0ad-community-mod-a26/community-mod/maps/random/cross.js

339 lines
10 KiB
JavaScript

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