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forked from 0ad/0ad
0ad/binaries/data/mods/official/maps/random/cantabrian_highlands.js
2005-12-16 05:37:27 +00:00

335 lines
10 KiB
JavaScript

// constants
const SIZE = 208;
const NUM_PLAYERS = 4;
const tGrass = ["grass1_a", "grass_highlands_a", "grass1_a"];
const tGrassForest = "grass_forest_floor_oak";
const tCliff = ["cliff_greekb", "cliff_greekb", "cliff_greekb_moss"];
const tForest = "forrestfloor|flora_tree_oak";
const tGrassDirt75 = "sand_grass_75";
const tGrassDirt50 = "sand_grass_50";
const tGrassDirt25 = "sand_grass_25";
const tDirt = "sand_path";
const tGrassPatch = "grass1_dense";
const tShore = "sand_path";
const tShoreBlend = "sand_grass_50";
const tWater = "sand_path";
const oTree = "flora_tree_oak";
const oTreeLarge = "flora/trees/oak_large.xml";
const oBerryBush = "flora_bush_berry";
const oSheep = "fauna_sheep";
const oDeer = "fauna_deer";
const oMine = "geology_stone_light";
const oGrass = "props/flora/grass_field_lush_tall.xml";
const oGrassShort = "props/flora/grass_field_lush_short.xml";
const oReeds = "props/flora/reeds_pond_dry.xml";
const oRockLarge = "geology/stone_granite_large.xml";
const oRockMedium = "geology/stone_granite_med.xml";
const oBushMedium = "props/flora/bush_tempe_me.xml";
const oBushSmall = "props/flora/bush_tempe_sm.xml";
// some utility functions to save typing
function paintClass(cl) {
return new TileClassPainter(cl);
}
function avoidClasses(/*class1, dist1, class2, dist2, etc*/) {
var ar = new Array(arguments.length/2);
for(var i=0; i<arguments.length/2; i++) {
ar[i] = new AvoidTileClassConstraint(arguments[2*i], arguments[2*i+1]);
}
return ar;
}
// initialize map
println("Initializing map...");
init(SIZE, tGrass, 8);
// create tile classes
clPlayer = createTileClass();
clHill = createTileClass();
clForest = createTileClass();
clWater = createTileClass();
clDirt = createTileClass();
clRock = createTileClass();
clFood = createTileClass();
clBaseResource = createTileClass();
// place players
playerX = new Array(NUM_PLAYERS+1);
playerY = new Array(NUM_PLAYERS+1);
playerAngle = new Array(NUM_PLAYERS+1);
startAngle = randFloat() * 2 * PI;
for(i=1; i<=NUM_PLAYERS; i++) {
playerAngle[i] = startAngle + i*2*PI/NUM_PLAYERS;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerY[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for(i=1; i<=NUM_PLAYERS; i++) {
println("Creating base for player " + i + "...");
// some constants
radius = 17;
cliffRadius = 2;
elevation = 20;
// get the x and y in tiles
fx = fractionToTiles(playerX[i]);
fy = fractionToTiles(playerY[i]);
ix = round(fx);
iy = round(fy);
// calculate size based on the radius
size = PI * radius * radius;
// create the hill
placer = new ClumpPlacer(size, 0.95, 0.6, 0, ix, iy);
terrainPainter = new LayeredPainter(
[cliffRadius], // widths
[tCliff, tGrass] // terrains
);
elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
// create the ramp
rampAngle = playerAngle[i] + PI + (2*randFloat()-1)*PI/8;
rampDist = radius - 1;
rampX = round(fx + rampDist * cos(rampAngle));
rampY = round(fy + rampDist * sin(rampAngle));
placer = new ClumpPlacer(100, 0.9, 0.5, 0, rampX, rampY);
painter = new SmoothElevationPainter(ELEVATION_SET, elevation-6, 5);
createArea(placer, painter, null);
placer = new ClumpPlacer(75, 0.9, 0.5, 0, rampX, rampY);
painter = new TerrainPainter(tGrass);
createArea(placer, painter, null);
// create the central dirt patch
placer = new ClumpPlacer(PI*3.5*3.5, 0.3, 0.1, 0, ix, iy);
painter = new LayeredPainter(
[1,1,1], // widths
[tGrassDirt75, tGrassDirt50, tGrassDirt25, tDirt] // terrains
);
createArea(placer, painter, null);
// create the TC and the "villies"
group = new SimpleGroup(
[ // elements (type, count, distance)
new SimpleObject("hele_civil_centre", 1,1, 0,0),
new SimpleObject("hele_infantry_javelinist_b", 3,3, 5,5)
],
true, null, ix, iy
);
createObjectGroup(group, i);
// create berry bushes
bbAngle = randFloat()*2*PI;
bbDist = 9;
bbX = round(fx + bbDist * cos(bbAngle));
bbY = round(fy + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,2)],
true, clBaseResource, bbX, bbY
);
createObjectGroup(group, 0);
// create mines
mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3) {
mAngle = randFloat()*2*PI;
}
mDist = 9;
mX = round(fx + mDist * cos(mAngle));
mY = round(fy + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMine, 4,4, 0,2)],
true, clBaseResource, mX, mY
);
createObjectGroup(group, 0);
// create starting straggler trees
