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forked from 0ad/0ad
0ad/binaries/data/mods/internal/maps/random/neareastern_badlands.js
2008-09-18 02:14:05 +00:00

280 lines
8.2 KiB
JavaScript

// constants
const SIZE = 208;
const NUM_PLAYERS = 4;
const tSand = "desert_rough";
const tDunes = "desert_wave";
const tFineSand = "desert_sahara";
const tCliff = "cliff_desert";
const tForest = "grass_sand_75|flora/trees/palm_b.xml";
const tGrassSand75 = "grass_sand_75";
const tGrassSand50 = "grass_sand_50";
const tGrassSand25 = "grass_sand_25_2";
const tDirt = "dirt_hard";
const tDirtCracks = "dirt_cracks";
const tShore = "sand";
const tWater = "water_2";
const tWaterDeep = "water_3";
const oTree = "flora/trees/palm_b.xml";
const oBerryBush = "flora_bush_berry";
const oBush = "props/flora/bush_dry_a.xml";
const oSheep = "fauna_sheep";
const oDeer = "fauna_deer";
const oMine = "geology_stone_light";
const oDecorativeRock = "geology/gray1.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, tSand, 10);
// create tile classes
clPlayer = createTileClass();
clHill1 = createTileClass();
clHill2 = createTileClass();
clHill3 = createTileClass();
clForest = createTileClass();
clWater = createTileClass();
clPatch = createTileClass();
clRock = createTileClass();
clFood = createTileClass();
clBaseResource = createTileClass();
// place players
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 + 0.39*cos(playerAngle[i]);
playerY[i] = 0.5 + 0.39*sin(playerAngle[i]);
}
for(i=0; i<NUM_PLAYERS; i++) {
println("Creating base for player " + i + "...");
// some constants
radius = 20;
cliffRadius = 2;
elevation = 30;
// 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);
createArea(placer, paintClass(clPlayer), null);
// create the central road patch
placer = new ClumpPlacer(PI*2*2, 0.6, 0.3, 0.5, ix, iy);
painter = new TerrainPainter(tDirt);
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_spearman_b", 3,3, 5,5)
],
true, null, ix, iy
);
createObjectGroup(group, i);
// create berry bushes
bbAngle = randFloat()*2*PI;
bbDist = 10;
bbX = round(fx + bbDist * cos(bbAngle));
bbY = round(fy + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oSheep, 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 = 12;
mX = round(fx + mDist * cos(mAngle));
mY = round(fy + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMine, 3,3, 0,2)],
true, clBaseResource, mX, mY
);
createObjectGroup(group, 0);
// create starting straggler trees
group = new SimpleGroup(
[new SimpleObject(oTree, 2,2, 6,12)],
true, null, ix, iy
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,1));
}
// create patches
println("Creating sand patches...");
placer = new ClumpPlacer(30, 0.2, 0.1, 0);
painter = new LayeredPainter([1], [[tSand, tFineSand], tFineSand]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 5),
(SIZE*SIZE)/600
);
println("Creating dirt patches...");
placer = new ClumpPlacer(10, 0.2, 0.1, 0);
painter = new TerrainPainter([tSand, tDirt]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 5),
(SIZE*SIZE)/600
);
// create the oasis
println("Creating water...");
placer = new ClumpPlacer(1200, 0.6, 0.1, 0, SIZE/2, SIZE/2);
painter = new LayeredPainter([6,1], [[tSand, tForest], tShore, tWaterDeep]);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 5);
createArea(placer, [painter, elevationPainter, paintClass(clForest)], null);
// create hills
println("Creating level 1 hills...");
placer = new ClumpPlacer(150, 0.25, 0.1, 0.3);
terrainPainter = new LayeredPainter(
[1], // widths
[tCliff, tSand] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
avoidClasses(clForest, 2, clPlayer, 0, clHill1, 16),
(SIZE*SIZE)/3800, 100
);
println("Creating small level 1 hills...");
placer = new ClumpPlacer(60, 0.25, 0.1, 0.3);
terrainPainter = new LayeredPainter(
[1], // widths
[tCliff, tSand] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
avoidClasses(clForest, 2, clPlayer, 0, clHill1, 3),
(SIZE*SIZE)/2800, 100
);
println("Creating level 2 hills...");
placer = new ClumpPlacer(60, 0.2, 0.1, 0.9);
terrainPainter = new LayeredPainter(
[1], // widths
[tCliff, tSand] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill2)],
[avoidClasses(clHill2, 1), new StayInTileClassConstraint(clHill1, 0)],
(SIZE*SIZE)/2800, 200
);
println("Creating level 3 hills...");
placer = new ClumpPlacer(25, 0.2, 0.1, 0.9);
terrainPainter = new LayeredPainter(
[1], // widths
[tCliff, tSand] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill3)],
[avoidClasses(clHill3, 1), new StayInTileClassConstraint(clHill2, 0)],
(SIZE*SIZE)/9000, 300
);
// create forests
println("Creating forests...");
placer = new ClumpPlacer(25, 0.15, 0.1, 0.3);
painter = new TerrainPainter([tSand, tForest]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clWater, 0, clPlayer, 1, clForest, 20, clHill1, 0),
(SIZE*SIZE)/4000, 50
);
// create mines
println("Creating mines...");
group = new SimpleGroup([new SimpleObject(oMine, 4,6, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clWater, 2, clForest, 2, clPlayer, 0, clRock, 13),
new BorderTileClassConstraint(clHill1, 0, 4)],
(SIZE*SIZE)/4000, 100
);
// create decorative rocks for hills
println("Creating decorative rocks...");
group = new SimpleGroup([new SimpleObject(oDecorativeRock, 1,1, 0,0)], true);
createObjectGroups(group, 0,
new BorderTileClassConstraint(clHill1, 0, 3),
(SIZE*SIZE)/2000, 100
);
// 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, clHill1, 0, clFood, 25),
(SIZE*SIZE)/5000, 50
);
// create sheep
println("Creating sheep...");
group = new SimpleGroup([new SimpleObject(oSheep, 1,3, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill1, 0, clFood, 15),
(SIZE*SIZE)/5000, 50
);
// create straggler trees
println("Creating straggler trees...");
group = new SimpleGroup([new SimpleObject(oTree, 1,1, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clHill1, 0, clPlayer, 0),
SIZE*SIZE/1500
);
// create bushes
println("Creating bushes...");
group = new SimpleGroup([new SimpleObject(oBush, 2,3, 0,2)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill1, 0, clPlayer, 0, clForest, 0),
SIZE*SIZE/1000
);
// create bushes
println("Creating more decorative rocks...");
group = new SimpleGroup([new SimpleObject(oDecorativeRock, 1,2, 0,2)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill1, 0, clPlayer, 0, clForest, 0),
SIZE*SIZE/1000
);