forked from 0ad/0ad
Adding random map Caledonian Meadows. Fixes #4245
This was SVN commit r18781.
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BIN
binaries/data/mods/public/art/textures/ui/session/icons/mappreview/caledonian_meadows.png
(Stored with Git LFS)
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BIN
binaries/data/mods/public/art/textures/ui/session/icons/mappreview/caledonian_meadows.png
(Stored with Git LFS)
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binaries/data/mods/public/maps/random/caledonian_meadows.js
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binaries/data/mods/public/maps/random/caledonian_meadows.js
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@ -0,0 +1,779 @@
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/**
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* ToDo:
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* Place start locations of one team close to each other
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*/
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RMS.LoadLibrary("rmgen");
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RMS.LoadLibrary("heightmap");
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InitMap();
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/**
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* Start Timer
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*/
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let genStartTime = new Date().getTime();
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/**
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* Returns an approximation of the heights of the tiles between the vertices, a tile centered heightmap
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* A tile centered heightmap is one smaller in width and height than an ordinary heightmap
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* It is meant to e.g. texture a map by height (x/y coordinates correspond to those of the terrain texture map)
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* Don't use this to override g_Map height (Potentially breaks the map)!
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* @param {array} [heightmap=g_Map.height] - A reliefmap the tile centered version should be build from
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*/
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function getTileCenteredHeightmap(heightmap = g_Map.height)
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{
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let max_x = heightmap.length - 1;
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let max_y = heightmap[0].length - 1;
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let tchm = [];
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for (let x = 0; x < max_x; ++x)
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{
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tchm[x] = new Float32Array(max_y);
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for (let y = 0; y < max_y; ++y)
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{
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tchm[x][y] = 0.25 * (heightmap[x][y] + heightmap[x + 1][y] + heightmap[x][y + 1] + heightmap[x + 1][y + 1]);
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}
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}
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return tchm;
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}
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/**
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* Returns an inclination map corresponding to the tiles between the heightmaps vertices:
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* array of heightmap width-1 arrays of height-1 vectors (associative arrays) of the from:
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* {"x": x_slope, "y": y_slope] so a 2D Vector pointing to the hightest incline (with the length the incline in the vectors direction)
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* The x and y coordinates of a tile in the terrain texture map correspond to those of the inclination map
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* @param {array} [heightmap=g_Map.height] - The reliefmap the inclination map is to be generated from
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*/
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function getInclineMap(heightmap)
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{
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heightmap = (heightmap || g_Map.height);
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let max_x = heightmap.length - 1;
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let max_y = heightmap[0].length - 1;
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let inclineMap = [];
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for (let x = 0; x < max_x; ++x)
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{
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inclineMap[x] = [];
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for (let y = 0; y < max_y; ++y)
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{
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let dx = heightmap[x + 1][y] - heightmap[x][y];
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let dy = heightmap[x][y + 1] - heightmap[x][y];
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let next_dx = heightmap[x + 1][y + 1] - heightmap[x][y + 1];
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let next_dy = heightmap[x + 1][y + 1] - heightmap[x + 1][y];
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inclineMap[x][y] = {"x": 0.5 * (dx + next_dx), "y": 0.5 * (dy + next_dy)};
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}
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}
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return inclineMap;
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}
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/**
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* Returns a slope map (same form as the a heightmap with one less width and height)
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* Not normalized. Only returns the steepness (float), not the direction of incline.
