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forked from 0ad/0ad
0ad/binaries/data/mods/public/maps/random/volcanic_lands.js

381 lines
11 KiB
JavaScript

RMS.LoadLibrary("rmgen");
var tGrass = ["cliff volcanic light", "ocean_rock_a", "ocean_rock_b"];
var tGrassA = "cliff volcanic light";
var tGrassB = "ocean_rock_a";
var tGrassC = "ocean_rock_b";
var tCliff = "cliff volcanic coarse"
var tDirt = ["ocean_rock_a", "ocean_rock_b"];
var tRoad = "road1";
var tRoadWild = "road1";
var tShoreBlend = "temp_grass_plants";
var tShore = "temp_plants_bog";
var tWater = "temp_mud_a";
var tLava1 = "LavaTest05"
var tLava2 = "LavaTest04"
var tLava3 = "LavaTest03"
// gaia entities
var oTree = "gaia/flora_tree_dead";
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
// decorative props
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aSmoke = "actor|particle/smoke.xml";
var pForestD = [tGrassC + TERRAIN_SEPARATOR + oTree, tGrassC];
var pForestP = [tGrassB + TERRAIN_SEPARATOR + oTree, tGrassB];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clHill2 = createTileClass();
var clHill3 = createTileClass();
var clHill4 = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
// randomize player order
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 + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// 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);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create starting units
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
// create metal mine
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
var group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting trees
var num = floor(hillSize / 60);
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(9, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oTree, num, num, 0,7)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(15);
// create volcano
log("Creating volcano");
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
var ix = round(fx);
var iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.067, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
15, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], null);
var placer = new ClumpPlacer(mapArea * 0.05, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
25, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill2)], stayClasses(clHill, 1));
var placer = new ClumpPlacer(mapArea * 0.02, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
45, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill3)], stayClasses(clHill2, 1));
var placer = new ClumpPlacer(mapArea * 0.011, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
62, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill4)], stayClasses(clHill3, 1));
var placer = new ClumpPlacer(mapArea * 0.003, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tLava1, tLava2, tLava3], // terrains
[1, 1, 1] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
42, // elevation
1 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill4)], stayClasses(clHill4, 1));
var num = floor(mapArea * 0.03 / 15);
var tX = round(fx);
var tZ = round(fz);
var group = new SimpleGroup(
[new SimpleObject(aSmoke, num, num, 0,7)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, stayClasses(clHill4,1));
RMS.SetProgress(45);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tGrass], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 12, clHill, 15, clWater, 2),
scaleByMapSize(2, 8) * numPlayers
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 200;
var MAX_TREES = 1250;
var 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 = [
[[tGrassB, tGrassA, pForestD], [tGrassB, pForestD]],
[[tGrassB, tGrassA, pForestP], [tGrassB, pForestP]]
]; // 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, 12, clForest, 10, clHill, 0, clWater, 2),
num
);
}
RMS.SetProgress(70);
// create dirt patches
log("Creating dirt 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,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
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)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(90);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(95);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
ExportMap();