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forked from 0ad/0ad

Added volcanic lands and a new islands random maps. Changed the name of previous islands map to "cycladic archipelago".

This was SVN commit r11653.
This commit is contained in:
O.Davoodi 2012-04-23 08:58:55 +00:00
parent 1325c4e35f
commit ac4e25e17f
6 changed files with 1538 additions and 588 deletions

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RMS.LoadLibrary("rmgen");
// terrain textures
const tOceanDepths = "medit_sea_depths";
const tOceanRockDeep = "medit_sea_coral_deep";
const tOceanRockShallow = "medit_rocks_wet";
const tOceanCoral = "medit_sea_coral_plants";
const tBeachWet = "medit_sand_wet";
const tBeachDry = "medit_sand";
const tBeachGrass = "medit_rocks_grass";
const tBeach = ["medit_rocks_grass","medit_sand", "medit_rocks_grass_shrubs"]
//const tBeachBlend = ["medit_rocks_grass","medit_grass_field_dry", "medit_grass_field_brown","medit_rocks_shrubs", "medit_rocks_grass_shrubs"];
const tBeachBlend = ["medit_rocks_grass", "medit_rocks_grass_shrubs"];
const tBeachCliff = "medit_dirt";
const tCity = "medit_city_tile";
const tGrassDry = ["medit_grass_field_dry", "medit_grass_field_b"];
//const tGrass = ["medit_grass_field_dry", "medit_grass_field_brown", "medit_grass_field_b"];
const tGrass = ["medit_rocks_grass", "medit_rocks_grass","medit_dirt","medit_rocks_grass_shrubs"];
const tGrassLush = ["grass_temperate_dry_tufts", "medit_grass_flowers"];
const tGrassShrubs = "medit_shrubs";
const tCliffShrubs = ["medit_cliff_aegean_shrubs", "medit_cliff_italia_grass","medit_cliff_italia"]
const tGrassRock = ["medit_rocks_grass"];
const tDirt = "medit_dirt";
const tDirtGrass = "medit_dirt_b";
const tDirtCliff = "medit_cliff_italia";
const tGrassCliff = "medit_cliff_italia_grass";
const tCliff = ["medit_cliff_italia", "medit_cliff_italia", "medit_cliff_italia_grass"];
const tForestFloor = "medit_forestfloor_a";
// gaia entities
const oBeech = "gaia/flora_tree_euro_beech";
const oBerryBush = "gaia/flora_bush_berry";
const oCarob = "gaia/flora_tree_carob";
const oCypress1 = "gaia/flora_tree_cypress";
const oCypress2 = "gaia/flora_tree_cypress";
const oLombardyPoplar = "gaia/flora_tree_poplar_lombardy";
const oOak = "gaia/flora_tree_oak";
const oPalm = "gaia/flora_tree_medit_fan_palm";
const oPine = "gaia/flora_tree_aleppo_pine";
const oPoplar = "gaia/flora_tree_poplar";
const oDateT = "gaia/flora_tree_cretan_date_palm_tall";
const oDateS = "gaia/flora_tree_cretan_date_palm_short";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oWhale = "gaia/fauna_whale_humpback";
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
const oStoneSmall = "gaia/geology_stone_mediterranean";
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
const oShipwreck = "other/special_treasure_shipwreck";
const oShipDebris = "other/special_treasure_shipwreck_debris";
// decorative props
const aBushLargeDry = "actor|props/flora/bush_medit_la_dry.xml";
const aBushLarge = "actor|props/flora/bush_medit_la.xml";
const aBushMedDry = "actor|props/flora/bush_medit_me_dry.xml";
const aBushMed = "actor|props/flora/bush_medit_me.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
const aBushSmallDry = "actor|props/flora/bush_medit_sm_dry.xml";
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassDry = "actor|props/flora/grass_soft_dry_large_tall.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMed = "actor|geology/stone_granite_med.xml";
const aRockSmall = "actor|geology/stone_granite_small.xml";
// terrain + entity (for painting)
var pPalmForest = [tForestFloor+TERRAIN_SEPARATOR+oPalm, tGrass];
var pPineForest = [tForestFloor+TERRAIN_SEPARATOR+oPine, tGrass];
var pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass];
var pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
// create tile classes
var clCoral = createTileClass();
var clPlayer = createTileClass();
var clIsland = createTileClass();
var clCity = createTileClass();
var clDirt = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
//array holding starting islands based on number of players
var startingPlaces=[[0],[0,3],[0,2,4],[0,1,3,4],[0,1,2,3,4],[0,1,2,3,4,5]];
//figure out how many spoke islands
var numIslands =6;
if(numPlayers<6){
numIslands=6;
}else{
numIslands=numPlayers;
}
//figure out coordinates of spoke islands
var islandX = new Array(numIslands);
var islandZ = new Array(numIslands);
var islandAngle = new Array(numIslands);
//holds all land areas
var areas = [];
var startAngle = randFloat() * 2 * PI;
for (var i=0; i < numIslands; i++)
