Thank you! I'm rather pleased with this creation...I've been envisioning something like it ever since my first experience LM'ing when everybody sat there twiddling their thumbs for 5 minutes while I computed a simple journey.Heilemann wrote:Bravo!
UPDATE (5/28):
- Added all the locations from Heart of the Wild (page numbers are in the data but aren't appearing in the UI yet.)
- Enabled multi-cell locations, e.g. "The Enchanted Stream".
- Tweaked the color scheme a little bit for hovering and selecting.
- Index now ignores "The" when sorting alphabetically.
UPDATE (5/29):
In case anybody is interested, I'm re-writing the Journey algorithm to break up the journey into legs, with the boundary between legs being zone transitions (e.g. from Ettenmoors to Trollfells, or East Upper Vale to Northern Mirkwood). I think that's closer to how it's done in the LMG.
In order to accomplish that I had to write an algorithm to sort selected cells into order, based on adjacency on the map, not the order in which they were selected. I.e., you should be able to link a bunch of cells, then go back and change part of the route in the middle, and the algorithm should still know the order. I also had to detect for ambiguous (multiple paths) and discontiguous (gaps) routes. That algorithm took me all day to debug (god I'm getting old...) but I think it's pretty solid now. The only non-deterministic bit is direction: I can assume you will select your journey path starting at the beginning, but you might not. So I'll add a "reverse" button to the UI.
Word to the wise: if you ever code for a hex-based grid, use axial not offset coordinates. :-/
Anyway, I just got the new journey algorithm working, but it's only outputting the results to a log for debugging. I still need to format it all nicely into the Journey tab; I'll try to do that tomorrow and push it to the live server.
Oh, and then the next step will be to check cells for non-border locations (e.g. "Beorn's House") and incorporate those into the algorithm and UI.