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forked from 0ad/0ad

Adds "Arennes Forest" by mmayfield45. Fixes the river texture for snowy biome of "Rivers".

This was SVN commit r11174.
This commit is contained in:
O.Davoodi 2012-02-26 15:01:24 +00:00
parent 298f844c2d
commit 9272153ee7
3 changed files with 700 additions and 0 deletions

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@ -0,0 +1,672 @@
/*
* Map : Ardennes Forest
* Author : Michael Mayfield <mmayfield45@gmail.com>
* Version : 1.2
*
* CHANGES:
*
* 1.2: - Improved hill generation
* - Changed name from Black Forest to Ardennes Forest
*
* 1.1: - Reduces amount and jaggedness of cliffs
* - Improved forest generation - some clumps join together
* - Increased distance between minerals / stones and hills
* - Reduce noise around players bases
*
* 1.0: - Initial release
*
*/
RMS.LoadLibrary("rmgen");
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
const tGrass = ["new_alpine_grass_b", "new_alpine_grass_c", "new_alpine_grass_d"];
const tPineForestFloor = "temp_forestfloor_pine";
const tForestFloor = [tPineForestFloor, tPineForestFloor, "alpine_dirt_grass_50"];
const tCliff = ["alpine_cliff_c", "alpine_cliff_c", "alpine_grass_rocky"];
const tCity = ["new_alpine_citytile", "new_alpine_grass_dirt_a"];
const tGrassPatch = ["alpine_grass_a", "alpine_grass_b"];
const oBoar = "gaia/fauna_boar";
const oDeer = "gaia/fauna_deer";
const oBear = "gaia/fauna_bear";
const oPig = "gaia/fauna_pig";
const oBerryBush = "gaia/flora_bush_berry";
const oMetalSmall = "gaia/geology_metal_alpine";
const oMetalLarge = "gaia/geology_metal_temperate_slabs";
const oStoneSmall = "gaia/geology_stone_alpine_a";
const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
const oOak = "gaia/flora_tree_oak";
const oOakLarge = "gaia/flora_tree_oak_large";
const oPine = "gaia/flora_tree_pine";
const oAleppoPine = "gaia/flora_tree_aleppo_pine";
const aTreeA = "actor|flora/trees/oak.xml";
const aTreeB = "actor|flora/trees/oak_large.xml";
const aTreeC = "actor|flora/trees/pine.xml";
const aTreeD = "actor|flora/trees/aleppo_pine.xml";
const aTrees = [aTreeA, aTreeB, aTreeC, aTreeD];
const aGrassLarge = "actor|props/flora/grass_soft_large.xml";
const aWoodLarge = "actor|props/special/eyecandy/wood_pile_1_b.xml";
const aWoodA = "actor|props/special/eyecandy/wood_sm_pile_a.xml";
const aWoodB = "actor|props/special/eyecandy/wood_sm_pile_b.xml";
const aBarrel = "actor|props/special/eyecandy/barrel_a.xml";
const aWheel = "actor|props/special/eyecandy/wheel_laying.xml";
const aCeltHomestead = "actor|structures/celts/homestead.xml";
const aCeltHouse = "actor|structures/celts/house.xml";
const aCeltLongHouse = "actor|structures/celts/longhouse.xml";
var pForest = [
tPineForestFloor+TERRAIN_SEPARATOR+oOak, tForestFloor,
tPineForestFloor+TERRAIN_SEPARATOR+oPine, tForestFloor,
tPineForestFloor+TERRAIN_SEPARATOR+oAleppoPine, tForestFloor,
tForestFloor
];
// create tile classes
var clPlayer = createTileClass();
var clPath = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clForestJoin = createTileClass();
var clWater = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clPlayable = createTileClass();
var clHillDeco = createTileClass();
// Create central dip
var centerX = fractionToTiles(0.5);
var centerZ = fractionToTiles(0.5);
var placer = new ClumpPlacer(scaleByMapSize(mapSize * 70, mapSize * 300), 0.94, 0.05, 0.1, centerX, centerZ);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
30,
3
);
var painter = new LayeredPainter(
[tCliff, tGrass], // terrains
[3] // widths
);
createArea(placer,
[painter, elevationPainter],
null);
RMS.SetProgress(5);
// Find all hills
