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forked from 0ad/0ad

Update wall_builder and add wall_demo map. Patch by FeXoR. Closes #1311.

This was SVN commit r11515.
This commit is contained in:
leper 2012-04-15 17:23:05 +00:00
parent 9c4a7b8086
commit 1ee8bfe231
5 changed files with 744 additions and 828 deletions

View File

@ -54,11 +54,8 @@ var mapCenterX = mapRadius;
var mapCenterZ = mapRadius;
// Setup players and bases
var fortresses = false;
var numPlayers = getNumPlayers();
var baseRadius = 20;
if (fortresses == true)
baseRadius = 30;
var minPlayerRadius = min(mapRadius-1.5*baseRadius, 5*mapRadius/8);
var maxPlayerRadius = min(mapRadius-baseRadius, 3*mapRadius/4);
const BUILDING_ANlE = -PI/4;
@ -77,8 +74,6 @@ var radiusEC = max(mapRadius/8, baseRadius/2);
var pathSucsessRadius = baseRadius/2;
var pathAngleOff = PI/2;
var pathWidth = 5; // This is not really the path's sickness in tiles but the number of tiles in the clumbs of the path
if (fortresses == true)
pathSucsessRadius = baseRadius;;
// Setup additional resources
var resourceRadius = 2*mapRadius/3; // 3*mapRadius/8;
@ -104,14 +99,6 @@ for (var i=0; i < numPlayers; i++)
var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z);
var painter = [new LayeredPainter([terrainBaseBorder, terrainBase], [baseRadius/4]), paintClass(clPlayer)];
createArea(placer, painter);
// Place fortresses
if (fortresses == true)
{
// Place fortresses
new wallTool(civ, "small").place(x, z, i+1, BUILDING_ANlE);
// if (civ == "iber")
// new wallTool("iber").setGenericFortress(x, z, i+1, 20, PI/6);
};
// Place starting resources
var distToSL = 10;
var resStartAngle = playerAngle[i] + PI;
@ -123,8 +110,8 @@ for (var i=0; i < numPlayers; i++)
var placeZ = z + distToSL*sin(resStartAngle + rIndex*resAddAngle + angleOff);
placeObject(placeX, placeZ, startingResourcees[rIndex], 0, randFloat(0, 2*PI));
addToClass(round(placeX), round(placeZ), clBaseResource);
};
};
}
}
RMS.SetProgress(10);
@ -190,14 +177,14 @@ for (var i = 0; i < maxI; i++)
{
x += round(cos(angle + randFloat(-pathAngleOff, pathAngleOff)));
z += round(sin(angle + randFloat(-pathAngleOff, pathAngleOff)));
};
}
if (getDistance(x, z, targetX, targetZ) < pathSucsessRadius)
targetReached = true;
tries++;
};
};
};
}
}
}
RMS.SetProgress(50);
@ -216,8 +203,8 @@ for (var i=0; i < numPlayers; i++)
var placer = new ClumpPlacer(40, 1/2, 1/8, 1, placeX, placeZ);
var painter = [new LayeredPainter([terrainHillBorder, terrainHill], [1]), new ElevationPainter(1+randFloat()), paintClass(clHill)];
createArea(placer, painter);
};
};
}
}
RMS.SetProgress(60);
@ -255,20 +242,17 @@ for (var x = 0; x < mapSize; x++)
var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z);
var painter = [new TerrainPainter(terrainWood), new ElevationPainter(randFloat()), paintClass(clForest)];
createArea(placer, painter, avoidClasses(clPath, 2, clHill, 1));
};
};
}
}
// General hight map
var hVarMiddleHill = mapSize/64 * (1+cos(3*PI/2 * radius/mapRadius));
var hVarHills = 5*(1+sin(x/10)*sin(z/10));
setHeight(x, z, getHeight(x, z) + hVarMiddleHill + hVarHills + 1);
};
};
}
}
RMS.SetProgress(95);
// Test linear wall
// new wallTool("palisades").placeLinearWall(mapCenterX, mapCenterZ, playerStartLocX[0], playerStartLocZ[0], 0, ["tower", "wall"])
// Export map data
ExportMap();