{
islandAngle[i] = startAngle + i*2*PI/numIslands;
islandX[i] = 0.5 + 0.39*cos(islandAngle[i]);
islandZ[i] = 0.5 + 0.39*sin(islandAngle[i]);
}
for(var i=0;i<numIslands;i++){
var radius = scaleByMapSize(15,40);
var coral=scaleByMapSize(1,5);
var wet = 3;
var dry = 1;
var gbeach = 2;
var elevation = 3;
// get the x and z in tiles
var fx = fractionToTiles(islandX[i]);
var fz = fractionToTiles(islandZ[i]);
var ix = round(fx);
var iz = round(fz);
var islandSize = PI*radius*radius;
var islandBottom=PI*(radius+coral)*(radius+coral);
//create base
var placer = new ClumpPlacer(islandBottom, .7, .1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tOceanRockDeep, tOceanCoral],
[5]
);
createArea(placer, [terrainPainter, paintClass(clCoral)],avoidClasses(clCoral,0));
}
//create spoke islands
//put down base resources and animals but do not populate
for (var i=0; i < numIslands; i++)
{
log("Creating base Island " + (i + 1) + "...");
var radius = scaleByMapSize(15,40);
var coral=scaleByMapSize(2,5);
var wet = 3;
var dry = 1;
var gbeach = 2;
var elevation = 3;
// get the x and z in tiles
var fx = fractionToTiles(islandX[i]);
var fz = fractionToTiles(islandZ[i]);
var ix = round(fx);
var iz = round(fz);
var islandSize = PI*radius*radius;
var islandBottom=PI*(radius+coral)*(radius+coral);
// create island
var placer = new ClumpPlacer(islandSize, .7, .1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tOceanCoral,tBeachWet, tBeachDry, tBeach, tBeachBlend, tGrass],
[1,wet,dry,1,gbeach]
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
elevation,
5
);
var temp = createArea(placer, [terrainPainter, paintClass(clPlayer), elevationPainter],avoidClasses(clPlayer,0));
areas.push(temp);
// create animals
var group;
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 10;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting straggler trees
group = new SimpleGroup(
[new SimpleObject(oPalm, 3,3, 7,10)],
true, clBaseResource, ix, iz
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
//Populate the islands with the players
log("Populating islands ...");
//nPlayer is the player we are on i is the island we are on
var nPlayer=0;
for(var i=0;i<numIslands;i++)
{
if((numPlayers>=6)||(i==startingPlaces[numPlayers-1][nPlayer])){
var id = playerIDs[nPlayer];
// get the x and z in tiles
var fx = fractionToTiles(islandX[i]);
var fz = fractionToTiles(islandZ[i]);
var ix = round(fx);
var iz = round(fz);
//create city patch
var cityRadius = 6;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tGrass, tCity], [1]);
createArea(placer, [painter,paintClass(clCity)], null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create starting units
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
nPlayer++;
}
}
RMS.SetProgress(15);
// get the x and z in tiles
var nCenter=floor(scaleByMapSize(1,4))
var startAngle = randFloat() * 2 * PI;
for (var i=0; i < nCenter; i++)
{
var fx=.5;
var fz=.5;
if(nCenter==1){
fx=.5;
fz=.5;
}else{
var isangle = startAngle + i*2*PI/nCenter+randFloat(-PI/8,PI/8);
var dRadius = randFloat(.1,.16);
fx = 0.5 + dRadius*cos(isangle);
fz = 0.5 + dRadius*sin(isangle);
}
var ix = round(fractionToTiles(fx));
var iz = round(fractionToTiles(fz));
var radius = scaleByMapSize(15,30);
var coral= 2;
var wet = 3;
var dry = 1;
var gbeach = 2;
var elevation = 3;
var islandSize = PI*radius*radius;
var islandBottom=PI*(radius+coral)*(radius+coral);
//create base
var placer = new ClumpPlacer(islandBottom, .7, .1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tOceanRockDeep, tOceanCoral],
[5]
);
createArea(placer, [terrainPainter, paintClass(clCoral)],avoidClasses(clCoral,0,clPlayer,0));
// create island
var placer = new ClumpPlacer(islandSize, .7, .1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tOceanCoral,tBeachWet, tBeachDry, tBeach, tBeachBlend, tGrass],
[1,wet,dry,1,gbeach]
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
elevation,
5
);
var temp = createArea(placer, [terrainPainter, paintClass(clIsland), elevationPainter],avoidClasses(clPlayer,0));
areas.push(temp);
}
RMS.SetProgress(30);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 60), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 3);
createAreasInAreas(
placer,
painter,
avoidClasses(clCity, 0),
scaleByMapSize(25, 75),15,
areas
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tCliffShrubs], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
createAreasInAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clCity, 15, clHill, 15),
scaleByMapSize(5, 30), 15,
areas
);