var noise0 = new Noise2D(20);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var h = getHeight(ix,iz);
if(h > 40){
addToClass(ix,iz,clHill);
// Add hill noise
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
var n = (noise0.get(x,z) - 0.5) * 40;
setHeight(ix, iz, h + n);
}
}
}
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat() * 2 * PI;
for (var i=0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*2*PI/numPlayers;
playerX[i] = 0.5 + 0.3*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.3*sin(playerAngle[i]);
}
function distanceToPlayers(x, z)
{
var r = 10000;
for (var i = 0; i < numPlayers; i++)
{
var dx = x - playerX[i];
var dz = z - playerZ[i];
r = min(r, dx*dx + dz*dz);
}
return sqrt(r);
}
function playerNearness(x, z)
{
var d = fractionToTiles(distanceToPlayers(x,z));
if (d < 13)
{
return 0;
}
else if (d < 19)
{
return (d-13)/(19-13);
}
else
{
return 1;
}
}
RMS.SetProgress(10);
for (var i=0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create starting units
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
var citySize = 250
var placer = new ClumpPlacer(citySize, 0.95, 0.3, 0.1, ix, iz);
createArea(placer, [paintClass(clPlayer)], null);
// Create the city patch
var placer = new ClumpPlacer(citySize * 0.4, 0.6, 0.05, 10, ix, iz);
var painter = new TerrainPainter([tCity]);
createArea(placer, painter, null);
// Create starter 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(oPig, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// Create starter 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, 3,3, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// Create starter metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = bbDist + 4;
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 starter 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);
// Create starter straggler trees
var num = scaleByMapSize(3, 4)
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, bbDist + 5);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
}
RMS.SetProgress(30);
log("Creating hills...");
var sizes = [scaleByMapSize(50, 800), scaleByMapSize(50, 400), scaleByMapSize(10, 30), scaleByMapSize(10, 30)];
for (var i = 0; i < sizes.length; i++)
{
var placer = new ClumpPlacer(sizes[i], 0.1, 0.2, 0.1);
var painter = new LayeredPainter(
[tCliff, [tForestFloor, tForestFloor, tCliff]], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
50,
sizes[i] < 50 ? 2 : 4
);
var mountains = createAreas(
placer,
[painter, paintClass(clHill), elevationPainter],
avoidClasses(clPlayer, 8, clBaseResource, 2, clHill, 5),
scaleByMapSize(1, 4)
);
if(sizes[i] > 100 && mountains.length > 0)
{
var placer = new ClumpPlacer(sizes[i] * 0.3, 0.94, 0.05, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_MODIFY,
10,
3
);
var painter = new LayeredPainter(
[tCliff, tForestFloor], // terrains
[2] // widths
);
createAreasInAreas(
placer,
[painter, elevationPainter],
stayClasses(clHill, 4),
mountains.length * 2,
20,
mountains
);
}
var placer = new ClumpPlacer(sizes[i], 0.1, 0.2, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
10,
2
);
var ravine = createAreas(
placer,
[painter, paintClass(clHill), elevationPainter],
avoidClasses(clPlayer, 6, clBaseResource, 2, clHill, 5),
scaleByMapSize(1, 3)
);
if(sizes[i] > 150 && ravine.length > 0)
{
// Place huts in ravines
var group = new RandomGroup(
[
new SimpleObject(aCeltHouse, 0,1, 4,5),
new SimpleObject(aCeltLongHouse, 1,1, 4,5)
], true, clHillDeco);
createObjectGroupsByAreas(
group, 0,
[avoidClasses(clHillDeco, 3), stayClasses(clHill, 3)],
ravine.length * 5, 20,
ravine
);
var group = new RandomGroup(
[
new SimpleObject(aCeltHomestead, 1,1, 1,1)
], true, clHillDeco);
createObjectGroupsByAreas(
group, 0,
[avoidClasses(clHillDeco, 5), stayClasses(clHill, 4)],
