Adding random map Caledonian Meadows. Fixes #4245

This was SVN commit r18781.
This commit is contained in:
FeXoR 2016-09-25 21:53:39 +00:00
parent bd9240a3ef
commit 8d4af29faf
3 changed files with 794 additions and 0 deletions

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/**
* ToDo:
* Place start locations of one team close to each other
*/
RMS.LoadLibrary("rmgen");
RMS.LoadLibrary("heightmap");
InitMap();
/**
* Start Timer
*/
let genStartTime = new Date().getTime();
/**
* Returns an approximation of the heights of the tiles between the vertices, a tile centered heightmap
* A tile centered heightmap is one smaller in width and height than an ordinary heightmap
* It is meant to e.g. texture a map by height (x/y coordinates correspond to those of the terrain texture map)
* Don't use this to override g_Map height (Potentially breaks the map)!
* @param {array} [heightmap=g_Map.height] - A reliefmap the tile centered version should be build from
*/
function getTileCenteredHeightmap(heightmap = g_Map.height)
{
let max_x = heightmap.length - 1;
let max_y = heightmap[0].length - 1;
let tchm = [];
for (let x = 0; x < max_x; ++x)
{
tchm[x] = new Float32Array(max_y);
for (let y = 0; y < max_y; ++y)
{
tchm[x][y] = 0.25 * (heightmap[x][y] + heightmap[x + 1][y] + heightmap[x][y + 1] + heightmap[x + 1][y + 1]);
}
}
return tchm;
}
/**
* Returns an inclination map corresponding to the tiles between the heightmaps vertices:
* array of heightmap width-1 arrays of height-1 vectors (associative arrays) of the from:
* {"x": x_slope, "y": y_slope] so a 2D Vector pointing to the hightest incline (with the length the incline in the vectors direction)
* The x and y coordinates of a tile in the terrain texture map correspond to those of the inclination map
* @param {array} [heightmap=g_Map.height] - The reliefmap the inclination map is to be generated from
*/
function getInclineMap(heightmap)
{
heightmap = (heightmap || g_Map.height);
let max_x = heightmap.length - 1;
let max_y = heightmap[0].length - 1;
let inclineMap = [];
for (let x = 0; x < max_x; ++x)
{
inclineMap[x] = [];
for (let y = 0; y < max_y; ++y)
{
let dx = heightmap[x + 1][y] - heightmap[x][y];
let dy = heightmap[x][y + 1] - heightmap[x][y];
let next_dx = heightmap[x + 1][y + 1] - heightmap[x][y + 1];
let next_dy = heightmap[x + 1][y + 1] - heightmap[x + 1][y];
inclineMap[x][y] = {"x": 0.5 * (dx + next_dx), "y": 0.5 * (dy + next_dy)};
}
}
return inclineMap;
}
/**
* Returns a slope map (same form as the a heightmap with one less width and height)
* Not normalized. Only returns the steepness (float), not the direction of incline.
* The x and y coordinates of a tile in the terrain texture map correspond to those of the slope map
* @param {array} [inclineMap=getInclineMap(g_Map.height)] - A map with the absolute inclination for each tile
*/
function getSlopeMap(inclineMap = getInclineMap(g_Map.height))
{
let max_x = inclineMap.length;
let slopeMap = [];
for (let x = 0; x < max_x; ++x)
{
let max_y = inclineMap[x].length;
slopeMap[x] = new Float32Array(max_y);
for (let y = 0; y < max_y; ++y)
slopeMap[x][y] = Math.pow(inclineMap[x][y].x * inclineMap[x][y].x + inclineMap[x][y].y * inclineMap[x][y].y, 0.5);
}
return slopeMap;
}
/**
* Returns the order to go through the points for the shortest closed path (array of indices)
* @param {array} [points] - Points to be sorted of the form {"x": x_value, "y": y_value}
*/
function getOrderOfPointsForShortestClosePath(points)
{
let order = [];
let distances = [];
if (points.length <= 3)
{
for (let i = 0; i < points.length; ++i)
order.push(i);
return order;
}
// Just add the first 3 points
let pointsToAdd = deepcopy(points);
for (let i = 0; i < 3; ++i)
{
order.push(i)
pointsToAdd.shift(i);
if (i)
distances.push(getDistance(points[order[i]].x, points[order[i]].y, points[order[i - 1]].x, points[order[i - 1]].y));
}
distances.push(getDistance(points[order[0]].x, points[order[0]].y, points[order[order.length - 1]].x, points[order[order.length - 1]].y))
// Add remaining points so the path lengthens the least
let numPointsToAdd = pointsToAdd.length;
for (let i = 0; i < numPointsToAdd; ++i)
{
let indexToAddTo = undefined;
let minEnlengthen = Infinity;
let minDist1 = 0;
let minDist2 = 0;
for (let k = 0; k < order.length; ++k)
{
let dist1 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[k]].x, points[order[k]].y);
let dist2 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[(k + 1) % order.length]].x, points[order[(k + 1) % order.length]].y);
let enlengthen = dist1 + dist2 - distances[k];
if (enlengthen < minEnlengthen)
{
indexToAddTo = k;
minEnlengthen = enlengthen;
minDist1 = dist1;
minDist2 = dist2;
}
}
order.splice(indexToAddTo + 1, 0, i + 3);
distances.splice(indexToAddTo, 1, minDist1, minDist2);
pointsToAdd.shift();
}
return order;
}
/**
* Drags a path to a target height smoothing it at the edges and return some points along the path.