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* The x and y coordinates of a tile in the terrain texture map correspond to those of the slope map
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* @param {array} [inclineMap=getInclineMap(g_Map.height)] - A map with the absolute inclination for each tile
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*/
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function getSlopeMap(inclineMap = getInclineMap(g_Map.height))
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{
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let max_x = inclineMap.length;
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let slopeMap = [];
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for (let x = 0; x < max_x; ++x)
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{
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let max_y = inclineMap[x].length;
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slopeMap[x] = new Float32Array(max_y);
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for (let y = 0; y < max_y; ++y)
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slopeMap[x][y] = Math.pow(inclineMap[x][y].x * inclineMap[x][y].x + inclineMap[x][y].y * inclineMap[x][y].y, 0.5);
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}
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return slopeMap;
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}
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/**
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* Returns the order to go through the points for the shortest closed path (array of indices)
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* @param {array} [points] - Points to be sorted of the form {"x": x_value, "y": y_value}
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*/
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function getOrderOfPointsForShortestClosePath(points)
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{
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let order = [];
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let distances = [];
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if (points.length <= 3)
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{
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for (let i = 0; i < points.length; ++i)
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order.push(i);
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return order;
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}
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// Just add the first 3 points
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let pointsToAdd = deepcopy(points);
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for (let i = 0; i < 3; ++i)
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{
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order.push(i)
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pointsToAdd.shift(i);
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if (i)
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distances.push(getDistance(points[order[i]].x, points[order[i]].y, points[order[i - 1]].x, points[order[i - 1]].y));
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}
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distances.push(getDistance(points[order[0]].x, points[order[0]].y, points[order[order.length - 1]].x, points[order[order.length - 1]].y))
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// Add remaining points so the path lengthens the least
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let numPointsToAdd = pointsToAdd.length;
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for (let i = 0; i < numPointsToAdd; ++i)
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{
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let indexToAddTo = undefined;
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let minEnlengthen = Infinity;
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let minDist1 = 0;
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let minDist2 = 0;
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for (let k = 0; k < order.length; ++k)
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{
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let dist1 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[k]].x, points[order[k]].y);
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let dist2 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[(k + 1) % order.length]].x, points[order[(k + 1) % order.length]].y);
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let enlengthen = dist1 + dist2 - distances[k];
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if (enlengthen < minEnlengthen)
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{
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indexToAddTo = k;
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minEnlengthen = enlengthen;
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minDist1 = dist1;
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minDist2 = dist2;
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}
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}
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order.splice(indexToAddTo + 1, 0, i + 3);
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distances.splice(indexToAddTo, 1, minDist1, minDist2);
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pointsToAdd.shift();
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}
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return order;
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}
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/**
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* Drags a path to a target height smoothing it at the edges and return some points along the path.
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*
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* TODO:
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* Would be nice to tell the function what to do and how often in the arguments
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* Adding painted tiles to a tile class
