339 lines
10 KiB
JavaScript
339 lines
10 KiB
JavaScript
Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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Engine.LoadLibrary("balancedHelpers");
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setSelectedBiome();
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const heightSeaGround = -3;
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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const tForestFloor2 = g_Terrains.forestFloor2;
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const tCliff = g_Terrains.cliff;
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const tShore = g_Terrains.shore;
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const tTier1Terrain = g_Terrains.tier1Terrain;
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const tTier2Terrain = g_Terrains.tier2Terrain;
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const tTier3Terrain = g_Terrains.tier3Terrain;
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const tHill = g_Terrains.hill;
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const tRoad = g_Terrains.road;
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const tRoadWild = g_Terrains.roadWild;
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const tTier4Terrain = g_Terrains.tier4Terrain;
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const tWater = g_Terrains.water;
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const oTree1 = g_Gaia.tree1;
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const oTree2 = g_Gaia.tree2;
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const oTree3 = g_Gaia.tree3;
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const oTree4 = g_Gaia.tree4;
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const oTree5 = g_Gaia.tree5;
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const oFish = g_Gaia.fish;
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const oFruitBush = g_Gaia.fruitBush;
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const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
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const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
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const oStoneLarge = g_Gaia.stoneLarge;
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const oStoneSmall = g_Gaia.stoneSmall;
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const oMetalLarge = g_Gaia.metalLarge;
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const aGrass = g_Decoratives.grass;
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const aGrassShort = g_Decoratives.grassShort;
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const aRockLarge = g_Decoratives.rockLarge;
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const aRockMedium = g_Decoratives.rockMedium;
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const aBushMedium = g_Decoratives.bushMedium;
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const aBushSmall = g_Decoratives.bushSmall;
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const heightLand = 3;
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var g_Map = new RandomMap(heightLand, tMainTerrain);
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const mapSize = g_Map.getSize();
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const numPlayers = getNumPlayers();
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const clPlayer = g_Map.createTileClass();
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const clHill = g_Map.createTileClass();
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const clForest = g_Map.createTileClass();
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const clDirt = g_Map.createTileClass();
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const clRock = g_Map.createTileClass();
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const clMetal = g_Map.createTileClass();
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const clFood = g_Map.createTileClass();
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const clWater = g_Map.createTileClass();
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const clBaseResource = g_Map.createTileClass();
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var playerPlacements = playerPlacementCircle(fractionToTiles(0.26 + (numPlayers - 2) * 0.008));
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const mapCenter = g_Map.getCenter();
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placePlayerBases({
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"PlayerPlacement": playerPlacements,
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"PlayerTileClass": clPlayer,
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"BaseResourceClass": clBaseResource,
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"CityPatch": {
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"outerTerrain": tRoadWild,
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"innerTerrain": tRoad
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},
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"StartingAnimal": {
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},
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"Berries": {
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"template": oFruitBush
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},
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"Mines": {
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"types": [
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{ "template": oMetalLarge },
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{ "template": oStoneLarge }
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]
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},
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"Trees": {
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"template": oTree1,
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"count": 5
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},
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"Decoratives": {
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"template": aGrassShort
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}
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});
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Engine.SetProgress(20);
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const [playersOrder, playerPositions, playerAngles, startingAngle] = playerPlacements;
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for (let i = 0; i < numPlayers; ++i)
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{
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const playerPosition = playerPositions[i];
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const angle = playerAngles[i];
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const lakeRadius = 40;
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const lakePosition = Vector2D.add(playerPosition, new Vector2D(lakeRadius, 0).rotate(-angle)).round();
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const lakeSize = Math.round(scaleByMapSize(40, 70) - (numPlayers - 2) * 6);
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createArea(
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new ChainPlacer(
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3,
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4,
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45,
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Infinity,
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lakePosition,
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lakeRadius - 5,
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[lakeSize]),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
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new TileClassPainter(clWater)
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],
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avoidClasses(clPlayer, 25));
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let lakeArea = new Area(new DiskPlacer(30, lakePosition).place(new NullConstraint()));
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let fish = new SimpleGroup(
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[new SimpleObject(oFish, 2, 2, 0, 2)],
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true,
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clFood
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);
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createObjectGroupsByAreas(fish, 0,
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new AndConstraint([avoidClasses(clFood, 10), stayClasses(clWater, 8)]),
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5, 400, [lakeArea]
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);
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const offsetAngle = Math.PI / numPlayers;
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const sideLakeRadius = fractionToTiles(0.5) - 2;
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const sideLakePosition = Vector2D.add(mapCenter, new Vector2D(sideLakeRadius, 0).rotate(-angle - offsetAngle)).round();
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if (mapSize > 128) {
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const sideMinesRadius = lakeSize + 10;
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const sideStonePosition = Vector2D.add(sideLakePosition, new Vector2D(sideMinesRadius, 0).rotate(-angle + -offsetAngle + Math.PI - Math.PI/5)).round();
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const sideMetalPosition = Vector2D.add(sideLakePosition, new Vector2D(sideMinesRadius, 0).rotate(-angle + -offsetAngle + Math.PI + Math.PI/5)).round();
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createObjectGroupsByAreas(
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new SimpleGroup([new SimpleObject(oStoneLarge, 1, 1, 0, 4)], true, clRock),
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0,
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avoidClasses(clForest, 10, clWater, 3),
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1, 400,
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[new Area(new DiskPlacer(2, sideStonePosition).place(new NullConstraint()))]
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);
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createObjectGroupsByAreas(
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new SimpleGroup([new SimpleObject(oMetalLarge, 1, 1, 0, 4)], true, clMetal),
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0,
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avoidClasses(clForest, 10, clWater, 3, clRock, 4),
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1, 400,
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[new Area(new DiskPlacer(3, sideMetalPosition).place(new NullConstraint()))]
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);
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}
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createArea(
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new ChainPlacer(
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3,
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4,
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45,
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Infinity,
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sideLakePosition,
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lakeRadius - 5,
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[lakeSize + 5]),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
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new TileClassPainter(clWater)
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],
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avoidClasses(clPlayer, 25, clRock, 5, clMetal, 5));
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const sideLakeArea = new Area(new DiskPlacer(35, sideLakePosition).place(stayClasses(clWater, 1)));
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createObjectGroupsByAreas(fish, 0,
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new AndConstraint([avoidClasses(clFood, 10), stayClasses(clWater, 8)]),
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randIntInclusive(7, 10), 400, [sideLakeArea]
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);
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Engine.SetProgress(20 + 2 * i);
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}
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const constraints = avoidClasses(clHill, 1, clMetal, 4, clRock, 4, clBaseResource, 10, clFood, 10, clWater, 2);
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const foodMultiplier = 0.5; // Fishing is map dynamic 0.5 causes errors?