*
* TODO:
* Would be nice to tell the function what to do and how often in the arguments
* Adding painted tiles to a tile class
*/
function placeRandomPathToHeight(start, pathTexture, target, targetHeight, width = 10, occurrence = 2, strength = 0.1, heightmap = g_Map.height)
{
if (pathTexture === true)
pathTexture = ['temp_road', "temp_road_overgrown", 'temp_grass_b'];
let clTempPath = createTileClass();
let targetReached = false;
let position = deepcopy(start);
while (!targetReached)
{
rectangularSmoothToHeight(position, width, width, targetHeight, strength, heightmap);
if (pathTexture)
createArea(new ClumpPlacer(0.2 * width * width, 1, 1, 1, floor(position.x), floor(position.y)), [new TerrainPainter(pathTexture), paintClass(clTempPath)]);
// Set lets for next loop
let angleToTarget = getAngle(position.x, position.y, target.x, target.y);
let angleOff = PI * (randFloat() - 0.5);
position.x += occurrence * cos(angleToTarget + angleOff);
position.y += occurrence * sin(angleToTarget + angleOff);
if (getDistance(position.x, position.y, target.x, target.y) < occurrence / 2)
targetReached = true;
}
return clTempPath;
}
function getGrad(wrapped = true, scalarField = g_Map.height)
{
let vectorField = [];
let max_x = scalarField.length;
let max_y = scalarField[0].length;
if (!wrapped)
{
max_x -= 1;
max_y -= 1;
}
for (let x = 0; x < max_x; ++x)
{
vectorField.push([]);
for (let y = 0; y < max_y; ++y)
vectorField[x].push({"x": scalarField[(x + 1) % max_x][y] - scalarField[x][y], "y": scalarField[x][(y + 1) % max_y] - scalarField[x][y]});
}
return vectorField;
}
function splashErodeMap(strength = 1, heightmap = g_Map.height)
{
let max_x = heightmap.length;
let max_y = heightmap[0].length;
let dHeight = getGrad(heightmap);
for (let x = 0; x < max_x; ++x)
{
let next_x = (x + 1) % max_x;
let prev_x = (x + max_x - 1) % max_x;
for (let y = 0; y < max_y; ++y)
{
let next_y = (y + 1) % max_y;
let prev_y = (y + max_y - 1) % max_y;
let slopes = [- dHeight[x][y].x, - dHeight[x][y].y, dHeight[prev_x][y].x, dHeight[x][prev_y].y];
let sumSlopes = 0;
for (let i = 0; i < slopes.length; ++i)
if (slopes[i] > 0)
sumSlopes += slopes[i];
let drain = [];
for (let i = 0; i < slopes.length; ++i)
{
drain.push(0);
if (slopes[i] > 0)
drain[i] += min(strength * slopes[i] / sumSlopes, slopes[i]);
}
let sumDrain = 0;
for (let i = 0; i < drain.length; ++i)
sumDrain += drain[i];
// Apply changes to maps
heightmap[x][y] -= sumDrain;
heightmap[next_x][y] += drain[0];
heightmap[x][next_y] += drain[1];
heightmap[prev_x][y] += drain[2];
heightmap[x][prev_y] += drain[3];
}
}
}
/**
* Meant to place e.g. resource spots within a height range
* @param {array} [heightRange] - The height range in which to place the entities (An associative array with keys "min" and "max" each containing a float)
* @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
* @param {array} [avoidArea] - List of tiles to avoid
* @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
* @param {array} [heightmap=g_Map.height] - The reliefmap the entities should be distributed on
* @param {integer} [maxTries=1000] - How often random player distributions are rolled to be compared
* @param {boolean} [isCircular=g_MapSettings.CircularMap] - If the map is circular or rectangular
*/
function getPointsByHeight(heightRange, avoidPoints, avoidArea, minDistance = 20, maxTries = 1000, heightmap = g_Map.height, isCircular = g_MapSettings.CircularMap)
{
let points = [];
let placements = deepcopy(avoidPoints);
let validVertices = [];
let r = 0.5 * (heightmap.length - 1); // Map center x/y as well as radius
for (let x = minDistance; x < heightmap.length - minDistance; ++x)
{
for (let y = minDistance; y < heightmap[0].length - minDistance; ++y)
{
let isValid = true;
for (let i = 0; i < pathArea.length; ++i)
if (pathArea[i].x == x && pathArea[i].y == y)
isValid = false;
if (!isValid)