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*/
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function placeRandomPathToHeight(start, pathTexture, target, targetHeight, width = 10, occurrence = 2, strength = 0.1, heightmap = g_Map.height)
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{
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if (pathTexture === true)
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pathTexture = ['temp_road', "temp_road_overgrown", 'temp_grass_b'];
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let clTempPath = createTileClass();
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let targetReached = false;
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let position = deepcopy(start);
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while (!targetReached)
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{
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rectangularSmoothToHeight(position, width, width, targetHeight, strength, heightmap);
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if (pathTexture)
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createArea(new ClumpPlacer(0.2 * width * width, 1, 1, 1, floor(position.x), floor(position.y)), [new TerrainPainter(pathTexture), paintClass(clTempPath)]);
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// Set lets for next loop
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let angleToTarget = getAngle(position.x, position.y, target.x, target.y);
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let angleOff = PI * (randFloat() - 0.5);
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position.x += occurrence * cos(angleToTarget + angleOff);
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position.y += occurrence * sin(angleToTarget + angleOff);
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if (getDistance(position.x, position.y, target.x, target.y) < occurrence / 2)
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targetReached = true;
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}
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return clTempPath;
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}
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function getGrad(wrapped = true, scalarField = g_Map.height)
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{
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let vectorField = [];
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let max_x = scalarField.length;
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let max_y = scalarField[0].length;
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if (!wrapped)
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{
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max_x -= 1;
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max_y -= 1;
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}
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for (let x = 0; x < max_x; ++x)
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{
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vectorField.push([]);
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for (let y = 0; y < max_y; ++y)
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vectorField[x].push({"x": scalarField[(x + 1) % max_x][y] - scalarField[x][y], "y": scalarField[x][(y + 1) % max_y] - scalarField[x][y]});
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}
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return vectorField;
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}
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function splashErodeMap(strength = 1, heightmap = g_Map.height)
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{
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let max_x = heightmap.length;
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let max_y = heightmap[0].length;
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let dHeight = getGrad(heightmap);
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for (let x = 0; x < max_x; ++x)
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{
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let next_x = (x + 1) % max_x;
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let prev_x = (x + max_x - 1) % max_x;
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for (let y = 0; y < max_y; ++y)
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{
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let next_y = (y + 1) % max_y;
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let prev_y = (y + max_y - 1) % max_y;
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let slopes = [- dHeight[x][y].x, - dHeight[x][y].y, dHeight[prev_x][y].x, dHeight[x][prev_y].y];
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let sumSlopes = 0;
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for (let i = 0; i < slopes.length; ++i)
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if (slopes[i] > 0)
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sumSlopes += slopes[i];
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let drain = [];
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for (let i = 0; i < slopes.length; ++i)
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{
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drain.push(0);
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if (slopes[i] > 0)
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drain[i] += min(strength * slopes[i] / sumSlopes, slopes[i]);
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}
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let sumDrain = 0;
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for (let i = 0; i < drain.length; ++i)
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sumDrain += drain[i];
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// Apply changes to maps
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heightmap[x][y] -= sumDrain;
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heightmap[next_x][y] += drain[0];
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heightmap[x][next_y] += drain[1];
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heightmap[prev_x][y] += drain[2];
