIZE_TINY:		3,
				WorldSizeTypes.WORLDSIZE_SMALL:		4,
				WorldSizeTypes.WORLDSIZE_STANDARD:	5,
				WorldSizeTypes.WORLDSIZE_LARGE:		7,
				WorldSizeTypes.WORLDSIZE_HUGE:		8
				}
# Rise of Mankind 2.53
			if ( not map_size in sizevalues ):
				hole_radii = 9
			else:
				hole_radii = sizevalues[map_size]
# Rise of Mankind 2.53

		# Set all blocks to ocean except the inner circle
		for x in range(iNumPlotsX):
			for y in range(iNumPlotsY):
				i = map.plotNum(x, y)
				dist_xy_c = sqrt( (x - centerx) ** 2 + (y - centery) ** 2)
				if (dist_xy_c < radii):
					plotTypes[i] = PlotTypes.PLOT_LAND
				else:
					plotTypes[i] = PlotTypes.PLOT_OCEAN

				if (userInputPlots == 5 # donut
				and dist_xy_c < hole_radii):
					plotTypes[i] = PlotTypes.PLOT_OCEAN

		return plotTypes

	elif userInputPlots == 1: # Top vs Bottom
		fractal_world = FractalWorld(fracXExp=6, fracYExp=6)
		fractal_world.initFractal(continent_grain = 4, rift_grain = -1, has_center_rift = False, invert_heights = True)
		plot_types = fractal_world.generatePlotTypes(water_percent = 8)
		return plot_types

	else: # Left vs Right
		iNumPlotsX = map.getGridWidth()
		iNumPlotsY = map.getGridHeight()
	
		hinted_world = HintedWorld(4,2)
		centerx = (hinted_world.w - 1)//2	
		centery = (hinted_world.h - 1)//2
		bridgey = centery

		# set all blocks to land except a strip in the center
		for x in range(hinted_world.w):
			for y in range(hinted_world.h):
				if x == centerx:
					if y == bridgey:
						hinted_world.setValue(x,y,128) # coast
					else:
						hinted_world.setValue(x,y,0)
				else:
					hinted_world.setValue(x,y,255)
		
		hinted_world.buildAllContinents()
		plotTypes = hinted_world.generatePlotTypes(20)
	
		#fix any land bridge that exists
		centerplotx = (iNumPlotsX - 1)//2
		dx = 1
		for x in range(centerplotx-dx, centerplotx+dx+1):
			for y in range(iNumPlotsY):
				i = map.plotNum(x, y)
				if plotTypes[i] != PlotTypes.PLOT_OCEAN:
					plotTypes[i] = PlotTypes.PLOT_OCEAN

		if userInputPlots == 3: # Left v Right with bridge
			centerplotx = (iNumPlotsX)//2
			centerploty = (iNumPlotsY)//2
			dy = 1
			for x in range(iNumPlotsX):
				for y in range(centerploty-dy, centerploty+dy+1):
					i = map.plotNum(x, y)
					if plotTypes[i] == PlotTypes.PLOT_OCEAN:
						plotTypes[i] = PlotTypes.PLOT_LAND

		return plotTypes
示例#16
0
def generatePlotTypes():
#	BugUtil.debug("Team_Battleground: generatePlotTypes")
	NiTextOut("Setting Plot Types (Python Team Battleground) ...")
	global hinted_world, mapRand
	global fractal_world
	gc = CyGlobalContext()
	map = CyMap()
	mapRand = gc.getGame().getMapRand()
	userInputPlots = map.getCustomMapOption(0)
	
	if userInputPlots == 2: # Four Corners
		hinted_world = HintedWorld()
		iNumPlotsX = map.getGridWidth()
		iNumPlotsY = map.getGridHeight()

		centery = (hinted_world.h - 1)//2
		centerx = (hinted_world.w - 1)//2
	
		iCenterXList = []
		iCenterXList.append(centerx-1)
		iCenterXList.append(centerx)
		iCenterXList.append(centerx+1)
	
		iCenterYList = []
		iCenterYList.append(centery-1)
		iCenterYList.append(centery)
		iCenterYList.append(centery+1)