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@ -153,32 +153,26 @@ for (var i=0; i < numPlayers; i++)
// Base texture
var placer = new ClumpPlacer(PI*baseRadius*baseRadius/4, 1/2, 1/8, 10, playerX[i], playerZ[i]);
createArea(placer,[new TerrainPainter(tRoad), paintClass(clPlayer)]);
// Place fortresses
// new wallTool(civ, "medium").place(x, z, i+1, buildAngle);
// Place fortresses Spahbod (custom fortress method, standart for this case but no function "setFortress" implemented yet)
var fType = new fortress('Spahbod'+civ);
// Place custom fortress
if (civ == "celt" || civ == "iber")
{
fType.wall = ['entry', 'wall', 'wall',
var wall = ['entryTower', 'wall', 'wall',
'cornerIn', 'wall', 'barracks', 'wall', 'gate', 'wall', 'house', 'wall',
'cornerIn', 'wall', 'house', 'wall', 'entry', 'wall', 'house', 'wall',
'cornerIn', 'wall', 'house', 'wall', 'entryTower', 'wall', 'house', 'wall',
'cornerIn', 'wall', 'house', 'wall', 'gate', 'wall', 'house', 'wall',
'cornerIn', 'wall', 'house', 'wall'];
}
else
{
fType.wall = ['entry', 'wall', 'wall',
var wall = ['entryTower', 'wall', 'wall',
'cornerIn', 'wall', 'barracks', 'wall', 'gate', 'wall', 'wall',
'cornerIn', 'wall', 'house', 'wall', 'entry', 'wall', 'wall',
'cornerIn', 'wall', 'house', 'wall', 'entryTower', 'wall', 'wall',
'cornerIn', 'wall', 'house', 'wall', 'gate', 'wall', 'wall',
'cornerIn', 'wall', 'house', 'wall'];
};
var fort = new wallTool(civ);
fort.setFortress(fType);
fort.place(playerX[i], playerZ[i], i+1, BUILDING_ANGlE);
};
}
placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1, BUILDING_ANGlE);
}
// create lakes
log("Creating lakes...");
@ -459,4 +453,4 @@ createObjectGroups(group, 0,
);
// Export map data
ExportMap();
ExportMap();