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heightmap[x][prev_y] += drain[3];
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}
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}
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}
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/**
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* Meant to place e.g. resource spots within a height range
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* @param {array} [heightRange] - The height range in which to place the entities (An associative array with keys "min" and "max" each containing a float)
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* @param {array} [avoidPoints] - An array of objects of the form {"x": int, "y": int, "dist": int}, points that will be avoided in the given dist e.g. start locations
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* @param {array} [avoidArea] - List of tiles to avoid
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* @param {integer} [minDistance=30] - How many tile widths the entities to place have to be away from each other, start locations and the map border
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* @param {array} [heightmap=g_Map.height] - The reliefmap the entities should be distributed on
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* @param {integer} [maxTries=1000] - How often random player distributions are rolled to be compared
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* @param {boolean} [isCircular=g_MapSettings.CircularMap] - If the map is circular or rectangular
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*/
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function getPointsByHeight(heightRange, avoidPoints, avoidArea, minDistance = 20, maxTries = 1000, heightmap = g_Map.height, isCircular = g_MapSettings.CircularMap)
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{
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let points = [];
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let placements = deepcopy(avoidPoints);
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let validVertices = [];
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let r = 0.5 * (heightmap.length - 1); // Map center x/y as well as radius
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for (let x = minDistance; x < heightmap.length - minDistance; ++x)
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{
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for (let y = minDistance; y < heightmap[0].length - minDistance; ++y)
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{
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let isValid = true;
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for (let i = 0; i < pathArea.length; ++i)
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if (pathArea[i].x == x && pathArea[i].y == y)
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isValid = false;
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if (!isValid)
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continue;
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if (heightmap[x][y] > heightRange.min && heightmap[x][y] < heightRange.max && (!isCircular || r - getDistance(x, y, r, r) >= minDistance)) // Has correct height and enough distance to map border
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validVertices.push({ "x": x, "y": y , "dist": minDistance});
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}
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}
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for (let tries = 0; tries < maxTries; ++tries)
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{
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let point = validVertices[randInt(validVertices.length)];
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if (placements.every(p => getDistance(p.x, p.y, point.x, point.y) > max(minDistance, p.dist)))
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{
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points.push(point);
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placements.push(point);
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}
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}
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return points;
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}
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/**
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* Design resource spots
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*/
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// Mines
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let decorations = [
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"actor|geology/gray1.xml", "actor|geology/gray_rock1.xml",
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"actor|geology/highland1.xml", "actor|geology/highland2.xml", "actor|geology/highland3.xml",
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"actor|geology/highland_c.xml", "actor|geology/highland_d.xml", "actor|geology/highland_e.xml",
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"actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml",
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"actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml"
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];
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function placeMine(point, centerEntity)
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{
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placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
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let quantity = randInt(11, 23);
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let dAngle = TWO_PI / quantity;
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for (let i = 0; i < quantity; ++i)
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{
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let angle = i * dAngle + randFloat(0, dAngle);
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let dist = randFloat(2, 5);