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placeBalancedFood(playerPlacements, constraints, foodMultiplier);
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Engine.SetProgress(35);
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if (numPlayers <= 2 && mapSize > 192) {
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placeBalancedMinerals(playerPositions, avoidClasses(clWater, 6, clMetal, 40, clRock, 40));
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}
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Engine.SetProgress(40);
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paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain);
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paintTerrainBasedOnHeight(1, 2.4, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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paintTileClassBasedOnHeight(-6, 0, 1, clWater);
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createBumps(avoidClasses(clPlayer, 20, clWater, 1));
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Engine.SetProgress(45);
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if (randBool())
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createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 35, clHill, 15, clWater, 6, clFood, 4, clMetal, 6, clRock, 6), clHill, scaleByMapSize(2, 11));
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else
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createMountains(tCliff, avoidClasses(clPlayer, 35, clHill, 15, clWater, 6, clFood, 4, clMetal, 6, clRock, 6), clHill, scaleByMapSize(2, 11));
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Engine.SetProgress(50);
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if (currentBiome() != "generic/savanna") {
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createBalancedPlayerForests(
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playerPositions,
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avoidClasses(clForest, 18, clHill, 0, clMetal, 4, clRock, 4, clFood, 4, clWater, 4),
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clForest);
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}
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Engine.SetProgress(55);
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var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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avoidClasses(clPlayer, 18, clForest, 15, clHill, 0, clMetal, 4, clRock, 4, clWater, 4),
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clForest,
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forestTrees);
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Engine.SetProgress(60);
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g_Map.log("Creating dirt patches");
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
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[1, 1],
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avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12, clWater, 1),
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scaleByMapSize(15, 45),
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clDirt);
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Engine.SetProgress(63);
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g_Map.log("Creating grass patches");
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tTier4Terrain,
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avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12, clWater, 1),
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scaleByMapSize(15, 45),
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clDirt);
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Engine.SetProgress(65);
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const mineralAvoidance = numPlayers > 2 ? 10 : 30;
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const playerMineralAvoidance = numPlayers > 2 ? 50 : 65;
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g_Map.log("Creating stone mines");
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createMines(
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[
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[new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)]
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],
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avoidClasses(clForest, 1, clPlayer, playerMineralAvoidance, clMetal, mineralAvoidance, clRock, mineralAvoidance, clHill, 1, clWater, 6),
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clRock,
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scaleByMapSize(4, 16) - 1
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);
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Engine.SetProgress(68);
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g_Map.log("Creating metal mines");
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1, 1, 0, 4)]
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],
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avoidClasses(clForest, 1, clPlayer, playerMineralAvoidance, clMetal, mineralAvoidance, clRock, mineralAvoidance, clHill, 1, clWater, 6),
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clMetal,
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scaleByMapSize(4, 16) - 1
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);
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Engine.SetProgress(70);
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var planetm = 1;
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if (currentBiome() == "generic/tropic")
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planetm = 8;
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createDecoration(
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[
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[new SimpleObject(aRockMedium, 1, 3, 0, 1)],
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[new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
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[new SimpleObject(aGrassShort, 1, 2, 0, 1)],
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[new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3,6, 1.2, 2.5)],
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[new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200)
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],
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avoidClasses(clForest, 0, clPlayer, 0, clHill, 0, clWater, 0));
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Engine.SetProgress(73);
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createBadFood(avoidClasses(clForest, 0, clHill, 1, clMetal, 4, clRock, 4, clFood, 20, clWater, 4));
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Engine.SetProgress(75);
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createFood(
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[
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[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
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],
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[
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2 * numPlayers
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],
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avoidClasses(clForest, 0, clPlayer, 45, clHill, 1, clMetal, 4, clRock, 4, clFood, 10, clWater, 4),
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clFood);
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Engine.SetProgress(85);
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createStragglerTrees(
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[oTree1, oTree2, oTree4, oTree3],
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avoidClasses(
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clForest, 8, clHill, 1, clPlayer,
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currentBiome() === "generic/savanna" ? 12 : 30,
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clMetal, 6, clRock, 6, clFood, 1, clWater, 4
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),
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clForest,
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stragglerTrees);
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createBalancedPlayerStragglerTrees(
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playerPositions,
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[oTree1, oTree2, oTree4, oTree3],
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avoidClasses(clForest, 8, clHill, 1, clMetal, 6, clRock, 6, clFood, 1, clWater, 2, clBaseResource, 2),
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25,
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clForest
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)
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Engine.SetProgress(95);
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placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2, clWater, 6));
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g_Map.ExportMap();
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