280 lines
8.2 KiB
JavaScript
280 lines
8.2 KiB
JavaScript
// constants
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const SIZE = 208;
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const NUM_PLAYERS = 4;
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const tSand = "desert_rough";
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const tDunes = "desert_wave";
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const tFineSand = "desert_sahara";
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const tCliff = "cliff_desert";
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const tForest = "grass_sand_75|flora/trees/palm_b.xml";
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const tGrassSand75 = "grass_sand_75";
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const tGrassSand50 = "grass_sand_50";
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const tGrassSand25 = "grass_sand_25_2";
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const tDirt = "dirt_hard";
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const tDirtCracks = "dirt_cracks";
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const tShore = "sand";
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const tWater = "water_2";
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const tWaterDeep = "water_3";
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const oTree = "flora/trees/palm_b.xml";
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const oBerryBush = "flora_bush_berry";
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const oBush = "props/flora/bush_dry_a.xml";
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const oSheep = "fauna_sheep";
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const oDeer = "fauna_deer";
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const oMine = "geology_stone_light";
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const oDecorativeRock = "geology/gray1.xml";
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// some utility functions to save typing
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function paintClass(cl) {
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return new TileClassPainter(cl);
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}
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function avoidClasses(/*class1, dist1, class2, dist2, etc*/) {
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var ar = new Array(arguments.length/2);
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for(var i=0; i<arguments.length/2; i++) {
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ar[i] = new AvoidTileClassConstraint(arguments[2*i], arguments[2*i+1]);
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}
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return ar;
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}
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// initialize map
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println("Initializing map...");
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init(SIZE, tSand, 10);
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// create tile classes
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clPlayer = createTileClass();
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clHill1 = createTileClass();
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clHill2 = createTileClass();
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clHill3 = createTileClass();
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clForest = createTileClass();
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clWater = createTileClass();
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clPatch = createTileClass();
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clRock = createTileClass();
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clFood = createTileClass();
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clBaseResource = createTileClass();
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// place players
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playerX = new Array(NUM_PLAYERS);
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playerY = new Array(NUM_PLAYERS);
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playerAngle = new Array(NUM_PLAYERS);
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startAngle = randFloat() * 2 * PI;
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for(i=0; i<NUM_PLAYERS; i++) {
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playerAngle[i] = startAngle + i*2*PI/NUM_PLAYERS;
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playerX[i] = 0.5 + 0.39*cos(playerAngle[i]);
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playerY[i] = 0.5 + 0.39*sin(playerAngle[i]);
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}
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for(i=0; i<NUM_PLAYERS; i++) {
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println("Creating base for player " + i + "...");
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// some constants
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radius = 20;
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cliffRadius = 2;
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elevation = 30;
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// get the x and y in tiles
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fx = fractionToTiles(playerX[i]);
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fy = fractionToTiles(playerY[i]);
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ix = round(fx);
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iy = round(fy);
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// calculate size based on the radius
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size = PI * radius * radius;
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// create the hill
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placer = new ClumpPlacer(size, 0.9, 0.5, 0, ix, iy);
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createArea(placer, paintClass(clPlayer), null);
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// create the central road patch
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placer = new ClumpPlacer(PI*2*2, 0.6, 0.3, 0.5, ix, iy);
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painter = new TerrainPainter(tDirt);
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createArea(placer, painter, null);
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// create the TC and the villies
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group = new SimpleGroup(
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[ // elements (type, count, distance)
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new SimpleObject("hele_civil_centre", 1,1, 0,0),
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new SimpleObject("hele_infantry_spearman_b", 3,3, 5,5)
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],
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true, null, ix, iy
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);
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createObjectGroup(group, i);
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// create berry bushes
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bbAngle = randFloat()*2*PI;
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bbDist = 10;
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bbX = round(fx + bbDist * cos(bbAngle));
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bbY = round(fy + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oSheep, 5,5, 0,2)],
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true, clBaseResource, bbX, bbY
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);
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createObjectGroup(group, 0);
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// create mines
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mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3) {
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mAngle = randFloat()*2*PI;
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}
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mDist = 12;
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mX = round(fx + mDist * cos(mAngle));
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mY = round(fy + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMine, 3,3, 0,2)],
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true, clBaseResource, mX, mY
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);
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createObjectGroup(group, 0);
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// create starting straggler trees
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group = new SimpleGroup(
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[new SimpleObject(oTree, 2,2, 6,12)],
