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forked from 0ad/0ad
0ad/binaries/data/mods/public/maps/random/persian_highlands.js
2012-06-27 10:44:25 +00:00

423 lines
12 KiB
JavaScript

RMS.LoadLibrary("rmgen");
const tCity = "desert_city_tile_plaza";
const tSand = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
const tDunes = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry"];
const tDunes2 = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry", "desert_dirt_persia_2", "desert_dirt_persia_1"];
const tFineSand = "desert_pebbles_rough";
const tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
const tForestFloor = "medit_grass_field_dry";
const tRocky = "desert_dirt_persia_rocky";
const tRocks = "desert_dirt_persia_rocks";
const tDirt = "desert_dirt_rough";
const tHill = "desert_cliff_persia_base";
// gaia entities
const oBerryBush = "gaia/flora_bush_grapes";
const oChicken = "gaia/fauna_chicken";
const oCamel = "gaia/fauna_camel";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oGoat = "gaia/fauna_goat";
const oLion = "gaia/fauna_lioness";
const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
const oStoneSmall = "gaia/geology_stone_desert_small";
const oMetalLarge = "gaia/geology_metal_desert_slabs";
const oDead = "gaia/flora_tree_dead";
const oOak = "gaia/flora_tree_oak";
// decorative props
const aBush1 = "actor|props/flora/bush_desert_a.xml";
const aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
const aBush3 = "actor|props/flora/bush_dry_a.xml";
const aBush4 = "actor|props/flora/plant_desert_a.xml";
const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_desert_med.xml";
// terrain + entity (for painting)
const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor];
const BUILDING_ANGlE = -PI/4;
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clPatch = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clCP = createTileClass();
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// scale radius of player area by map size
var radius = scaleByMapSize(15,25);
// 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);
// calculate size based on the radius
var size = PI * radius * radius;
// create the player area
var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
createArea(placer, paintClass(clPlayer), null);
// create the city patch
var cityRadius = 10;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tCity, tCity], [3]);
createArea(placer, painter, null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create 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(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create 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, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 11;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create 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), new RandomObject(aBushes, 2,4, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting trees
var num = 3;
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(11, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(10);
// create patches
log("Creating rock patches...");
placer = new ClumpPlacer(scaleByMapSize(40, 150), 0.2, 0.1, 0);
painter = new TerrainPainter(tRocky);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
scaleByMapSize(5, 20)
);
RMS.SetProgress(15);
var placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
var painter = new TerrainPainter([tRocky, tRocks]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
scaleByMapSize(15, 50)
);
RMS.SetProgress(20);
log("Creating dirt patches...");
placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
painter = new TerrainPainter([tDirt]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
scaleByMapSize(15, 50)
);
RMS.SetProgress(25);
// create centeral plateau
log("Creating centeral plateau...");
var oRadius = scaleByMapSize(18, 68);
placer = new ClumpPlacer(PI*oRadius*oRadius, 0.6, 0.15, 0, mapSize/2, mapSize/2);
painter = new LayeredPainter([tDunes2, tDunes], [8]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 8);
createArea(placer, [painter, elevationPainter, paintClass(clCP)], null);
RMS.SetProgress(30);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 3, clCP, 5, clHill, 10),
scaleByMapSize(1, 4) * numPlayers * 3
);
RMS.SetProgress(35);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.7;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]],
[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 1, clCP, 1),
num
);
}
RMS.SetProgress(50);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
scaleByMapSize(2,8), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
scaleByMapSize(2,8), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clCP, 1)],
scaleByMapSize(2,8), 100
);
log("Creating centeral stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clCP, 3),
5*scaleByMapSize(10,30), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clCP, 3),
5*scaleByMapSize(10,30), 100
);
log("Creating centeral metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
createObjectGroups(group, 0,
stayClasses(clCP, 3),
5*scaleByMapSize(10,30), 100
);
RMS.SetProgress(60);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
RMS.SetProgress(65);
//create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create goats
log("Creating goat...");
group = new SimpleGroup(
[new SimpleObject(oGoat, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
3 * numPlayers, 50
);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
3 * numPlayers, 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup(
[new SimpleObject(oCamel, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
stayClasses(clCP, 2),
3 * numPlayers, 50
);
RMS.SetProgress(85);
// create dead trees
log("Creating dead trees...");
var types = [oDead]; // 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
);
createObjectGroups(group, 0,
[avoidClasses(clMetal, 1, clRock, 1), stayClasses(clCP, 2)],
num
);
}
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak]; // 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
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1, clCP, 2),
num
);
}
setSunColour(0.733, 0.746, 0.574);
ExportMap();