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0ad/binaries/data/mods/public/maps/random/anatolian_plateau.js
2013-07-30 07:56:09 +00:00

1 line
11 KiB
JavaScript

RMS.LoadLibrary("rmgen");
var tGrass = ["steppe_grass_a", "steppe_grass_b", "steppe_grass_c", "steppe_grass_d"];
var tForestFloor = "steppe_grass_c";
var tGrassA = "steppe_grass_b";
var tGrassB = "steppe_grass_c";
var tGrassC = ["steppe_grass_b", "steppe_grass_c", "steppe_grass_d"];
var tGrassD = "steppe_grass_a";
var tDirt = ["steppe_dirt_a", "steppe_dirt_b"];
var tRoad = "road_stones";
var tRoadWild = "road_stones";
var tShoreBlend = "desert_shore_stones";
var tShore = "dirta";
var tWater = "desert_sand_wet";
// gaia entities
var oPoplar = "gaia/flora_tree_poplar_lombardy";
var oBush = "gaia/flora_bush_temperate";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oRabbid = "gaia/fauna_rabbit";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oPoplar, tForestFloor];
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 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);
// 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, 0,2)],
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 = 12;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
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 / 100);
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(oPoplar, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(20);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clPlayer, 13),
scaleByMapSize(300, 800)
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 220;
var MAX_TREES = 1000;
var P_FOREST = 0.65;
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 = [[[tForestFloor, tGrass, pForest], [tForestFloor, pForest]]]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = 4 * 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, 13, clForest, 20, clHill, 1),
num
);
}
RMS.SetProgress(50);
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(5, 48), scaleByMapSize(6, 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,tGrassC],[tGrass,tGrassA,tGrassC], [tGrass,tGrassA,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clHill, 0, clDirt, 2, clPlayer, 10),
scaleByMapSize(50, 70)
);
}
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(5, 32), scaleByMapSize(6, 48), scaleByMapSize(7, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[tGrassD ,tDirt], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clForest, 0, clHill, 0, clDirt, 2, clPlayer, 10),
scaleByMapSize(50, 90)
);
}
RMS.SetProgress(55);
// create big patches
log("Creating big patches...");
var sizes = [scaleByMapSize(10, 60), scaleByMapSize(15, 90), scaleByMapSize(20, 120)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[tGrassB ,tGrassA], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clHill, 0, clPlayer, 8),
scaleByMapSize(30, 90)
);
}
RMS.SetProgress(55);
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(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(1,4), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(1,4), 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(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(2,8), 100
);
RMS.SetProgress(65);
// 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, 10, 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, 10, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create rabbid
log("Creating rabbid...");
group = new SimpleGroup(
[new SimpleObject(oRabbid, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
6 * numPlayers, 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
randInt(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oBush, oPoplar]; // 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(clForest, 1, clHill, 1, clPlayer, 13, clMetal, 1, clRock, 1),
num
);
}
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
scaleByMapSize(13, 200), 50
);
ExportMap();