		bridgey = centery

		# Set all blocks to land except a strip in the center
		for x in range(hinted_world.w):
			for y in range(hinted_world.h):
				if x == centerx:
					if y == bridgey:
						hinted_world.setValue(x,y,128) # coast
					else:
						hinted_world.setValue(x,y,0)
				else:
					hinted_world.setValue(x,y,255)
					if y in iCenterYList:
						hinted_world.setValue(x,y,128) # coast
					if y == centery:
						hinted_world.setValue(x,y,0) # ocean

		hinted_world.buildAllContinents()
		plotTypes = hinted_world.generatePlotTypes(20)
	
		# Remove any land bridge that exists
		centerplotx = (iNumPlotsX - 1)//2
		dx = 1
		for x in range(centerplotx-dx, centerplotx+dx+1):
			for y in range(iNumPlotsY):
				i = map.plotNum(x, y)
				if plotTypes[i] != PlotTypes.PLOT_OCEAN:
					plotTypes[i] = PlotTypes.PLOT_OCEAN
		centerploty = (iNumPlotsY - 1)//2
		dy = 1
		for y in range(centerploty-dy, centerploty+dy+1):
			for x in range(iNumPlotsX):
				i = map.plotNum(x, y)
				if plotTypes[i] != PlotTypes.PLOT_OCEAN:
					plotTypes[i] = PlotTypes.PLOT_OCEAN
		
		# Now add the bridge across the center!
		sizekey = map.getWorldSize()
		sizevalues = {
			WorldSizeTypes.WORLDSIZE_DUEL:		3,
			WorldSizeTypes.WORLDSIZE_TINY:		4,
			WorldSizeTypes.WORLDSIZE_SMALL:		5,
			WorldSizeTypes.WORLDSIZE_STANDARD:	6,
			WorldSizeTypes.WORLDSIZE_LARGE:		8,
			WorldSizeTypes.WORLDSIZE_HUGE:		10
			}
		shift = sizevalues[sizekey]
		linewidth = 3
		offsetstart = 0 - int(linewidth/2)
		offsetrange = range(offsetstart, offsetstart + linewidth)
		westX1, southY1, eastX1, northY1 = centerplotx - shift, centerploty - shift, centerplotx + shift, centerploty + shift
		westX2, southY2, eastX2, northY2 = centerplotx - shift, centerploty - shift, centerplotx + shift, centerploty + shift
		bridge_data = [[westX1, southY1, eastX1, northY1], [westX2, northY2, eastX2, southY2]]
		for bridge_loop in range(2):
			[startx, starty, endx, endy] = bridge_data[bridge_loop]

			if abs(endy-starty) < abs(endx-startx):
				# line is closer to horizontal
				if startx > endx:
					startx, starty, endx, endy = endx, endy, startx, starty # swap start and end
				dx = endx-startx
				dy = endy-starty
				if dx == 0 or dy == 0:
					slope = 0
				else:
					slope = float(dy)/float(dx)
				y = starty
				for x in range(startx, endx+1):
					for offset in offsetrange:
						if map.isPlot(x, int(round(y+offset))):
							i = map.plotNum(x, int(round(y+offset)))
							plotTypes[i] = PlotTypes.PLOT_LAND
					y += slope
			else:
				# line is closer to vertical
				if starty > endy:
					startx, starty, endx, endy = endx, endy, startx, starty # swap start and end
				dx, dy = endx-startx, endy-starty
				if dx == 0 or dy == 0:
					slope = 0
				else:
					slope = float(dx)/float(dy)
				x = startx
				for y in range(starty, endy+1):
					for offset in offsetrange:
						if map.isPlot(int(round(x+offset)), y):
							i = map.plotNum(int(round(x+offset)), y)
							plotTypes[i] = PlotTypes.PLOT_LAND
					x += slope
		
		return plotTypes

	if (userInputPlots == 4   # round
	or  userInputPlots == 5): # donut
		hinted_world = HintedWorld()
		iNumPlotsX = map.getGridWidth()
		iNumPlotsY = map.getGridHeight()

		centery = (iNumPlotsY - 1)//2
		centerx = (iNumPlotsX - 1)//2
		radii = centery - 1

