Implemented multi-tile lakes. If a body of water is less than X(right now 7) tiles in size then I designate all those tiles as lakes.
More importantly, every continuous landmass and body of water gets grouped together in an array which I should be able to access later and use the information for other purposes such as:
- Spawning players on the same or different continents.
- Spawning players on islands or continents.
- Having immediate knowledge whether 2 players/ports/etc are on the same landmass or body of water for trade and AI path finding purposes.
- Balancing resources based on landmass and body of water.
- Using the information for territory claiming, especially with the AI.
- Perhaps another half dozen things I haven’t thought of yet.
Now I have to fix a part of the river generation that snakes all throughout the lakes. It actually wouldn’t be too bad if I could hide the rivers under the lake until they pop out the other side, but there are other issues I would have to deal with as well. I am thinking the river will end in the lake and then call an event that pulls a random tile in the lake and spits the river out that end assuming it was a valid choice.