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placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), decorations[randInt(0, decorations.length - 1)], 0, randFloat(0, TWO_PI));
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}
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}
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// Food, fences with domestic animals
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wallStyles["other"]["sheepIn"] = new WallElement("sheepIn", "gaia/fauna_sheep", PI / 4, -1.5, 0.75, PI/2);
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wallStyles["other"]["foodBin"] = new WallElement("foodBin", "gaia/special_treasure_food_bin", PI/2, 1.5);
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wallStyles["other"]["sheep"] = new WallElement("sheep", "gaia/fauna_sheep", 0, 0, 0.75);
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wallStyles["other"]["farm"] = new WallElement("farm", "structures/brit_farmstead", PI, 0, -3);
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let fences = [
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new Fortress("fence", ["foodBin", "farm", "bench", "sheepIn", "fence", "sheepIn", "fence", "sheepIn", "fence"]),
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new Fortress("fence", ["foodBin", "farm", "fence", "sheepIn", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn", "fence"]),
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new Fortress("fence", [
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"foodBin", "farm", "cornerIn", "bench", "cornerOut", "fence_short", "sheepIn", "fence", "sheepIn",
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"fence", "sheepIn", "fence_short", "sheep", "fence"
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]),
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new Fortress("fence", [
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"foodBin", "farm", "cornerIn", "fence_short", "cornerOut", "bench", "sheepIn", "fence", "sheepIn",
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"fence", "sheepIn", "fence_short", "sheep", "fence"
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]),
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new Fortress("fence", [
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"foodBin", "farm", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn",
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"fence_short", "sheep", "fence", "sheepIn", "fence_short", "sheep", "fence"
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])
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];
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let num = fences.length;
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for (let i = 0; i < num; ++i)
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fences.push(new Fortress("fence", deepcopy(fences[i].wall).reverse()));
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// Groves, only Wood
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let groveEntities = [
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"gaia/flora_bush_temperate", "gaia/flora_tree_euro_beech"
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];
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let groveActors = [
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"actor|geology/highland1_moss.xml", "actor|geology/highland2_moss.xml",
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"actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml",
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"actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml"
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];
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let clGrove = createTileClass();
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function placeGrove(point)
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{
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placeObject(point.x, point.y, ["structures/gaul_outpost", "gaia/flora_tree_oak_new"][randInt(0, 1)], 0, randFloat(0, TWO_PI));
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let quantity = randInt(20, 30);
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let dAngle = TWO_PI / quantity;
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for (let i = 0; i < quantity; ++i)
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{
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let angle = i * dAngle + randFloat(0, dAngle);
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let dist = randFloat(2, 5);
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let objectList = groveEntities;
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if (i % 3 == 0)
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objectList = groveActors;
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let x = point.x + dist * Math.cos(angle);
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let y = point.y + dist * Math.sin(angle);
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placeObject(x, y, objectList[randInt(0, objectList.length - 1)], 0, randFloat(0, TWO_PI));
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createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter("temp_grass_plants"), paintClass(clGrove)]);
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}
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}
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// Camps with fire and gold treasure
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function placeCamp(point,
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centerEntity = "actor|props/special/eyecandy/campfire.xml",
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otherEntities = ["gaia/special_treasure_metal", "gaia/special_treasure_standing_stone",
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"units/brit_infantry_slinger_b", "units/brit_infantry_javelinist_b", "units/gaul_infantry_slinger_b", "units/gaul_infantry_javelinist_b", "units/gaul_champion_fanatic",
|
||||
"actor|props/special/common/waypoint_flag.xml", "actor|props/special/eyecandy/barrel_a.xml", "actor|props/special/eyecandy/basket_celt_a.xml", "actor|props/special/eyecandy/crate_a.xml", "actor|props/special/eyecandy/dummy_a.xml", "actor|props/special/eyecandy/handcart_1.xml", "actor|props/special/eyecandy/handcart_1_broken.xml", "actor|props/special/eyecandy/sack_1.xml", "actor|props/special/eyecandy/sack_1_rough.xml"