		# Set all blocks to ocean except the inner circle
		for x in range(iNumPlotsX):
			for y in range(iNumPlotsY):
				dist_xy_c = sqrt( (x - centerx) ** 2 + (y - centery) ** 2)
				if dist_xy_c < radii:
					hinted_world.setValue(x,y,255)
				else:
					hinted_world.setValue(x,y,0) # ocean

		hinted_world.buildAllContinents()
		plotTypes = hinted_world.generatePlotTypes(water_percent = 0)

		if userInputPlots == 5: # donut
			# get the size of the hole
			map_size = map.getWorldSize()
			sizevalues = {
				WorldSizeTypes.WORLDSIZE_DUEL:		2,
				WorldSizeTypes.WORLDSIZE_TINY:		3,
				WorldSizeTypes.WORLDSIZE_SMALL:		4,
				WorldSizeTypes.WORLDSIZE_STANDARD:	5,
				WorldSizeTypes.WORLDSIZE_LARGE:		7,
				WorldSizeTypes.WORLDSIZE_HUGE:		8
				}
			hole_radii = sizevalues[map_size]

		# Set all blocks to ocean except the inner circle
		for x in range(iNumPlotsX):
			for y in range(iNumPlotsY):
				i = map.plotNum(x, y)
				dist_xy_c = sqrt( (x - centerx) ** 2 + (y - centery) ** 2)

#				if (dist_xy_c < radii):
#					if not (plotTypes[i] == PlotTypes.PLOT_LAND
#					and plotTypes[i] == PlotTypes.PLOT_PEAK
#					and plotTypes[i] == PlotTypes.PLOT_HILLS):
#						plotTypes[i] = PlotTypes.PLOT_LAND
#				else:
#					plotTypes[i] = PlotTypes.PLOT_OCEAN

				if (dist_xy_c >= radii):
					plotTypes[i] = PlotTypes.PLOT_OCEAN

				if (userInputPlots == 5 # donut
				and dist_xy_c < hole_radii):
					plotTypes[i] = PlotTypes.PLOT_OCEAN

		return plotTypes

	elif userInputPlots == 1: # Top vs Bottom
		fractal_world = FractalWorld(fracXExp=6, fracYExp=6)
		fractal_world.initFractal(continent_grain = 4, rift_grain = -1, has_center_rift = False, invert_heights = True)
		plot_types = fractal_world.generatePlotTypes(water_percent = 8)
		return plot_types

	else: # Left vs Right
		iNumPlotsX = map.getGridWidth()
		iNumPlotsY = map.getGridHeight()
	
		hinted_world = HintedWorld(4,2)
		centerx = (hinted_world.w - 1)//2	
		centery = (hinted_world.h - 1)//2
		bridgey = centery

		# set all blocks to land except a strip in the center
		for x in range(hinted_world.w):
			for y in range(hinted_world.h):
				if x == centerx:
					if y == bridgey:
						hinted_world.setValue(x,y,128) # coast
					else:
						hinted_world.setValue(x,y,0)
				else:
					hinted_world.setValue(x,y,255)
		
		hinted_world.buildAllContinents()
		plotTypes = hinted_world.generatePlotTypes(20)
	
		#fix any land bridge that exists
		centerplotx = (iNumPlotsX - 1)//2
		dx = 1
		for x in range(centerplotx-dx, centerplotx+dx+1):
			for y in range(iNumPlotsY):
				i = map.plotNum(x, y)
				if plotTypes[i] != PlotTypes.PLOT_OCEAN:
					plotTypes[i] = PlotTypes.PLOT_OCEAN

		if userInputPlots == 3: # Left v Right with bridge
			centerplotx = (iNumPlotsX)//2
			centerploty = (iNumPlotsY)//2
			dy = 1
			for x in range(iNumPlotsX):
				for y in range(centerploty-dy, centerploty+dy+1):
					i = map.plotNum(x, y)
					if plotTypes[i] == PlotTypes.PLOT_OCEAN:
						plotTypes[i] = PlotTypes.PLOT_LAND

		return plotTypes