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0ad/binaries/data/mods/official/maps/random/cantabrian_highlands.js

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// constants
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const SIZE = 208;
const NUM_PLAYERS = 4;
const tGrass = ["grass1_a", "grass2"];
const tCliff = ["cliff2", "cliff2_moss"];
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const tForest = "grass_forest_floor_oak|flora/wrld_flora_oak.xml";
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const tGrassDirt75 = "grass dirt 75";
const tGrassDirt50 = "grass dirt 50";
const tGrassDirt25 = "grass dirt 25";
const tDirt = "dirt_brown_a";
const tShore = "dirt_brown_rocks";
const tWater = "water_2";
const tWaterDeep = "water_3";
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const oGrass = "foliage/grass_tufts_a.xml";
const oTree = "flora/wrld_flora_oak.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;
}
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// initialize map
println("Initializing map...");
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init(SIZE, tGrass, 10);
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// create tile classes
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clPlayer = createTileClass();
clHill = createTileClass();
clForest = createTileClass();
clWater = createTileClass();
clDirt = createTileClass();
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// place players
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playerX = new Array(NUM_PLAYERS);
playerY = new Array(NUM_PLAYERS);
playerAngle = new Array(NUM_PLAYERS);
startAngle = randFloat() * 2 * PI;
for(i=0; 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=0; i<NUM_PLAYERS; i++) {
println("Creating base for player " + i + "...");
// some constants
radius = 18;
cliffRadius = 3;
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elevation = 32;
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// 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, 0.9, 0.5, 0, ix, iy);
terrainPainter = new LayeredPainter(
[cliffRadius+1], // widths
[tCliff, tGrass] // terrains
);
elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
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// 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(80, 0.9, 0.5, 0, rampX, rampY);
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painter = [new TerrainPainter(tGrass), new SmoothElevationPainter(ELEVATION_SET, (elevation-10)/3+10, 5)];
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createArea(placer, painter, null);
// create the central dirt patch
placer = new ClumpPlacer(PI*4*4, 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_cc", 1, 0),
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new SimpleObject("hele_isp_b", 3, 5)
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],
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true, // avoid self
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null, // tile class
ix, iy // position
);
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createObjectGroup(group, i);
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// maybe do other stuff, like sheep and villies?
}
// create lakes
println("Creating lakes...");
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placer = new ClumpPlacer(170, 0.6, 0.1, 0);
terrainPainter = new LayeredPainter(
[1,1], // widths
[tGrassDirt50, tShore, tWaterDeep] // terrains
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 5, 2);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 2, clWater, 13),
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round(1.5 * NUM_PLAYERS)
);
// create bumps
println("Creating bumps...");
placer = new ClumpPlacer(10, 0.3, 0.06, 0);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 3, 2);
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createAreas(placer, painter,
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avoidClasses(clWater, 2),
SIZE*SIZE/200
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);
// create forests
println("Creating forests...");
placer = new ClumpPlacer(30, 0.2, 0.06, 0);
painter = new LayeredPainter([2], [[tGrass, tForest], tForest]);
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createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 2, clWater, 5, clForest, 5),
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8 * NUM_PLAYERS
);
// create forests
println("Creating hills...");
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placer = new ClumpPlacer(60, 0.2, 0.1, 0);
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terrainPainter = new LayeredPainter(
[3], // widths
[tCliff, tGrass] // terrains
);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 32, 2);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 2, clWater, 5, clForest, 5),
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3 * NUM_PLAYERS
);
// create dirt patches
println("Creating dirt patches...");
var sizes = [25,45,70];
for(i=0; i<sizes.length; i++) {
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
painter = new LayeredPainter([1,1], [tGrassDirt75,tGrassDirt50,tGrassDirt25]);
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createAreas(placer, [painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
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SIZE*SIZE/6000
);
}
// create straggler trees
println("Creating straggler trees...");
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group = new SimpleGroup([new SimpleObject(oTree, 1, 0)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clPlayer, 0),
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SIZE*SIZE/7000
);
// create grass tufts
println("Creating grass tufts...");
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group = new SimpleGroup([
new SimpleObject(oGrass, 2, 0.4),
new SimpleObject(oGrass, 2, 1.1),
new SimpleObject(oGrass, 3, 2.0)
]);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clPlayer, 0),
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SIZE*SIZE/2500
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);