continue;
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
validVertices.push({ "x": x, "y": y , "dist": minDistance});
}
}
for (let tries = 0; tries < maxTries; ++tries)
{
let point = validVertices[randInt(validVertices.length)];
if (placements.every(p => getDistance(p.x, p.y, point.x, point.y) > max(minDistance, p.dist)))
{
points.push(point);
placements.push(point);
}
}
return points;
}
/**
* Design resource spots
*/
// Mines
let decorations = [
"actor|geology/gray1.xml", "actor|geology/gray_rock1.xml",
"actor|geology/highland1.xml", "actor|geology/highland2.xml", "actor|geology/highland3.xml",
"actor|geology/highland_c.xml", "actor|geology/highland_d.xml", "actor|geology/highland_e.xml",
"actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml",
"actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml"
];
function placeMine(point, centerEntity)
{
placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
let quantity = randInt(11, 23);
let dAngle = TWO_PI / quantity;
for (let i = 0; i < quantity; ++i)
{
let angle = i * dAngle + randFloat(0, dAngle);
let dist = randFloat(2, 5);
placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), decorations[randInt(0, decorations.length - 1)], 0, randFloat(0, TWO_PI));
}
}
// Food, fences with domestic animals
wallStyles["other"]["sheepIn"] = new WallElement("sheepIn", "gaia/fauna_sheep", PI / 4, -1.5, 0.75, PI/2);
wallStyles["other"]["foodBin"] = new WallElement("foodBin", "gaia/special_treasure_food_bin", PI/2, 1.5);
wallStyles["other"]["sheep"] = new WallElement("sheep", "gaia/fauna_sheep", 0, 0, 0.75);
wallStyles["other"]["farm"] = new WallElement("farm", "structures/brit_farmstead", PI, 0, -3);
let fences = [
new Fortress("fence", ["foodBin", "farm", "bench", "sheepIn", "fence", "sheepIn", "fence", "sheepIn", "fence"]),
new Fortress("fence", ["foodBin", "farm", "fence", "sheepIn", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn", "fence"]),
new Fortress("fence", [
"foodBin", "farm", "cornerIn", "bench", "cornerOut", "fence_short", "sheepIn", "fence", "sheepIn",
"fence", "sheepIn", "fence_short", "sheep", "fence"
]),
new Fortress("fence", [
"foodBin", "farm", "cornerIn", "fence_short", "cornerOut", "bench", "sheepIn", "fence", "sheepIn",
"fence", "sheepIn", "fence_short", "sheep", "fence"
]),
new Fortress("fence", [
"foodBin", "farm", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn",
"fence_short", "sheep", "fence", "sheepIn", "fence_short", "sheep", "fence"
])
];
let num = fences.length;
for (let i = 0; i < num; ++i)
fences.push(new Fortress("fence", deepcopy(fences[i].wall).reverse()));
// Groves, only Wood
let groveEntities = [
"gaia/flora_bush_temperate", "gaia/flora_tree_euro_beech"
];
let groveActors = [
"actor|geology/highland1_moss.xml", "actor|geology/highland2_moss.xml",
"actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml",
"actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml"
];
let clGrove = createTileClass();
function placeGrove(point)
{
placeObject(point.x, point.y, ["structures/gaul_outpost", "gaia/flora_tree_oak_new"][randInt(0, 1)], 0, randFloat(0, TWO_PI));
let quantity = randInt(20, 30);
let dAngle = TWO_PI / quantity;
for (let i = 0; i < quantity; ++i)
{
let angle = i * dAngle + randFloat(0, dAngle);
let dist = randFloat(2, 5);
let objectList = groveEntities;
if (i % 3 == 0)
objectList = groveActors;
let x = point.x + dist * Math.cos(angle);
let 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)]);
}
}
// Camps with fire and gold treasure
function placeCamp(point,
centerEntity = "actor|props/special/eyecandy/campfire.xml",
otherEntities = ["gaia/special_treasure_metal", "gaia/special_treasure_standing_stone",
"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();

View File

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{
"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
}
}