ravine.length * 2, 100,
ravine
);
// Place noise
var placer = new ClumpPlacer(sizes[i] * 0.3, 0.94, 0.05, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
2,
2
);
var painter = new LayeredPainter(
[tCliff, tForestFloor], // terrains
[2] // widths
);
createAreasInAreas(
placer,
[painter, elevationPainter],
[avoidClasses(clHillDeco, 2), stayClasses(clHill, 0)],
ravine.length * 2,
20,
ravine
);
var placer = new ClumpPlacer(sizes[i] * 0.1, 0.3, 0.05, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
40,
2
);
var painter = new LayeredPainter(
[tCliff, tForestFloor], // terrains
[2] // widths
);
createAreasInAreas(
placer,
[painter, paintClass(clHill), elevationPainter],
[avoidClasses(clHillDeco, 2), borderClasses(clHill, 15, 1)],
ravine.length * 2,
50,
ravine
);
}
RMS.SetProgress(30 + (20 * (i / sizes.length)));
}
RMS.SetProgress(50);
var explorableArea = {};
explorableArea.points = [];
var playerClass = getTileClass(clPlayer);
var hillDecoClass = getTileClass(clHillDeco);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var h = getHeight(ix,iz);
if(h > 15 && h < 45 && playerClass.countMembersInRadius(ix, iz, 1) == 0)
{
// explorable area
var pt = {};
pt.x = ix;
pt.z = iz;
explorableArea.points.push(pt);
}
if(h > 35)
{
var rnd = randFloat();
if(g_Map.validT(ix, iz) && rnd < 0.1)
{
var i = randInt(aTrees.length);
placeObject(ix+randFloat(), iz+randFloat(), aTrees[i], 0, randFloat(0, TWO_PI));
}
}
else if(h < 15 && hillDecoClass.countMembersInRadius(ix, iz, 1) == 0)
{
var rnd = randFloat();
if(g_Map.validT(ix, iz) && rnd < 0.05)
{
var i = randInt(aTrees.length);
placeObject(ix+randFloat(), iz+randFloat(), aTrees[i], 0, randFloat(0, TWO_PI));
}
}
}
}
RMS.SetProgress(55);
// Add some general noise - after placing height dependant trees
for (var ix = 0; ix < mapSize; ix++)
{
var x = ix / (mapSize + 1.0);
for (var iz = 0; iz < mapSize; iz++)
{
var z = iz / (mapSize + 1.0);
var h = getHeight(ix,iz);
var pn = playerNearness(x,z);
var n = (noise0.get(x,z) - 0.5) * 10;
setHeight(ix, iz, h + (n * pn));
}
}
RMS.SetProgress(60);
// Calculate desired number of trees for map (based on size)
const MIN_TREES = 400;
const MAX_TREES = 6000;
const P_FOREST = 0.8;
const P_FOREST_JOIN = 0.25;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST * (1.0 - P_FOREST_JOIN);
var numForestJoin = totalTrees * P_FOREST * P_FOREST_JOIN;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var num = numForest / (scaleByMapSize(6,16) * numPlayers);
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new TerrainPainter(pForest);
createAreasInAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 5, clBaseResource, 4, clForest, 6, clHill, 4),
num,
100,
[explorableArea]
);
var num = numForestJoin / (scaleByMapSize(4,6) * numPlayers);
placer = new ClumpPlacer(numForestJoin / num, 0.1, 0.1, 1);
painter = new TerrainPainter(pForest);
createAreasInAreas(
placer,
[painter, paintClass(clForest), paintClass(clForestJoin)],
[avoidClasses(clPlayer, 5, clBaseResource, 4, clForestJoin, 5, clHill, 4), borderClasses(clForest, 1, 4)],
num,
100,
[explorableArea]
);
RMS.SetProgress(70);
// 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,tGrassPatch],[tGrassPatch,tGrass], [tGrass,tGrassPatch]], // terrains
[1,1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clForest, 0, clHill, 2, clPlayer, 5),
scaleByMapSize(15, 45)
);
}
// create chopped forest patches
log("Creating chopped forest patches...");
var sizes = [scaleByMapSize(20, 120)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tForestFloor);
createAreas(
placer,
painter,
avoidClasses(clForest, 0, clHill, 2, clPlayer, 5),
scaleByMapSize(4, 12)
);
}
RMS.SetProgress(75);
log("Creating stone mines...");
