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New random map: "Corinthian Isthmus"

This was SVN commit r12839.
This commit is contained in:
O.Davoodi 2012-11-10 16:35:36 +00:00
parent d4ea031334
commit 33cb23afa5
3 changed files with 480 additions and 0 deletions

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RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
const tCity = "medit_city_pavement";
const tCityPlaza = "medit_city_pavement";
const tHill = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"];
const tMainDirt = "medit_dirt";
const tCliff = "medit_cliff_aegean";
const tForestFloor = "medit_grass_shrubs";
const tGrass = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"];
const tGrassSand50 = "medit_grass_field_a";
const tGrassSand25 = "medit_grass_field_b";
const tDirt = "medit_dirt_b";
const tDirtCracks = "medit_dirt_c";
const tShore = "medit_sand";
const tWater = "medit_sand_wet";
// gaia entities
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oGoat = "gaia/fauna_goat";
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
const oStoneSmall = "gaia/geology_stone_mediterranean";
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
const oDatePalm = "gaia/flora_tree_cretan_date_palm_short";
const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall";
const oCarob = "gaia/flora_tree_carob";
const oFanPalm = "gaia/flora_tree_medit_fan_palm";
const oPoplar = "gaia/flora_tree_poplar_lombardy";
const oCypress = "gaia/flora_tree_cypress";
// decorative props
const aBush1 = "actor|props/flora/bush_medit_sm.xml";
const aBush2 = "actor|props/flora/bush_medit_me.xml";
const aBush3 = "actor|props/flora/bush_medit_la.xml";
const aBush4 = "actor|props/flora/bush_medit_me.xml";
const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_granite_med.xml";
// terrain + entity (for painting)
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
const BUILDING_ANGlE = -PI/4;
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clGrass = createTileClass();
var clHill = createTileClass();
var clIsland = createTileClass();
// create the main river
log("Creating the main river");
var placer = new PathPlacer(fractionToTiles(0.5 + cos(3 * PI / 4)), fractionToTiles(0.5 + sin(3 * PI / 4)), fractionToTiles(0.5 + cos(- PI / 4)), fractionToTiles(0.5 + sin(- PI / 4)), scaleByMapSize(15,70), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter], avoidClasses(clPlayer, 4));
placer = new ClumpPlacer(floor(PI*scaleByMapSize(15,70)*scaleByMapSize(15,70)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + cos(3 * PI / 4))+3, fractionToTiles(0.5 + sin(3 * PI / 4))-3);
var painter = new LayeredPainter([tWater, tWater], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 0);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
placer = new ClumpPlacer(floor(PI*scaleByMapSize(15,70)*scaleByMapSize(15,70)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + cos(- PI / 4))-3, fractionToTiles(0.5 + sin(- PI / 4))+3);
var painter = new LayeredPainter([tWater, tWater], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 0);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
if ((ix + iz < scaleByMapSize(6,30) + mapSize)&&(ix + iz > - scaleByMapSize(6,30) + mapSize))
if ((ix - iz < mapSize / 2)||(ix - iz > mapSize / 2))
setHeight(ix, iz, -4);
}
}
var placer = new PathPlacer(fractionToTiles(0.5 + cos(5 * PI / 4)), fractionToTiles(0.5 + sin(5 * PI / 4)), fractionToTiles(0.5 + cos( PI / 4)), fractionToTiles(0.5 + sin( PI / 4)), scaleByMapSize(10,30), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
var terrainPainter = new LayeredPainter(
[tShore, tGrass], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter], null);
paintTerrainBasedOnHeight(-6, 1, 1, tWater);
paintTerrainBasedOnHeight(1, 2, 1, tShore);
paintTerrainBasedOnHeight(2, 5, 1, tGrass);
paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = primeSortPlayers(sortPlayers(playerIDs));
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var playerPos = new Array(numPlayers);
var iop = 0;
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = Math.sqrt(0.5)*(0.6*(i%2) - 0.8 + playerPos[i]) + 0.5;
playerX[i] = Math.sqrt(0.5)*(0.6*(i%2) + 0.2 - playerPos[i]) + 0.5;
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = floor(fx);
var iz = floor(fz);
addToClass(ix, iz, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
createArea(placer, painter, null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 12;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting trees
var num = 2;
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(11, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oCarob, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(40);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 6),
scaleByMapSize(100, 200)
);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.5;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var num = scaleByMapSize(10,30);
placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
painter = new TerrainPainter([tForestFloor, pForest]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 8, clForest, 10, clWater, 1, clBaseResource, 3),
num, 50
);
RMS.SetProgress(50);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 16, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 16, clForest, 1, clHill, 15, clWater, 3),
scaleByMapSize(1, 4) * numPlayers
);
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clGrass, 5, clPlayer, 10, clWater, 1, clDirt, 5, clHill, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tDirt,tDirtCracks],[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clDirt, 5, clPlayer, 10, clWater, 1, clGrass, 5, clHill, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(60);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 1),
scaleByMapSize(16, 262), 50
);
// create shrubs
log("Creating shrubs...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clPlayer, 0, clHill, 1),
scaleByMapSize(40, 360), 50
);
RMS.SetProgress(70);
// create fish
log("Creating fish...");
group = new SimpleGroup([new SimpleObject(oFish, 1,3, 2,6)], true, clFood);
createObjectGroups(group, 0,
[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)],
3*scaleByMapSize(5,20), 50
);
// create sheeps
log("Creating sheeps...");
group = new SimpleGroup([new SimpleObject(oSheep, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create goats
log("Creating goats...");
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create deers
log("Creating deers...");
group = new SimpleGroup([new SimpleObject(oDeer, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clHill, 1),
num
);
}
// Set environment
setSkySet("sunny");
setSunColour(0.917, 0.828, 0.734);
setWaterColour(0.292, 0.347, 0.691);
// Export map data
ExportMap();

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{
"settings" : {
"Name" : "Corinthian Isthmus",
"Script" : "corinthian_isthmus.js",
"Description" : "Players start facing each other on the sides of isthmus.",
"BaseTerrain" : ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"],
"BaseHeight" : 3,
"CircularMap" : true,
"Preview" : "corinthian_isthmus.png",
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}