|
||||
]
|
||||
)
|
||||
{
|
||||
placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
|
||||
let quantity = randInt(5, 11);
|
||||
let dAngle = TWO_PI / quantity;
|
||||
for (let i = 0; i < quantity; ++i)
|
||||
{
|
||||
let angle = i * dAngle + randFloat(0, dAngle);
|
||||
let dist = randFloat(1, 3);
|
||||
placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), otherEntities[randInt(0, otherEntities.length - 1)], 0, randFloat(0, TWO_PI));
|
||||
}
|
||||
}
|
||||
|
||||
let foodEntities = ["gaia/flora_bush_berry", "gaia/fauna_chicken", "gaia/fauna_chicken"];
|
||||
// Start loaction resources
|
||||
function placeStartLocationResources(point)
|
||||
{
|
||||
let currentAngle = randFloat(0, TWO_PI);
|
||||
// Stone and chicken
|
||||
let dAngle = TWO_PI * 2 / 9;
|
||||
let angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4);
|
||||
let dist = 12;
|
||||
let x = point.x + dist * Math.cos(angle);
|
||||
let y = point.y + dist * Math.sin(angle);
|
||||
placeMine({ "x": x, "y": y }, "gaia/geology_stonemine_temperate_quarry");
|
||||
|
||||
currentAngle += dAngle;
|
||||
|
||||
// Wood
|
||||
let quantity = 80;
|
||||
dAngle = TWO_PI / quantity / 3;
|
||||
for (let i = 0; i < quantity; ++i)
|
||||
{
|
||||
angle = currentAngle + randFloat(0, dAngle);
|
||||
dist = randFloat(10, 15);
|
||||
let objectList = groveEntities;
|
||||
if (i % 2 == 0)
|
||||
objectList = groveActors;
|
||||
x = point.x + dist * Math.cos(angle);
|
||||
y = point.y + dist * Math.sin(angle);
|
||||
placeObject(x, y, objectList[randInt(0, objectList.length - 1)], 0, randFloat(0, TWO_PI));
|
||||
createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter("temp_grass_plants"), paintClass(clGrove)]);
|
||||
currentAngle += dAngle;
|
||||
}
|
||||
|
||||
// Metal and chicken
|
||||
dAngle = TWO_PI * 2 / 9;
|
||||
angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4);
|
||||
dist = 13;
|
||||
x = point.x + dist * Math.cos(angle);
|
||||
y = point.y + dist * Math.sin(angle);
|
||||
placeMine({ "x": x, "y": y }, "gaia/geology_metal_temperate_slabs");
|
||||
currentAngle += dAngle;
|
||||
|
||||
// Berries
|
||||
quantity = 15;
|
||||
dAngle = TWO_PI / quantity * 2 / 9;
|
||||
for (let i = 0; i < quantity; ++i)
|
||||
{
|
||||
angle = currentAngle + randFloat(0, dAngle);
|
||||
dist = randFloat(10, 15);
|
||||
x = point.x + dist * Math.cos(angle);
|
||||
y = point.y + dist * Math.sin(angle);
|
||||
placeObject(x, y, foodEntities[randInt(0, foodEntities.length - 1)], 0, randFloat(0, TWO_PI));
|
||||
currentAngle += dAngle;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Set height limits and water level by map size
|
||||
*/
|
||||
let heightScale = (g_Map.size + 256) / 768 / 4;
|
||||
let heightRange = { "min": MIN_HEIGHT * heightScale, "max": MAX_HEIGHT * heightScale };
|
||||
|
||||
let averageWaterCoverage = 1/5; // NOTE: Since terrain generation is quite unpredictable actual water coverage might vary much with the same value
|
||||
let waterHeight = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); // Water height in environment and the engine
|
||||
let waterHeightAdjusted = waterHeight + MIN_HEIGHT; // Water height in RMGEN
|
||||
setWaterHeight(waterHeight);
|
||||
|
||||
|
||||
/**
|
||||
* Generate base terrain
|
||||
*/
|
||||
let medH = (heightRange.min + heightRange.max) / 2;
|
||||
let initialHeightmap = [[medH, medH], [medH, medH]];
|
||||
setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, initialHeightmap, 0.8);
|
||||
|
||||
/**
|
||||
* Apply simple erosion
|
||||
*/
|
||||
// globalSmoothHeightmap(0.5);
|
||||
for (let i = 0; i < 5; ++i)
|
||||
splashErodeMap(0.1);
|
||||
|
||||
rescaleHeightmap(heightRange.min, heightRange.max);
|
||||
|
||||
/**
|
||||
* Height presets
|
||||
*/
|
||||
let heighLimits = [
|
||||
heightRange.min + 1/3 * (waterHeightAdjusted - heightRange.min), // 0 Deep water
|
||||
heightRange.min + 2/3 * (waterHeightAdjusted - heightRange.min), // 1 Medium Water
|
||||
heightRange.min + (waterHeightAdjusted - heightRange.min), // 2 Shallow water
|
||||
waterHeightAdjusted + 1/8 * (heightRange.max - waterHeightAdjusted), // 3 Shore
|
||||
waterHeightAdjusted + 2/8 * (heightRange.max - waterHeightAdjusted), // 4 Low ground
|
||||
waterHeightAdjusted + 3/8 * (heightRange.max - waterHeightAdjusted), // 5 Player and path height
|
||||
waterHeightAdjusted + 4/8 * (heightRange.max - waterHeightAdjusted), // 6 High ground
|
||||
waterHeightAdjusted + 5/8 * (heightRange.max - waterHeightAdjusted), // 7 Lower forest border
|
||||
waterHeightAdjusted + 6/8 * (heightRange.max - waterHeightAdjusted), // 8 Forest
|
||||
waterHeightAdjusted + 7/8 * (heightRange.max - waterHeightAdjusted), // 9 Upper forest border
|
||||
waterHeightAdjusted + (heightRange.max - waterHeightAdjusted)]; // 10 Hilltop
|
||||
|
||||
/**
|
||||
* Set environment
|
||||
*/
|
||||
setBiome(g_BiomeAlpine);
|
||||
g_Environment.Fog.FogColor = { "r": 0.8, "g": 0.8, "b": 0.8, "a": 0.01 };
|
||||
g_Environment.Water.WaterBody.Colour = { "r" : 0.3, "g" : 0.05, "b" : 0.1, "a" : 0.1 };
|
||||
g_Environment.Water.WaterBody.Murkiness = 0.4;
|
||||
|
||||
/**
|
||||
* Add tile painting presets
|
||||
*/
|
||||
let dummyActor = "actor|props/special/common/waypoint_flag.xml";
|
||||
let myBiome = [];
|
||||
myBiome.push({ // 0 Deep water
|
||||
"texture": ["shoreline_stoney_a"],
|
||||
"actor": [["gaia/fauna_fish", "actor|geology/stone_granite_boulder.xml"], 0.02],
|
||||
"textureHS": ["alpine_mountainside"], "actorHS": [["gaia/fauna_fish"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 1 Medium Water
|
||||
"texture": ["shoreline_stoney_a", "alpine_shore_rocks"],
|
||||
"actor": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.03],
|
||||
"textureHS": ["alpine_mountainside"], "actorHS": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.0]
|
||||
});
|
||||
myBiome.push({ // 2 Shallow water
|
||||
"texture": ["alpine_shore_rocks"],
|
||||
"actor": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_large.xml", "actor|geology/stone_granite_med.xml", "actor|props/flora/reeds_pond_lush_b.xml"], 0.2],
|
||||
"textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_med.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 3 Shore
|
||||
"texture": ["alpine_shore_rocks_grass_50", "alpine_grass_rocky"],
|
||||
"actor": [["gaia/flora_tree_pine", "gaia/flora_bush_badlands", "actor|geology/highland1_moss.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml"], 0.3],
|
||||
"textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 4 Low ground
|
||||
"texture": ["alpine_dirt_grass_50", "alpine_grass_rocky"],
|
||||
"actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
|
||||
"textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 5 Player and path height
|
||||
"texture": ["new_alpine_grass_c", "new_alpine_grass_b", "new_alpine_grass_d"],
|
||||
"actor": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
|
||||
"textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 6 High ground
|
||||
"texture": ["new_alpine_grass_a", "alpine_grass_rocky"],
|
||||
"actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml", "actor|props/flora/bush_highlands.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
|
||||
"textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 7 Lower forest border
|
||||
"texture": ["new_alpine_grass_mossy", "alpine_grass_rocky"],
|
||||
"actor": [["gaia/flora_tree_pine", "gaia/flora_tree_oak", "actor|props/flora/grass_tufts_a.xml", "gaia/flora_bush_berry", "actor|geology/highland2_moss.xml", "gaia/fauna_goat", "actor|props/flora/bush_tempe_underbrush.xml"], 0.3],
|
||||
"textureHS": ["alpine_cliff_c"], "actorHS": [["actor|props/flora/grass_tufts_a.xml", "actor|geology/highland2_moss.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 8 Forest
|
||||
"texture": ["alpine_forrestfloor"],
|
||||
"actor": [["gaia/flora_tree_pine", "gaia/flora_tree_pine", "gaia/flora_tree_pine", "gaia/flora_tree_pine", "actor|geology/highland2_moss.xml", "actor|props/flora/bush_highlands.xml"], 0.5],
|
||||
"textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland2_moss.xml", "actor|geology/stone_granite_med.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 9 Upper forest border
|
||||
"texture": ["alpine_forrestfloor_snow", "new_alpine_grass_dirt_a"],
|
||||
"actor": [["gaia/flora_tree_pine", "actor|geology/snow1.xml"], 0.3],
|
||||
"textureHS": ["alpine_cliff_b"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|geology/snow1.xml"], 0.1]
|
||||
});
|
||||
myBiome.push({ // 10 Hilltop
|
||||
"texture": ["alpine_cliff_a", "alpine_cliff_snow"],
|
||||
"actor": [["actor|geology/highland1.xml"], 0.05],
|
||||
"textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland1.xml"], 0.0]
|
||||
});
|
||||
|
||||
|
||||
/**
|
||||
* Get start locations
|
||||
*/
|
||||
let startLocations = getStartLocationsByHeightmap({ "min": heighLimits[4], "max": heighLimits[5] }, 1000, 30);
|
||||
// Sort start locations to form a "ring"
|
||||
let startLocationOrder = getOrderOfPointsForShortestClosePath(startLocations);
|
||||
let newStartLocations = [];
|
||||
for (let i = 0; i < startLocations.length; ++i)
|
||||
newStartLocations.push(startLocations[startLocationOrder[i]]);
|
||||
startLocations = newStartLocations;
|
||||
// Sort players by team
|
||||
let playerIDs = [];
|
||||
let teams = [];
|
||||
for (let i = 0; i < g_MapSettings.PlayerData.length - 1; ++i)
|
||||
{
|
||||
playerIDs.push(i+1);
|
||||
let t = g_MapSettings.PlayerData[i + 1].Team;
|
||||
if (teams.indexOf(t) == -1 && t !== undefined)
|
||||
teams.push(t);
|
||||
}
|
||||
playerIDs = sortPlayers(playerIDs);
|
||||
|
||||
// Minimize maximum distance between players within a team
|
||||
if (teams.length)
|
||||
{
|
||||
let minDistance = Infinity;
|
||||
let bestShift;
|
||||
for (let s = 0; s < playerIDs.length; ++s)
|
||||
{
|
||||
let maxTeamDist = 0;
|
||||
for (let pi = 0; pi < playerIDs.length - 1; ++pi)
|
||||
{
|
||||
let p1 = playerIDs[(pi + s) % playerIDs.length] - 1;
|
||||
let t1 = getPlayerTeam(p1);
|
||||
if (teams.indexOf(t1) === -1)
|
||||
continue;
|
||||
for (let pj = pi + 1; pj < playerIDs.length; ++pj)
|
||||
{
|
||||
let p2 = playerIDs[(pj + s) % playerIDs.length] - 1;
|
||||
let t2 = getPlayerTeam(p2);
|
||||
if (t2 != t1)
|
||||
continue;
|
||||
let l1 = startLocations[pi];
|
||||
let l2 = startLocations[pj];
|
||||
let dist = getDistance(l1.x, l1.y, l2.x, l2.y);
|
||||
if (dist > maxTeamDist)
|
||||
maxTeamDist = dist;
|
||||
}
|
||||
}
|
||||
if (maxTeamDist < minDistance)
|
||||
{
|
||||
minDistance = maxTeamDist;
|
||||
bestShift = s;
|
||||
}
|
||||
}
|
||||
if (bestShift)
|
||||
{
|
||||
let newPlayerIDs = [];
|
||||
for (let i = 0; i < playerIDs.length; ++i)
|
||||
newPlayerIDs.push(playerIDs[(i + bestShift) % playerIDs.length]);
|
||||
playerIDs = newPlayerIDs;
|
||||
}
|
||||
}
|
||||
|
||||
let playerHeight = (heighLimits[4] + heighLimits[5]) / 2;
|
||||
|
||||
/**
|
||||
* Place start locations (resources later)
|
||||
*/
|
||||
for (let p = 0; p < playerIDs.length; ++p)
|
||||
{
|
||||
let point = startLocations[p];
|
||||
rectangularSmoothToHeight(point, 35, 35, playerHeight, 0.7);
|
||||
placeCivDefaultEntities(point.x, point.y, playerIDs[p], { "iberWall": true });
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate tileCenteredHeightMap (This has nothing to to with TILE_CENTERED_HEIGHT_MAP which should be false (default) for this map to work properly)
|
||||
*/
|
||||
let tchm = getTileCenteredHeightmap();
|
||||
|
||||
/**
|
||||
* Add paths class and area but don't paint before resource spots are chosen!
|
||||
*/
|
||||
let pathTerrainClassIDs = [];
|
||||
for (let i = 0; i < startLocations.length; ++i)
|
||||
{
|
||||
let start = startLocations[i];
|
||||
let target = startLocations[(i + 1) % startLocations.length];
|
||||
pathTerrainClassIDs.push(placeRandomPathToHeight(start, ["road_rome_a"], target, playerHeight, 8, 3, 0.1));
|
||||
}
|
||||
let pathArea = [];
|
||||
for (let x = 0; x < tchm.length; ++x)
|
||||
for (let y = 0; y < tchm[0].length; ++y)
|
||||
for (let i = 0; i < pathTerrainClassIDs.length; ++i)
|
||||
if (getTileClass(pathTerrainClassIDs[i]).countMembersInRadius(x, y, 0.5))
|
||||
pathArea.push({ "x": x, "y": y });
|
||||
|
||||
/**
|
||||
* Get resource spots after players start locations after path are calculated but before they are placed!
