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

612 lines
16 KiB
JavaScript

RMS.LoadLibrary("rmgen");
// terrain textures
const tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
const tGrassPForest = "temp_plants_bog";
const tGrassDForest = "temp_plants_bog";
const tGrassA = "temp_grass_plants";
const tGrassB = "temp_plants_bog";
const tGrassC = "temp_mud_a";
const tDirt = ["temp_plants_bog", "temp_mud_a"];
const tHill = ["temp_highlands", "temp_grass_long_b"];
const tCliff = ["temp_cliff_a", "temp_cliff_b"];
const tRoad = "temp_road";
const tRoadWild = "temp_road_overgrown";
const tGrassPatchBlend = "temp_grass_long_b";
const tGrassPatch = ["temp_grass_d", "temp_grass_clovers"];
const tShoreBlend = "temp_grass_plants";
const tShore = "temp_dirt_gravel";
const tWater = "temp_dirt_gravel_b";
// gaia entities
const oBeech = "gaia/flora_tree_euro_beech";
const oPoplar = "gaia/flora_tree_poplar";
const oApple = "gaia/flora_tree_apple";
const oOak = "gaia/flora_tree_oak";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oGoat = "gaia/fauna_goat";
const oBoar = "gaia/fauna_boar";
const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
const oStoneSmall = "gaia/geology_stone_temperate";
const oMetalLarge = "gaia/geology_metal_temperate_slabs";
// decorative props
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBushMedium = "actor|props/flora/bush_medit_me_lush.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm_lush.xml";
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aLillies = "actor|props/flora/water_lillies.xml";
// terrain + entity (for painting)
const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
const WATER_WIDTH = 0.25;
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const 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();
var clShallow = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = primeSortPlayers(sortPlayers(playerIDs));
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var playerPos = new Array(numPlayers);
var iop = 0;
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = 0.2 + 0.6*(i%2);
playerX[i] = playerPos[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);
// Setting tile class
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// calculate size based on the radius
var hillSize = PI * radius * radius;
// 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, paintClass(clPlayer)], 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 = 9;
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 = 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);
// create starting trees
var num = 2;
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));
// 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(10);
log("Creating sea");
var theta = randFloat(0, 1);
var theta2 = randFloat(0, 1);
var seed = randFloat(2,3);
var seed2 = randFloat(2,3);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
// add the rough shape of the water
var km = 20/scaleByMapSize(35, 160);
var fadeDist = 0.02;
var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed);
var cu2 = km*rndRiver(theta2+x*0.5*(mapSize/64),seed2);
if ((z > cu + 0.5 - WATER_WIDTH/2) && (z < cu2 + 0.5 + WATER_WIDTH/2))
{
var h;
if (z < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
{
h = 3 - 7 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - z)/fadeDist);
}
else if (z > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
{
h = 3 - 7 * (1 - (z - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
}
else
{
h = -4.0;
}
if (h < -1.5)
{
placeTerrain(ix, iz, tWater);
}
else
{
placeTerrain(ix, iz, tShore);
}
setHeight(ix, iz, h);
}
else
{
setHeight(ix, iz, 3.1);
}
}
}
RMS.SetProgress(20);
// create fish
log("Creating fish...");
num = scaleByMapSize(10, 20);
for (var i=0; i < num; i++){
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[stayClasses(clWater, 2), avoidClasses(clFood, 3)],
numPlayers, 50
);
}
// create rivers
log("Creating rivers");
for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
{
var cLocation = randFloat(0.05,0.95);
var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2);
if (tang > 0)
{
var cDistance = 0.05;
}
else
{
var cDistance = -0.05;
}
var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01);
if (point !== undefined)
{
var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*cos(tang))), floor(fractionToTiles(0.5 + 0.49*sin(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
4 // blend radius
);
var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 8, clWater, 3, clShallow, 2));
if (success !== undefined)
{
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
var painter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths);
)
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -3, 3);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 23));
}
}
}
passageMaker(round(fractionToTiles(0.2)), round(fractionToTiles(0.25)), round(fractionToTiles(0.8)), round(fractionToTiles(0.25)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(round(fractionToTiles(0.2)), round(fractionToTiles(0.75)), round(fractionToTiles(0.8)), round(fractionToTiles(0.75)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
paintTerrainBasedOnHeight(-5, 1, 1, tWater);
paintTerrainBasedOnHeight(1, 3, 1, tShore);
paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
RMS.SetProgress(25);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 3);
createAreas(
placer,
painter,
avoidClasses(clWater, 5, clPlayer, 20),
scaleByMapSize(100, 200)
);
RMS.SetProgress(45);
// 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, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 20, clWater, 5, clHill, 15),
scaleByMapSize(1, 4) * numPlayers
);
RMS.SetProgress(50);
// 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 mainland forests
log("Creating mainland forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]]
]; // some variation
var size = numForest*1.3 / (scaleByMapSize(2,8) * numPlayers);
var num = floor(0.7*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, 20, clWater, 6, clForest, 10, clHill, 0, clBaseResource, 3),
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], tGrassB, [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 6),
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[tGrassPatchBlend, tGrassPatch], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 6),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(80);
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, 2, clForest, 1, clPlayer, 20, clRock, 10, clHill, 2)],
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, 2, clForest, 1, clPlayer, 20, clRock, 10, clHill, 2)],
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, 2, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(85);
// 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, 1, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
RMS.SetProgress(90);
// 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, 1, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 20, clHill, 0, clFood, 5),
6 * numPlayers, 50
);
// create goat
log("Creating goat...");
group = new SimpleGroup(
[new SimpleObject(oGoat, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 20, clHill, 0, clFood, 20),
3 * numPlayers, 50
);
// create boar
log("Creating boar...");
group = new SimpleGroup(
[new SimpleObject(oBoar, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 20, clHill, 0, clFood, 20),
2 * 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, 10),
randInt(1, 4) * numPlayers + 2, 50
);
// create straggler trees
log("Creating straggler trees...");
var types = [oBeech, oPoplar, oApple]; // 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, 8, clMetal, 1, clRock, 1),
num
);
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
scaleByMapSize(13, 200)
);
// 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
);
// Set environment
setSkySet("cirrus");
setWaterColour(0.114, 0.192, 0.463);
setWaterTint(0.255, 0.361, 0.651);
setWaterReflectionTint(0.255, 0.361, 0.651);
setWaterWaviness(5.5);
setWaterMurkiness(0.83);
setWaterReflectionTintStrength(0.05);
// Export map data
ExportMap();