Custom Tournament randomization add on
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Custom Tournament randomization add on
I found by accident that guys of conquest tournament was looking for a live randomization. As it looks like more wesnoth tournaments are in sight, I decided create a customizable add on to help any of them. It is Tree_Randomization and is available on 1.8 add on server. Randomization algoritm uses a very precise macro writed by Sapient.
Current version 0.5.4
In order to customize scenario, host must first edit Data.cfg inside Tree_Randomization folder.
Current custom values avaliables: All request and ideas are welcome, I will code any I find easy for me (I am quite noob) and think dont disturb general propose.
If you try use it for a tournament, this feedback will be very usefull to decide release 1.0 ver
-Version of add on used
-Was easy for you understand configuration?
-Did you host sucesfully tournament randomization?
-Replay of game
Current version 0.5.4
In order to customize scenario, host must first edit Data.cfg inside Tree_Randomization folder.
Current custom values avaliables:
Spoiler:
If you try use it for a tournament, this feedback will be very usefull to decide release 1.0 ver
-Version of add on used
-Was easy for you understand configuration?
-Did you host sucesfully tournament randomization?
-Replay of game
Last edited by tekelili on October 31st, 2011, 6:08 pm, edited 11 times in total.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
Re: Custom Tournament randomization add on
It'd be cool if you could add new people inside of the game. You can use [set_menu_item] so that they can keep triggering it as much as they want. And then use [message]'s [text_input] to ask for the name. Keep pushing the entries onto the end of a WML array and then do your random magic.
Re: Custom Tournament randomization add on
I have added this feature in ver 0.4Gambit wrote:It'd be cool if you could add new people inside of the game. You can use [set_menu_item] so that they can keep triggering it as much as they want. And then use [message]'s [text_input] to ask for the name. Keep pushing the entries onto the end of a WML array and then do your random magic.
You can now have an initial array of players, and add as many as you want on turn2 by right-clicking.
If you dont want an initial array, just delete whole it from Data.cfg
This feature can be controled from Config by:
Allow_Game_Input=yes
Input_Avatar="Goblin Spearman"
I dont have tested if this feature causes oss to observers in MP.
@SlowThinker: I have added feature you requested. Just set in config...
Fill_Slots_In_Order=yes
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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World Conquest II
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Re: Custom Tournament randomization add on
I have read the Data.cfg file of 0.4.1:
I would prefer if the labels with names were shown immediately after the unit arrives.
You might want to format the names and the slots: http://wiki.wesnoth.org/InterfaceActionsWML#Formatting
(Edit: Groups_Size allows only a fixed group size, a system that would allow a variable group size would be better. But it is not so serious, because the host can mark groups by labels directly on the map)
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Maybe the Scenario Objectives (the [objectives] tag) should show
I would prefer if the labels with names were shown immediately after the unit arrives.
You might want to format the names and the slots: http://wiki.wesnoth.org/InterfaceActionsWML#Formatting
(Edit: Groups_Size allows only a fixed group size, a system that would allow a variable group size would be better. But it is not so serious, because the host can mark groups by labels directly on the map)
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Maybe the Scenario Objectives (the [objectives] tag) should show
- some help, for example the text from Data.cfg
- an explanation that some attributes may be changed through Data.cfg, and an explanation where this file may be found
- a link to this thread.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Re: Custom Tournament randomization add on
@Slowthinker: Thanks a lot for feedback.
Good idea add information to objectives, I did it.
About cofigure "death slots", I dont say I wont do it... but is very unlikely. Currently, any tournament with 8 groups or less, eachone with 10 player or less can be dispalyed 1group=1column=1color. What you propone only helps tournaments with groups of different size, and they are still helped by change of color. I think it should add noise to configuration for little profit. It could happen if I discover how do it in a very very simple way.
About show labels when unit move, same: possible but unlikely. Wesnoth has wonderfull graphics, and if host configure Players giving different avatar (as I did for TGT) labels only become "dirtier" a great spectacle and are kinda redundant if each player knows his avatar... imho.
About format... I dont have any problem in do it, but I dont know what changes introduce. ¿Are you having problem with font size or type?
Good idea add information to objectives, I did it.
About cofigure "death slots", I dont say I wont do it... but is very unlikely. Currently, any tournament with 8 groups or less, eachone with 10 player or less can be dispalyed 1group=1column=1color. What you propone only helps tournaments with groups of different size, and they are still helped by change of color. I think it should add noise to configuration for little profit. It could happen if I discover how do it in a very very simple way.
About show labels when unit move, same: possible but unlikely. Wesnoth has wonderfull graphics, and if host configure Players giving different avatar (as I did for TGT) labels only become "dirtier" a great spectacle and are kinda redundant if each player knows his avatar... imho.
About format... I dont have any problem in do it, but I dont know what changes introduce. ¿Are you having problem with font size or type?
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
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Re: Custom Tournament randomization add on
Groups of different sizes can be helped by colors? I thought only groups with a fixed size might be differentiated by colors.tekelili wrote:About cofigure "death slots", I dont say I wont do it... but is very unlikely. Currently, any tournament with 8 groups or less, eachone with 10 player or less can be dispalyed 1group=1column=1color. What you propone only helps tournaments with groups of different size, and they are still helped by change of color.
I didnt mean you should show labels WHEN units move but right after they arrive to their slot.About show labels when unit move, same: possible but unlikely. Wesnoth has wonderfull graphics, and if host configure Players giving different avatar (as I did for TGT) labels only become "dirtier" a great spectacle and are kinda redundant if each player knows his avatar... imho. ... It could happen if I discover how do it in a very very simple way.
I don't understand what is hard with it: why you can't label units immediately, why you wait until turn 3?
I would like them larger, but it is just a question of a taste.About format... I dont have any problem in do it, but I dont know what changes introduce. ¿Are you having problem with font size or type?
Anyway I consider all my points above not to be very important, the randomizer is great.
Re: Custom Tournament randomization add on
@SlowThinker: I added your request of labels after move each player. In order to get it, set Instan_Labels=yes.
About font size:I didnt test program with player names very long, do you think you wont have problems with larger font size? I ask this because looked to me that player´s names are writen at same lines and could be too confuse see all of them overlayed...
(sorry for mess with different size groups. You are right, colors dont help them if more than 1 group have different size)
Ver 0.4.3 also allows set draw speed. It replace old option Slow_Draw and now you can set number of players moved each turn.
About font size:I didnt test program with player names very long, do you think you wont have problems with larger font size? I ask this because looked to me that player´s names are writen at same lines and could be too confuse see all of them overlayed...
(sorry for mess with different size groups. You are right, colors dont help them if more than 1 group have different size)
Ver 0.4.3 also allows set draw speed. It replace old option Slow_Draw and now you can set number of players moved each turn.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: Custom Tournament randomization add on
You are right. Maybe with a larger font size the columns would have to be more distant.tekelili wrote:About font size:I didnt test program with player names very long, do you think you wont have problems with larger font size? I ask this because looked to me that player´s names are writen at same lines and could be too confuse see all of them overlayed...
And a zoom level affects the overlay of labels too ...
Re: Custom Tournament randomization add on
@SlowThinker I added a feature in ver 0.5 hope make you happy
Allows configure columns for groups of different size
To use it, set Advanced_Configuration=yes
At the end of Data.cfg you will see an array to configure them and intructions.

