1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/maps/random/neareastern_badlands.js
2012-01-05 14:27:42 +00:00

490 lines
14 KiB
JavaScript

RMS.LoadLibrary("rmgen");
// terrain textures
const tCity = "desert_city_tile";
const tCityPlaza = "desert_city_tile_plaza";
const tSand = "desert_dirt_rough";
const tDunes = "desert_sand_dunes_100";
const tFineSand = "desert_sand_smooth";
const tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"];
const tForestFloor = "desert_forestfloor_palms";
const tGrass = "desert_grass_a";
const tGrassSand50 = "desert_grass_a_sand";
const tGrassSand25 = "desert_grass_a_stones";
const tDirt = "desert_dirt_rough";
const tDirtCracks = "desert_dirt_cracks";
const tShore = "desert_shore_stones";
const tWaterDeep = "desert_shore_stones_wet";
// gaia entities
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oCamel = "gaia/fauna_camel";
const oFish = "gaia/fauna_fish";
const oGazelle = "gaia/fauna_gazelle";
const oGiraffe = "gaia/fauna_giraffe";
const oGoat = "gaia/fauna_goat";
const oWildebeest = "gaia/fauna_wildebeest";
const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
const oStoneSmall = "gaia/geology_stone_desert_small";
const oMetalLarge = "gaia/geology_metal_desert_slabs";
const oDatePalm = "gaia/flora_tree_date_palm";
const oSDatePalm = "gaia/flora_tree_senegal_date_palm";
// 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)
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill1 = createTileClass();
var clHill2 = createTileClass();
var clHill3 = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clPatch = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
// 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(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, tCityPlaza], [3]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 8;
var uAngle = -BUILDING_ANGlE + randFloat(-PI/8, PI/8);
for (var j = 1; j < civEntities.length; ++j)
{
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
var ux = round(fx + uDist * cos(uAngle));
var uz = round(fz + uDist * sin(uAngle));
group = new SimpleGroup( // elements (type, min/max count, min/max distance)
[new SimpleObject(civEntities[j].Template, count,count, 1,ceil(count/2))],
true, null, ux, uz
);
createObjectGroup(group, id);
uAngle += PI/4;
}
// 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));
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 straggler trees
group = new SimpleGroup(
[new SimpleObject(oDatePalm, 1,1, 6,12), new SimpleObject(oSDatePalm, 1,1, 6,12)],
true, null, ix, iz
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,1));
}
RMS.SetProgress(10);
// create patches
log("Creating dune patches...");
placer = new ClumpPlacer(scaleByMapSize(40, 150), 0.2, 0.1, 0);
painter = new TerrainPainter(tDunes);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
scaleByMapSize(5, 20)
);
RMS.SetProgress(15);
log("Creating sand patches...");
var placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
var painter = new TerrainPainter([tSand, tFineSand]);
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 the oasis
log("Creating oasis...");
var oRadius = scaleByMapSize(14, 40);
placer = new ClumpPlacer(PI*oRadius*oRadius, 0.6, 0.15, 0, mapSize/2, mapSize/2);
painter = new LayeredPainter([[tSand, pForest], [tGrassSand25, pForestOasis], tGrassSand25, tShore, tWaterDeep], [2, 3, 1, 1]);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -11, 8);
createArea(placer, [painter, elevationPainter, paintClass(clForest)], null);
RMS.SetProgress(30);
// create oasis wildlife
var num = round(PI * oRadius / 8);
var constraint = new AndConstraint([borderClasses(clForest, 0, 3), avoidClasses(clForest, 0)]);
var halfSize = mapSize/2;
for (var i = 0; i < num; ++i)
{
var r = 0;
var angle = TWO_PI / num * i;
do {
// Work outward until constraint met
var gx = round(halfSize + r * cos(angle));
var gz = round(halfSize + r * sin(angle));
++r;
} while (!constraint.allows(gx,gz) && r < halfSize);
group = new RandomGroup(
[ new SimpleObject(oGiraffe, 2,4, 0,3), // select from these groups randomly
new SimpleObject(oWildebeest, 3,5, 0,3),
new SimpleObject(oGazelle, 5,7, 0,3)
], true, clFood, gx, gz
);
createObjectGroup(group, 0);
}
constraint = new AndConstraint([borderClasses(clForest, 15, 0), avoidClasses(clFood, 5)]);
num = round(PI * oRadius / 16);
for (var i = 0; i < num; ++i)
{