RMS.SetProgress(40);
//find all water
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
if(getHeight(ix,iz)<0){
addToClass(ix,iz,clWater);
}
}
}
// create forests
log("Creating forests...");
var types = [
[[tForestFloor, tGrass, pPalmForest], [tForestFloor, pPalmForest]],
[[tForestFloor, tGrass, pPineForest], [tForestFloor, pPineForest]],
[[tForestFloor, tGrass, pPoplarForest], [tForestFloor, pPoplarForest]],
[[tForestFloor, tGrass, pMainForest], [tForestFloor, pMainForest]]
]; // some variation
var size = 5; //size
var num = scaleByMapSize(10, 64); //number
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(6+randInt(12), 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreasInAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clCity, 1, clWater, 3, clForest, 3, clHill, 1),
num, 20, areas
);
}
RMS.SetProgress(60);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clRock, 1)],
scaleByMapSize(4,16), 200, areas
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clRock, 2)],
scaleByMapSize(4,16), 200, areas
);
RMS.SetProgress(70);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 2, clRock, 1)],
scaleByMapSize(4,16), 200, areas
);
RMS.SetProgress(80);
//create shrub patches
log("Creating shrub patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter([tBeachBlend,tGrassShrubs],[1]);
createAreasInAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0),
scaleByMapSize(4, 16), 20, areas
);
}
//create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter([tGrassDry],[]);
createAreasInAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0),
scaleByMapSize(4, 16), 20, areas
);
}
RMS.SetProgress(90);
log("Creating straggler trees...");
// create straggler trees
var trees = [oCarob, oBeech, oLombardyPoplar, oLombardyPoplar, oPine];
for (var t in trees)
{
group = new SimpleGroup([new SimpleObject(trees[t], 1,1, 0,1)], true, clForest);
createObjectGroupsByAreas(group, 0,
avoidClasses(clWater, 2, clForest, 2, clCity, 3, clBaseResource, 1, clRock, 1, clMetal, 1, clPlayer, 1, clHill, 1),
scaleByMapSize(2, 38), 50, areas
);
}
// create straggler cypresses
group = new SimpleGroup(
[new SimpleObject(oCypress2, 1,3, 0,3), new SimpleObject(oCypress1, 0,2, 0,2)],
true
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clWater, 2, clForest, 2, clCity, 3, clBaseResource, 1, clRock, 1, clMetal, 1, clPlayer, 1, clHill, 1),
scaleByMapSize(5, 75), 50, areas
);
// create straggler date palms
group = new SimpleGroup(
[new SimpleObject(oDateS, 1,3, 0,3), new SimpleObject(oDateT, 0,2, 0,2)],
true
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clWater, 2, clForest, 1, clCity, 0, clBaseResource, 1, clRock, 1, clMetal, 1, clPlayer, 1, clHill, 1),
scaleByMapSize(5, 75), 50, areas
);
log("Creating rocks...");
// create rocks
group = new SimpleGroup(
[new SimpleObject(aRockSmall, 0,3, 0,2), new SimpleObject(aRockMed, 0,2, 0,2),
new SimpleObject(aRockLarge, 0,1, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clCity, 0),
scaleByMapSize(30, 180), 50
);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8),
3 * numPlayers, 50
);
RMS.SetProgress(95);
log("Creating berry bushes...");
// create berry bushes
group = new SimpleGroup([new SimpleObject(oBerryBush, 5,7, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8),
1.5 * numPlayers, 100
);
log("Creating Fish...");
// create Fish
group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,3)], true, clFood);
createObjectGroups(group, 0,
[stayClasses(clWater,1),avoidClasses(clFood, 8)],
scaleByMapSize(40,200), 100
);
log("Creating Whales...");
// create Whales
group = new SimpleGroup([new SimpleObject(oWhale, 1,1, 0,3)], true, clFood);
createObjectGroups(group, 0,
[stayClasses(clWater,1),avoidClasses(clFood, 8, clPlayer,4,clIsland,4)],
scaleByMapSize(10,40), 100
);
log("Creating shipwrecks...");
// create shipwreck
group = new SimpleGroup([new SimpleObject(oShipwreck, 1,1, 0,3)], true, clFood);
createObjectGroups(group, 0,
[stayClasses(clWater,1),avoidClasses(clFood, 8)],
scaleByMapSize(6,16), 100
);
log("Creating shipwreck debris...");
// create shipwreck debris
group = new SimpleGroup([new SimpleObject(oShipDebris, 1,2, 0,4)], true, clFood);
createObjectGroups(group, 0,
[stayClasses(clWater,1),avoidClasses(clFood, 8)],
scaleByMapSize(10,20), 100
);
// Adjust environment
setSkySet("sunny");
setWaterMurkiness(0.626953);
setWaterShininess(0.732422);
setWaterTint(0, 0.501961, 0.501961);
setWaterReflectionTint(0.313726, 0.376471, 0.521569);
setWaterReflectionTintStrength(0.615234);
// Export map data
ExportMap();