Allows configure columns for groups of different size
To use it, set Advanced_Configuration=yes
At the end of Data.cfg you will see an array to configure them and intructions.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
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Re: Custom Tournament randomization add on
About the documentation:tekelili wrote:Allows configure columns for groups of different size
To use it, set Advanced_Configuration=yes
At the end of Data.cfg you will see an array to configure them and intructions.
I think the starting part of Data.cfg should explain what Advanced_Configuration is and point the reader to the end of file.
and with Slots_Column=11 it is 88?Data.cfg wrote:#Maximun players allowed by map size with Slots_Column=10 are 80
I guess the real limits are number of columns and rows? If so then it should be stated in the documentation (Data.cfg).
BTW: a dynamical map is possible in Wesnoth probably: you should be able to create it with insert_tag. This way you could get rid of the limits for columns and rows.
But I am not sure whether it would be worth the work

Re: Custom Tournament randomization add on
Version 0.5.3 is now more friendly.
You no longer need set Slots_Column and is very unlikely you need Advanced configuration. Now scenario has an usefull autoformat that works if all your groups have same amount of players, or some of them have 1 player less.
Fixed bug with players having same name than bosses. Now it is not a problem.
You can avoid write avatar for every player. Empty fields are filled with Input_Avatar value.
As example, I reproduced WTT ceremony with this add on. I just had to do 2 things:
-Changed Groups=4
-Copy pasted this over players array
It is a list of 30 players. Scenario atomatically suposed that for 4 gropus, distribution was 8-8-7-7
You no longer need set Slots_Column and is very unlikely you need Advanced configuration. Now scenario has an usefull autoformat that works if all your groups have same amount of players, or some of them have 1 player less.
Fixed bug with players having same name than bosses. Now it is not a problem.
You can avoid write avatar for every player. Empty fields are filled with Input_Avatar value.
As example, I reproduced WTT ceremony with this add on. I just had to do 2 things:
-Changed Groups=4
-Copy pasted this over players array
Spoiler:
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
Re: Custom Tournament randomization add on
My brain becomed fried trying to code an universal seed algoritm.
As is very unlikely that anyone wants host weird combinations as seed 11 players in a 7 group tournamnet... (and things become worse if you want seed more than 1 strength class) I have deiced add step by step most common cases. So if anyone is planing using this add on and his tournament want seed in anyway, better ask here for add it as feature.

Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: Custom Tournament randomization add on
What do you mean? The seeding like your 8-8-7-7 example (some groups get minus one player) seems good.tekelili wrote:My brain becomed fried trying to code an universal seed algoritm.
Re: Custom Tournament randomization add on
This add on dont have currently any kind of seeding (I mean for for seeding spread players on tree by strength order like in tenis ATP grand slams or FIFA world cup). All players have currently same chances of face anyother or be in same gruop.
This will change soon. I will add a custom way to seed a variable amount of players for more common ko or round robin tournaments.
This will change soon. I will add a custom way to seed a variable amount of players for more common ko or round robin tournaments.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
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Re: Custom Tournament randomization add on
I understand now.
I think you can create a simple system, distinguish seeded - non-seeded players, and allow the host to determine which players and slots are the seeded ones.
I think you can create a simple system, distinguish seeded - non-seeded players, and allow the host to determine which players and slots are the seeded ones.