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,153 @@
RMS.LoadLibrary("rmgen");
// initialize map
log("Initializing map...");
InitMap();
// General map setup
var mapSize = getMapSize();
var mapCenterX = mapSize/2;
var mapCenterY = mapSize/2;
const BUILDING_ANlE = -PI/4;
////////////////////////////////////////
// Demonstration code for wall placement
////////////////////////////////////////
// Some general notes to the arguments:
// First all the place functions take the coordinates needed to place the wall
// X and Y coordinate are taken in seperate arguments like in placeObject
// Their meaning differs for different placement methods but are mainly self explanatory
// placeLinearWall takes 4 arguments here (2 coordinates) for startX, startY, targetX and targetY
// The next argument is always the 'wall' definition, an array of wall element type strings in most cases
// That looks like ['endLeft', 'wall', 'tower', 'wall', 'endRight', 'entry', 'endLeft', 'wall', 'tower', 'wall', 'endRight']
// For placeCircularWall and placeLinearWall only wall parts are needed like: ['tower', 'wall']
// They will automatically end with the first wall element if that makes sense (e.g. the wall is not closed)
// NOTE: They take further optional arguments to adjust this behaviour (See the wall_builder.js for that)
// placeFortress just takes a fortress type string that includes the wall definition
// The default fortress type strings are made for easy placement of predefined fortresses
// They are chosen like map sizes: 'tiny', 'small', 'medium', 'normal', 'large', 'veryLarge' and 'giant'
// NOTE: To place a custom fortress use placeCustomFortress instead
// It takes an instance of the Fortress class instead of the default fortress type strings
// The next argument is always the wall style string
// Wall styles are chosen by strings so the civ strings got by g_MapSettings.PlayerData[playerId - 1].Civ can be used
// Other styles may be present as well but besides the civ styles only 'palisades' includes all wall element types (yet)
// The next argument is always the index of the player that owns the wall.
// 0 is Gaia, 1 is Player 1 (default colour blue), 2 is Player 2 (default colour red), ...
// The next argument is an angle defining the orientation of the wall
// placeLinearWall does not need an angle since it's defined by startX/Y and targetX/Y
// Orientation works like the angle argument in placeObject
// 0 is always right (towards positive X)
// Raising the angle will rotate the wall counter-clockwise (mathmatical positive in default 2D)
// PI/2 faces top (positive Y)
// Orientation might be a little confusing for placeWall since it defines where the wall has its 'front' or 'outside' not the direction it will be build to.
// It's because all other methods work like that and it's intuitive there
// That means the walls outside by default (orientation = 0) faces positive X and (without bending wall elements) will be build towards positive Y
// Some other arguments are taken but all of them are optional and in most cases not needed
// One example is maxAngle for placeCircularWall that defines how far the wall will circumvent the center.
// Default is 2*PI which makes a full circle
// General wall placement setup
const distToMapBorder = 5;
const distToOtherWalls = 5;
var buildableMapSize = mapSize - 2 * distToMapBorder;
var actualX = distToMapBorder;
var actualY = distToMapBorder;
// Wall styles are chosen by strings so the civ strings got by g_MapSettings.PlayerData[playerId - 1].Civ can be used
// Other styles may be present as well but besides the civ styles only 'palisades' includes all wall element types (yet)
const wallStyleList = ['cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege', 'palisades'];
////////////////////////////////////////
// Custom wall placement (element based)
////////////////////////////////////////
var wall = ['endLeft', 'wall', 'tower', 'wall', 'outpost', 'wall', 'cornerOut', 'wall', 'cornerIn', 'wall', 'house', 'endRight', 'entryTower', 'endLeft', 'wall', 'barracks', 'gate', 'tower', 'wall', 'wallFort', 'wall', 'endRight'];
for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++)
{
var startX = actualX + styleIndex * buildableMapSize/wallStyleList.length; // X coordinate of the first wall element
var startY = actualY; // Y coordinate of the first wall element
var style = wallStyleList[styleIndex]; // // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades'
var orientation = styleIndex * PI/32; // Orientation of the first wall element. 0 means 'outside' or 'front' is right (positive X, like object placement)
// That means the wall will be build towards top (positive Y) if no corners are used
var playerId = 0; // Owner of the wall (like in placeObject). 0 is Gaia, 1 is Player 1 (default colour blue), ...
placeWall(startX, startY, wall, style, playerId, orientation); // Actually placing the wall
}
actualX = distToMapBorder; // Reset actualX
actualY += 80 + distToOtherWalls; // Increase actualY for next wall placement method
//////////////////////////////////////////////////////////////