// create stone quarries
var group = new SimpleGroup([new SimpleObject(oStoneSmall, 1,2, 0,4), new SimpleObject(oStoneLarge, 0,1, 0,4)], true, clRock);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clRock, 10)],
scaleByMapSize(6,20), 100,
[explorableArea]
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clRock, 10)],
scaleByMapSize(6,20), 100,
[explorableArea]
);
log("Creating metal mines...");
// create metal quarries
group = new SimpleGroup([new SimpleObject(oMetalSmall, 1,2, 0,4), new SimpleObject(oMetalLarge, 0,1, 0,4)], true, clMetal);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clMetal, 10, clRock, 5)],
scaleByMapSize(6,20), 100,
[explorableArea]
);
RMS.SetProgress(80);
// create wildlife
log("Creating wildlife...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clForest, 0, clPlayer, 0, clBaseResource, 20),
3 * numPlayers, 100,
[explorableArea]
);
group = new SimpleGroup(
[new SimpleObject(oBoar, 2,3, 0,5)],
true, clFood
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clForest, 0, clPlayer, 0, clBaseResource, 15),
numPlayers, 50,
[explorableArea]
);
group = new SimpleGroup(
[new SimpleObject(oBear, 1,1, 0,4)],
false, clFood
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clForest, 0, clPlayer, 20),
scaleByMapSize(3, 12), 200,
[explorableArea]
);
RMS.SetProgress(85);
log("Creating decorative props...");
group = new SimpleGroup(
[
new SimpleObject(aWoodA, 1,2, 0,1),
new SimpleObject(aWoodB, 1,3, 0,1),
new SimpleObject(aWheel, 0,2, 0,1),
new SimpleObject(aWoodLarge, 0,1, 0,1),
new SimpleObject(aBarrel, 0,2, 0,1)
],
true
);
createObjectGroupsByAreas(
group, 0,
avoidClasses(clForest, 0),
scaleByMapSize(5, 50), 50,
[explorableArea]
);
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oAleppoPine]; // 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, 0,3)],
true, clForest
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clForest, 4, clHill, 5, clPlayer, 10, clBaseResource, 2, clMetal, 5, clRock, 5),
num, 20,
[explorableArea]
);
}
RMS.SetProgress(95);
// create grass tufts
log("Creating grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassLarge, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clPlayer, 2),
scaleByMapSize(50, 300), 20,
[explorableArea]
);
setTerrainAmbientColour(0.44,0.51,0.56);
setUnitsAmbientColour(0.44,0.51,0.56);
// Export map data
ExportMap();

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@ -0,0 +1,14 @@
{
"settings" : {
"Name" : "Ardennes Forest",
"Script" : "ardennes_forest.js",
"Description" : "Each player starts deep in the forest.",
"BaseTerrain" : [
"temp_forestfloor_pine", "temp_forestfloor_pine", "alpine_cliff_c", "alpine_grass_rocky"
],
"BaseHeight" : 50,
"CircularMap" : true,
"Author" : "Michael Mayfield <mmayfield45@gmail.com>",
"Version" : "1.2"
}
}

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@ -19,6 +19,11 @@ var tGrassPatch = rBiomeT12();
var tShoreBlend = rBiomeT13();
var tShore = rBiomeT14();
var tWater = rBiomeT15();
if (rt == 2)
{
tShore = "alpine_shore_rocks_icy";
tWater = "alpine_shore_rocks";
}
// gaia entities
var oOak = rBiomeE1();
@ -273,7 +278,16 @@ for (var c = 0 ; c < numPlayers ; c++)
riverAngle[c] = startAngle + (((2 * c + 1) / (numPlayers * 2)) * TWO_PI );
PX[c] = round(fractionToTiles(0.5 + 0.5 * cos(riverAngle[c])));
PZ[c] = round(fractionToTiles(0.5 + 0.5 * sin(riverAngle[c])));
log (playerIDs[c], ",,," ,playerIDs[0]);
isRiver[c][numPlayers]=1;
/*if ((c == numPlayers-1)&&(!areAllies(playerIDs[c]-1, playerIDs[0]-1)))
{
isRiver[c][numPlayers]=1;
}
else if ((c < numPlayers-1)&&(!areAllies(playerIDs[c]-1, playerIDs[c+1]-1)))
{
isRiver[c][numPlayers]=1;
}*/
}
//theta is the start value for rndRiver function. seed implies