|
||||
*/
|
||||
let avoidPoints = deepcopy(startLocations);
|
||||
for (let i = 0; i < avoidPoints.length; ++i)
|
||||
avoidPoints[i].dist = 30;
|
||||
let resourceSpots = getPointsByHeight({ "min": (heighLimits[3] + heighLimits[4]) / 2, "max": (heighLimits[5] + heighLimits[6]) / 2 }, avoidPoints, pathArea);
|
||||
|
||||
/**
|
||||
* Calculate slope map
|
||||
*/
|
||||
let slopeMap = getSlopeMap();
|
||||
|
||||
/**
|
||||
* Divide tiles in areas by height and avoid paths
|
||||
*/
|
||||
let areas = [];
|
||||
for (let h = 0; h < heighLimits.length; ++h)
|
||||
areas.push([]);
|
||||
for (let x = 0; x < tchm.length; ++x)
|
||||
{
|
||||
for (let y = 0; y < tchm[0].length; ++y)
|
||||
{
|
||||
let isPath = false;
|
||||
for (let i = 0; i < pathArea.length; ++i)
|
||||
if (pathArea[i].x == x && pathArea[i].y == y)
|
||||
isPath = true;
|
||||
if (isPath)
|
||||
continue;
|
||||
|
||||
let minHeight = heightRange.min;
|
||||
for (let h = 0; h < heighLimits.length; ++h)
|
||||
{
|
||||
if (tchm[x][y] >= minHeight && tchm[x][y] <= heighLimits[h])
|
||||
{
|
||||
areas[h].push({ "x": x, "y": y });
|
||||
break;
|
||||
}
|
||||
else
|
||||
minHeight = heighLimits[h];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get max slope of each area
|
||||
*/
|
||||
let minSlope = [];
|
||||
let maxSlope = [];
|
||||
for (let h = 0; h < heighLimits.length; ++h)
|
||||
{
|
||||
minSlope[h] = Infinity;
|
||||
maxSlope[h] = 0;
|
||||
for (let t = 0; t < areas[h].length; ++t)
|
||||
{
|
||||
let x = areas[h][t].x;
|
||||
let y = areas[h][t].y;
|
||||
let slope = slopeMap[x][y];
|
||||
if (slope > maxSlope[h])
|
||||
maxSlope[h] = slope;
|
||||
if (slope < minSlope[h])
|
||||
minSlope[h] = slope;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Paint areas by height and slope
|
||||
*/
|
||||
for (let h = 0; h < heighLimits.length; ++h)
|
||||
{
|
||||
for (let t = 0; t < areas[h].length; ++t)
|
||||
{
|
||||
let x = areas[h][t].x;
|
||||
let y = areas[h][t].y;
|
||||
let actor = undefined;
|
||||
|
||||
let texture = myBiome[h].texture[randInt(myBiome[h].texture.length)];
|
||||
if (slopeMap[x][y] < 0.4 * (minSlope[h] + maxSlope[h]))
|
||||
{
|
||||
if (randFloat() < myBiome[h].actor[1])
|
||||
actor = myBiome[h].actor[0][randInt(myBiome[h].actor[0].length)];
|
||||
}
|
||||
else
|
||||
{
|
||||
texture = myBiome[h].textureHS[randInt(myBiome[h].textureHS.length)];
|
||||
if (randFloat() < myBiome[h].actorHS[1])
|
||||
actor = myBiome[h].actorHS[0][randInt(myBiome[h].actorHS[0].length)];
|
||||
}
|
||||
g_Map.setTexture(x, y, texture);
|
||||
if (actor)
|
||||
placeObject(x + randFloat(), y + randFloat(), actor, 0, randFloat() * TWO_PI);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add starting resources after terrain texture painting
|
||||
*/
|
||||
for (let p = 0; p < g_MapSettings.PlayerData.length - 1; ++p)
|
||||
placeStartLocationResources(startLocations[p]);
|
||||
|
||||
/**
|
||||
* Add resource spots after terrain texture painting
|
||||
*/
|
||||
for (let i = 0; i < resourceSpots.length; ++i)
|
||||
{
|
||||
let choice = i % 5;
|
||||
if (choice == 0)
|
||||
placeMine(resourceSpots[i], "gaia/geology_stonemine_temperate_formation");
|
||||
if (choice == 1)
|
||||
placeMine(resourceSpots[i], "gaia/geology_metal_temperate_slabs");
|
||||
if (choice == 2)
|
||||
placeCustomFortress(resourceSpots[i].x, resourceSpots[i].y, fences[randInt(0, fences.length - 1)], "other", 0, randFloat(0, TWO_PI));
|
||||
if (choice == 3)
|
||||
placeGrove(resourceSpots[i]);
|
||||
if (choice == 4)
|
||||
placeCamp(resourceSpots[i]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop Timer
|
||||
*/
|
||||
log("Map generation finished after " + ((new Date().getTime() - genStartTime) / 1000) + "s")
|
||||
|
||||
/**
|
||||
* Export map data
|
||||
*/
|
||||
ExportMap();
|
@ -0,0 +1,12 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Caledonian Meadows",
|
||||
"Script" : "caledonian_meadows.js",
|
||||
"Preview" : "caledonian_meadows.png",
|
||||
"Description" : "Fertile lands surrounded by harsh terrain.\nRemains of recent snowfalls still haunt the forests, and torrential rivers from the snowmelt barely died away.\nAiming at a realistic terrain, this map might not always be balanced.",
|
||||
"CircularMap" : false,
|
||||
"BaseTerrain" : "whiteness",
|
||||
"Keywords": ["new"],
|
||||
"BaseHeight" : 0
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user