// Default fortress placement (chosen by fortress type string)
//////////////////////////////////////////////////////////////
var fortressRadius = 15; // The space the fortresses take in average. Just for design of this map
for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++)
{
var centerX = actualX + fortressRadius + styleIndex * buildableMapSize/wallStyleList.length; // X coordinate of the center of the fortress
var centerY = actualY + fortressRadius; // Y coordinate of the center of the fortress
var type = 'tiny'; // Default fortress types are like map sizes: 'tiny', 'small', 'medium', 'large', 'veryLarge', 'giant'
var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades'
var playerId = 0; // Owner of the wall. 0 is Gaia, 1 is Player 1 (default colour blue), ...
var orientation = styleIndex * PI/16; // Where the 'main entrance' of the fortress should face (like in placeObject). All fortresses walls should start with an entrance
placeFortress(centerX, centerY, type, style, playerId, orientation); // Actually placing the fortress
placeObject(centerX, centerY, 'other/obelisk', 0, 0*PI); // Place visual marker to see the center of the fortress
}
actualX = distToMapBorder; // Reset actualX
actualY += 2 * fortressRadius + 2 * distToOtherWalls; // Increase actualY for next wall placement method
//////////////////////////
// Circular wall placement
//////////////////////////
// NOTE: Don't use bending wall elements like corners here!
var radius = min((mapSize - actualY - distToOtherWalls) / 2, (buildableMapSize / wallStyleList.length - distToOtherWalls) / 2); // The radius of wall circle
var centerY = actualY + radius; // Y coordinate of the center of the wall circle
var orientation = 0; // Where the wall circle will be open if maxAngle < 2*PI, see below. Otherwise where the first wall element will be placed
for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++)
{
var centerX = actualX + radius + styleIndex * buildableMapSize/wallStyleList.length; // X coordinate of the center of the wall circle
var playerID = 0; // Player ID of the player owning the wall, 0 is Gaia, 1 is the first player (default blue), ...
var wallPart = ['tower', 'wall', 'house']; // List of wall elements the wall will be build of. Optional, default id ['wall']
var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades'
var maxAngle = PI/2 * (styleIndex%3 + 2); // How far the wall should circumvent the center
placeCircularWall(centerX, centerY, radius, wallPart, style, playerID, orientation, maxAngle) // Actually placing the wall
placeObject(centerX, centerY, 'other/obelisk', 0, 0*PI); // Place visual marker to see the center of the wall circle
orientation += PI/4; // Increasing orientation to see how rotation works (like for object placement)
}
actualX = distToMapBorder; // Reset actualX
actualY += 2 * radius + distToOtherWalls; // Increase actualY for next wall placement method
////////////////////////
// Linear wall placement
////////////////////////
// NOTE: Don't use bending wall elements like corners here!
var maxWallLength = (mapSize - actualY - distToMapBorder - distToOtherWalls); // Just for this maps design. How long the longest wall will be
var numWallsPerStyle = floor(buildableMapSize / distToOtherWalls / wallStyleList.length); // Just for this maps design. How many walls of the same style will be placed
for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++)
{
for (var wallIndex = 0; wallIndex < numWallsPerStyle; wallIndex++)
{
var startX = actualX + (styleIndex * numWallsPerStyle + wallIndex) * distToOtherWalls; // X coordinate the wall will start from
var startY = actualY; // Y coordinate the wall will start from
var endX = actualX + (styleIndex * numWallsPerStyle + wallIndex) * distToOtherWalls; // X coordinate the wall will end
var endY = actualY + (wallIndex + 1) * maxWallLength/numWallsPerStyle; // Y coordinate the wall will end
var playerID = 0; // Player ID of the player owning the wall, 0 is Gaia, 1 is the first player (default blue), ...
var wallPart = ['tower', 'wall']; // List of wall elements the wall will be build of
var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades'
placeLinearWall(startX, startY, endX, endY, wallPart, style, playerID); // Actually placing the wall
// placeObject(startX, startY, 'other/obelisk', 0, 0*PI); // Place visual marker to see where exsactly the wall begins
// placeObject(endX, endY, 'other/obelisk', 0, 0*PI); // Place visual marker to see where exsactly the wall ends
}
}
actualX = distToMapBorder; // Reset actualX
actualY += maxWallLength + distToOtherWalls; // Increase actualY for next wall placement method
// Export map data
ExportMap();

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@ -0,0 +1,12 @@
{
"settings" : {
"Name" : "Wall Demo",
"Script" : "wall_demo.js",
"Description" : "A demonstration of wall placement methods/code in random maps. Medium map size is recommended.",
"BaseTerrain" : ["grass1"],
"BaseHeight" : 0,
"Keywords": ["demo"],
"CircularMap" : false,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}