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{
"settings" : {
"Name" : "Cycladic Archipelago",
"Script" : "cycladic_archipelago.js",
"Description" : "Each player starts on an island surrounded by water.",
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : -5,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

File diff suppressed because it is too large Load Diff

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@ -2,8 +2,8 @@
"settings" : {
"Name" : "Islands",
"Script" : "islands.js",
"Description" : "Each player starts on an island surrounded by water.",
"BaseTerrain" : ["medit_sea_depths"],
"Description" : "Players start in small islands while there are many others around.",
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"

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RMS.LoadLibrary("rmgen");
var tGrass = ["cliff volcanic light", "ocean_rock_a", "ocean_rock_b"];
var tGrassA = "cliff volcanic light";
var tGrassB = "ocean_rock_a";
var tGrassC = "ocean_rock_b";
var tCliff = "cliff volcanic coarse"
var tDirt = ["ocean_rock_a", "ocean_rock_b"];
var tRoad = "road1";
var tRoadWild = "road1";
var tShoreBlend = "temp_grass_plants";
var tShore = "temp_plants_bog";
var tWater = "temp_mud_a";
var tLava1 = "LavaTest05"
var tLava2 = "LavaTest04"
var tLava3 = "LavaTest03"
// gaia entities
var oTree = "gaia/flora_tree_dead";
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
// decorative props
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aSmoke = "actor|particle/smoke.xml";
var pForestD = [tGrassC + TERRAIN_SEPARATOR + oTree, tGrassC];
var pForestP = [tGrassB + TERRAIN_SEPARATOR + oTree, tGrassB];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clHill2 = createTileClass();
var clHill3 = createTileClass();
var clHill4 = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create starting units
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
// create metal mine
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
var group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting trees
var num = floor(hillSize / 60);
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(9, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oTree, num, num, 0,7)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(15);
// create volcano
log("Creating volcano");
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
var ix = round(fx);
var iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.067, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
15, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], null);
var placer = new ClumpPlacer(mapArea * 0.05, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
25, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill2)], stayClasses(clHill, 1));
var placer = new ClumpPlacer(mapArea * 0.02, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
45, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill3)], stayClasses(clHill2, 1));
var placer = new ClumpPlacer(mapArea * 0.011, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tCliff], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
62, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill4)], stayClasses(clHill3, 1));
var placer = new ClumpPlacer(mapArea * 0.003, 0.7, 0.05, 100, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tLava1, tLava2, tLava3], // terrains
[1, 1, 1] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
42, // elevation
1 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill4)], stayClasses(clHill4, 1));
var num = floor(mapArea * 0.03 / 15);
var tX = round(fx);
var tZ = round(fz);
var group = new SimpleGroup(
[new SimpleObject(aSmoke, num, num, 0,7)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, stayClasses(clHill4,1));
RMS.SetProgress(45);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tGrass], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 12, clHill, 15, clWater, 2),
scaleByMapSize(2, 8) * numPlayers
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.7;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassB, tGrassA, pForestD], [tGrassB, pForestD]],
[[tGrassB, tGrassA, pForestP], [tGrassB, pForestP]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2),
num
);
}
RMS.SetProgress(70);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(90);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(95);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup(
[new SimpleObject(types[i], 1,1, 0,3)],
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
ExportMap();

View File

@ -0,0 +1,12 @@
{
"settings" : {
"Name" : "Volcanic Lands",
"Script" : "volcanic_lands.js",
"Description" : "A grey dead land where players start around a smoking volcano.",
"BaseTerrain" : "ocean_rock_a",
"BaseHeight" : 1,
"CircularMap" : true,
"Keywords": ["demo"],
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}