group = new SimpleGroup(
[new SimpleObject(oTree, 3,3, 8,12)],
true, clBaseResource, ix, iy
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
for(j=0; j<10; j++) {
gAngle = randFloat()*2*PI;
gDist = 6 + randInt(9);
gX = round(fx + gDist * cos(gAngle));
gY = round(fy + gDist * sin(gAngle));
group = new SimpleGroup([new SimpleObject(oGrassShort, 3,6, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gY);
createObjectGroup(group, 0);
}
}
// create lakes
println("Creating lakes...");
placer = new ClumpPlacer(140, 0.8, 0.1, 0);
terrainPainter = new LayeredPainter(
[1,1], // widths
[tShoreBlend, tShore, tWater] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -2, 3);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 2, clWater, 20),
round(1.3 * NUM_PLAYERS)
);
// create bumps
println("Creating bumps...");
placer = new ClumpPlacer(10, 0.3, 0.06, 0);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(placer, painter,
avoidClasses(clWater, 2, clPlayer, 0),
SIZE*SIZE/100
);
// create hills
println("Creating hills...");
placer = new ClumpPlacer(30, 0.2, 0.1, 0);
terrainPainter = new LayeredPainter(
[3], // widths
[tCliff, [tGrass,tGrass,tGrassDirt75]] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 17, 2);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 2, clWater, 5, clHill, 15),
2 * NUM_PLAYERS
);
// create forests
println("Creating forests...");
placer = new ClumpPlacer(32, 0.1, 0.1, 0);
painter = new LayeredPainter([2], [[tGrassForest, tGrass, tForest],
[tGrassForest, tForest]]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 0),
6 * NUM_PLAYERS
);
// create dirt patches
println("Creating dirt patches...");
var sizes = [8,14,20];
for(i=0; i<sizes.length; i++) {
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
painter = new LayeredPainter([1,1], [
[tGrass,tGrassDirt75],[tGrassDirt75,tGrassDirt50],
[tGrassDirt50,tGrassDirt25]]);
createAreas(placer, [painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
SIZE*SIZE/4000
);
}
// create grass patches
println("Creating grass patches...");
var sizes = [5,9,13];
for(i=0; i<sizes.length; i++) {
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
painter = new TerrainPainter(tGrassPatch);
createAreas(placer, painter,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
SIZE*SIZE/4000
);
}
// create mines
println("Creating mines...");
group = new SimpleGroup([new SimpleObject(oMine, 4,6, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clRock, 13),
new BorderTileClassConstraint(clHill, 0, 4)],
3 * NUM_PLAYERS, 100
);
// create small decorative rocks
println("Creating large decorative rocks...");
group = new SimpleGroup([new SimpleObject(oRockMedium, 1,3, 0,1)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
SIZE*SIZE/1000, 50
);
// create large decorative rocks
println("Creating large decorative rocks...");
group = new SimpleGroup([new SimpleObject(oRockLarge, 1,2, 0,1),
new SimpleObject(oRockMedium, 1,3, 0,2)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
SIZE*SIZE/2000, 50
);
// create deer
println("Creating deer...");
group = new SimpleGroup([new SimpleObject(oDeer, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
3 * NUM_PLAYERS, 50
);
// create sheep
println("Creating sheep...");
group = new SimpleGroup([new SimpleObject(oSheep, 2,3, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
3 * NUM_PLAYERS, 50
);
// create straggler trees
println("Creating straggler trees...");
group = new SimpleGroup([new SimpleObject(oTree, 1,1, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1),
SIZE*SIZE/1100
);
// create small grass tufts
println("Creating small grass tufts...");
group = new SimpleGroup([new SimpleObject(oGrassShort, 3,6, 0,1, -PI/8,PI/8)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
SIZE*SIZE/90
);
// create large grass tufts
println("Creating large grass tufts...");
group = new SimpleGroup([new SimpleObject(oGrass, 20,30, 0,1.8, -PI/8,PI/8),
new SimpleObject(oGrassShort, 20,30, 1.2,2.5, -PI/8,PI/8)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
SIZE*SIZE/900
);
// create bushes
println("Creating bushes...");
group = new SimpleGroup([new SimpleObject(oBushSmall, 2,4, 0,2)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
SIZE*SIZE/2000, 50
);
// create reeds
println("Creating reeds...");
group = new SimpleGroup([new SimpleObject(oReeds, 5,10, 0,1.5, -PI/8,PI/8)]);
createObjectGroups(group, 0,
[new BorderTileClassConstraint(clWater, 3, 0), new StayInTileClassConstraint(clWater, 1)],
10 * NUM_PLAYERS, 100
);