var r = 0;
var angle = TWO_PI / num * i;
do {
// Work outward until constraint met
var gx = round(halfSize + r * cos(angle));
var gz = round(halfSize + r * sin(angle));
++r;
} while (!constraint.allows(gx,gz) && r < halfSize);
group = new SimpleGroup(
[new SimpleObject(oFish, 1,1, 0,1)],
true, clFood, gx, gz
);
createObjectGroup(group, 0);
}
RMS.SetProgress(35);
// create hills
log("Creating level 1 hills...");
placer = new ClumpPlacer(scaleByMapSize(50,300), 0.25, 0.1, 0.5);
var terrainPainter = new LayeredPainter(
[tCliff, tSand], // terrains
[1] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
var hillAreas = createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
avoidClasses(clForest, 3, clPlayer, 0, clHill1, 10),
scaleByMapSize(10,20), 100
);
RMS.SetProgress(40);
log("Creating small level 1 hills...");
placer = new ClumpPlacer(scaleByMapSize(25,150), 0.25, 0.1, 0.5);
terrainPainter = new LayeredPainter(
[tCliff, tSand], // terrains
[1] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
var tempAreas = createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
avoidClasses(clForest, 3, clPlayer, 0, clHill1, 3),
scaleByMapSize(15,25), 100
);
for (var i = 0; i < tempAreas.length; ++i)
{
hillAreas.push(tempAreas[i]);
}
RMS.SetProgress(45);
// create decorative rocks for hills
log("Creating decorative rocks...");
group = new SimpleGroup(
[new RandomObject([aDecorativeRock, aBush2, aBush3], 3,8, 0,2)],
true
);
createObjectGroupsByAreas(group, 0,
borderClasses(clHill1, 0, 3),
scaleByMapSize(40,200), 50,
hillAreas
);
RMS.SetProgress(50);
log("Creating level 2 hills...");
placer = new ClumpPlacer(scaleByMapSize(25,150), 0.25, 0.1, 0);
terrainPainter = new LayeredPainter(
[tCliff, tSand], // terrains
[1] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
createAreasInAreas(placer, [terrainPainter, elevationPainter],
[stayClasses(clHill1, 0)],
scaleByMapSize(15,25), 50,
hillAreas
);
RMS.SetProgress(55);
log("Creating level 3 hills...");
placer = new ClumpPlacer(scaleByMapSize(12, 75), 0.25, 0.1, 0);
terrainPainter = new LayeredPainter(
[tCliff, tSand], // terrains
[1] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
createAreas(placer, [terrainPainter, elevationPainter],
[stayClasses(clHill1, 0)],
scaleByMapSize(15,25), 50,
hillAreas
);
hillAreas = [];
RMS.SetProgress(60);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 0);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
elevationPainter,
avoidClasses(clForest, 0, clPlayer, 0, clHill1, 2),
scaleByMapSize(100, 200)
);
RMS.SetProgress(65);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.5;
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 num = scaleByMapSize(10,30);
placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
painter = new TerrainPainter([tSand, pForest]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clForest, 10, clHill1, 1),
num, 50
);
RMS.SetProgress(70);
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, clHill1, 1)],
scaleByMapSize(4,16), 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, clHill1, 1)],
scaleByMapSize(4,16), 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, clHill1, 1)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(80);
// create gazelles
log("Creating gazelles...");
group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 5, clHill1, 1, clFood, 10),
scaleByMapSize(5,20), 50
);
// create goats
log("Creating goats...");
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 5, clHill1, 1, clFood, 10),
scaleByMapSize(5,20), 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 5, clHill1, 1, clFood, 10),
scaleByMapSize(5,20), 50
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm]; // 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, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clHill1, 1, clPlayer, 4, clMetal, 1, clRock, 1),
num
);
}
RMS.SetProgress(90);
// create bushes
log("Creating bushes...");
group = new SimpleGroup([new RandomObject(aBushes, 2,3, 0,2)]);
createObjectGroups(group, 0,
avoidClasses(clHill1, 1, clPlayer, 0, clForest, 0),
scaleByMapSize(16, 262)
);
// create rocks
log("Creating more decorative rocks...");
group = new SimpleGroup([new SimpleObject(aDecorativeRock, 1,2, 0,2)]);
createObjectGroups(group, 0,
avoidClasses(clHill1, 1, clPlayer, 0, clForest, 0),
scaleByMapSize(16, 262)
);
// Export map data
ExportMap();