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true, null, ix, iy
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,1));
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}
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// create patches
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println("Creating sand patches...");
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placer = new ClumpPlacer(30, 0.2, 0.1, 0);
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painter = new LayeredPainter([1], [[tSand, tFineSand], tFineSand]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 5),
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(SIZE*SIZE)/600
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);
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println("Creating dirt patches...");
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placer = new ClumpPlacer(10, 0.2, 0.1, 0);
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painter = new TerrainPainter([tSand, tDirt]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 5),
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(SIZE*SIZE)/600
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);
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// create the oasis
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println("Creating water...");
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placer = new ClumpPlacer(1200, 0.6, 0.1, 0, SIZE/2, SIZE/2);
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painter = new LayeredPainter([6,1], [[tSand, tForest], tShore, tWaterDeep]);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 5);
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createArea(placer, [painter, elevationPainter, paintClass(clForest)], null);
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// create hills
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println("Creating level 1 hills...");
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placer = new ClumpPlacer(150, 0.25, 0.1, 0.3);
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terrainPainter = new LayeredPainter(
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[1], // widths
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[tCliff, tSand] // terrains
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
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avoidClasses(clForest, 2, clPlayer, 0, clHill1, 16),
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(SIZE*SIZE)/3800, 100
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);
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println("Creating small level 1 hills...");
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placer = new ClumpPlacer(60, 0.25, 0.1, 0.3);
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terrainPainter = new LayeredPainter(
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[1], // widths
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[tCliff, tSand] // terrains
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
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avoidClasses(clForest, 2, clPlayer, 0, clHill1, 3),
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(SIZE*SIZE)/2800, 100
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);
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println("Creating level 2 hills...");
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placer = new ClumpPlacer(60, 0.2, 0.1, 0.9);
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terrainPainter = new LayeredPainter(
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[1], // widths
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[tCliff, tSand] // terrains
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill2)],
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[avoidClasses(clHill2, 1), new StayInTileClassConstraint(clHill1, 0)],
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(SIZE*SIZE)/2800, 200
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);
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println("Creating level 3 hills...");
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placer = new ClumpPlacer(25, 0.2, 0.1, 0.9);
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terrainPainter = new LayeredPainter(
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[1], // widths
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[tCliff, tSand] // terrains
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill3)],
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[avoidClasses(clHill3, 1), new StayInTileClassConstraint(clHill2, 0)],
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(SIZE*SIZE)/9000, 300
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);
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// create forests
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println("Creating forests...");
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placer = new ClumpPlacer(25, 0.15, 0.1, 0.3);
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painter = new TerrainPainter([tSand, tForest]);
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createAreas(placer, [painter, paintClass(clForest)],
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avoidClasses(clWater, 0, clPlayer, 1, clForest, 20, clHill1, 0),
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(SIZE*SIZE)/4000, 50
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);
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// create mines
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println("Creating mines...");
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group = new SimpleGroup([new SimpleObject(oMine, 4,6, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 2, clForest, 2, clPlayer, 0, clRock, 13),
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new BorderTileClassConstraint(clHill1, 0, 4)],
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(SIZE*SIZE)/4000, 100
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);
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// create decorative rocks for hills
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println("Creating decorative rocks...");
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group = new SimpleGroup([new SimpleObject(oDecorativeRock, 1,1, 0,0)], true);
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createObjectGroups(group, 0,
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new BorderTileClassConstraint(clHill1, 0, 3),
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(SIZE*SIZE)/2000, 100
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);
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// create deer
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println("Creating deer...");
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group = new SimpleGroup([new SimpleObject(oDeer, 5,7, 0,4)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill1, 0, clFood, 25),
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(SIZE*SIZE)/5000, 50
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);
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// create sheep
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println("Creating sheep...");
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group = new SimpleGroup([new SimpleObject(oSheep, 1,3, 0,2)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill1, 0, clFood, 15),
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(SIZE*SIZE)/5000, 50
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);
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// create straggler trees
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println("Creating straggler trees...");
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group = new SimpleGroup([new SimpleObject(oTree, 1,1, 0,0)], true);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clHill1, 0, clPlayer, 0),
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SIZE*SIZE/1500
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);
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// create bushes
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println("Creating bushes...");
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group = new SimpleGroup([new SimpleObject(oBush, 2,3, 0,2)]);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill1, 0, clPlayer, 0, clForest, 0),
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SIZE*SIZE/1000
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);
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// create bushes
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println("Creating more decorative rocks...");
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group = new SimpleGroup([new SimpleObject(oDecorativeRock, 1,2, 0,2)]);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill1, 0, clPlayer, 0, clForest, 0),
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SIZE*SIZE/1000
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); |