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five-on-it / packages/catalogue/src/region/plots

packages/catalogue/src/region/plots ​

What a rich region's tiles hold besides their grass: every tile out in the country is a plot dressed by up to two composers, each a little scene of the nature kit's pieces (and a few others) put down round a point of the tile, turned as one:

  • details: bushes, flowers, boulders, a lone-tree with a bench under it, a grove, dead-trees, cacti, hay-bales, beehives, a woodpile, a run of fence with its gate, a dry-stone wall, a well with its trough, a signpost by a road, a deer-stand, a wayside shrine, a picnic table;
  • points of interest, each a named place a mission can send players to: a pond dug into the land with water in it (Dent), a ruin, a camp of tents round a fire, a viewpoint on a hilltop, an abandoned car (wreck).

Which composers a tile gets is weighed by the biome's details (tiles.json) and by the tile: a pond only on flat land a level up at least (it is dug 2.2 m deep, and nothing goes below the world's plane at 0), away from the roads, a viewpoint only on a hilltop, a signpost only beside a road; the points of interest two tiles apart at least, one for every fourteen tiles at most. Planning (planPlots) needs only the corners' levels, so the ponds can be dug before the ground is built; dressing (dressPlot) puts the pieces down. Each tile draws from its own stream (the seed and the tile), so a change to one tile leaves the others as they were.

Every piece carries a trim rank: what goes first when a level is over its budget (3 small details, 2 the composers' main pieces, 1 the points of interest).

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