0ad/binaries/data/mods/public/maps/random/english_channel.js

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RMS.LoadLibrary("rmgen");
// terrain textures
const tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
const tGrassPForest = "temp_plants_bog";
const tGrassDForest = "temp_plants_bog";
const tGrassA = "temp_grass_plants";
const tGrassB = "temp_plants_bog";
const tGrassC = "temp_mud_a";
const tDirt = ["temp_plants_bog", "temp_mud_a"];
const tHill = ["temp_highlands", "temp_grass_long_b"];
const tCliff = ["temp_cliff_a", "temp_cliff_b"];
const tRoad = "temp_road";
const tRoadWild = "temp_road_overgrown";
const tGrassPatchBlend = "temp_grass_long_b";
const tGrassPatch = ["temp_grass_d", "temp_grass_clovers"];
const tShoreBlend = "temp_grass_plants";
const tShore = "temp_dirt_gravel";
const tWater = "temp_dirt_gravel_b";
// gaia entities
const oBeech = "gaia/flora_tree_euro_beech";
const oPoplar = "gaia/flora_tree_poplar";
const oApple = "gaia/flora_tree_apple";
const oOak = "gaia/flora_tree_oak";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oGoat = "gaia/fauna_goat";
const oBoar = "gaia/fauna_boar";
const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
const oStoneSmall = "gaia/geology_stone_temperate";
const oMetalLarge = "gaia/geology_metal_temperate_slabs";
// decorative props
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBushMedium = "actor|props/flora/bush_medit_me_lush.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm_lush.xml";
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aLillies = "actor|props/flora/water_lillies.xml";
// terrain + entity (for painting)
const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
const WATER_WIDTH = 0.25;
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = 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();
var clShallow = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = primeSortPlayers(sortPlayers(playerIDs));
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var playerPos = new Array(numPlayers);
var iop = 0;
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = 0.2 + 0.6*(i%2);
playerX[i] = playerPos[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);
// Setting tile class
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// calculate size based on the radius
var hillSize = PI * radius * radius;
// 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, paintClass(clPlayer)], null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 9;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var 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 = 12;
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 = 12;
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 trees
var num = 2;
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(11, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(10);
log("Creating sea");
var theta = randFloat(0, 1);
var theta2 = randFloat(0, 1);
var seed = randFloat(2,3);
var seed2 = randFloat(2,3);
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for (var ix = 0; ix < mapSize; ix++)
{
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for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
// add the rough shape of the water
var km = 20/scaleByMapSize(35, 160);
var fadeDist = 0.02;
var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed);
var cu2 = km*rndRiver(theta2+x*0.5*(mapSize/64),seed2);
if ((z > cu + 0.5 - WATER_WIDTH/2) && (z < cu2 + 0.5 + WATER_WIDTH/2))
{
var h;
if (z < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
{
h = 3 - 7 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - z)/fadeDist);
}
else if (z > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
{
h = 3 - 7 * (1 - (z - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
}
else
{
h = -4.0;
}
if (h < -1.5)
{
placeTerrain(ix, iz, tWater);
}
else
{
placeTerrain(ix, iz, tShore);
}
setHeight(ix, iz, h);
}
else
{
setHeight(ix, iz, 3.1);
}
}
}
RMS.SetProgress(20);
// create fish
log("Creating fish...");
num = scaleByMapSize(10, 20);
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for (var i=0; i < num; i++){
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[stayClasses(clWater, 2), avoidClasses(clFood, 3)],
numPlayers, 50
);
}
// create rivers
log("Creating rivers");
for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
{
var cLocation = randFloat(0.05,0.95);
var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2);
if (tang > 0)
{
var cDistance = 0.05;
}
else
{
var cDistance = -0.05;
}
var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01);
if (point !== undefined)
{
var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*cos(tang))), floor(fractionToTiles(0.5 + 0.49*sin(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
4 // blend radius
);
var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 8, clWater, 3, clShallow, 2));
if (success !== undefined)
{
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
var painter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths);
)
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -3, 3);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 23));
}
}
}
passageMaker(round(fractionToTiles(0.2)), round(fractionToTiles(0.25)), round(fractionToTiles(0.8)), round(fractionToTiles(0.25)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(round(fractionToTiles(0.2)), round(fractionToTiles(0.75)), round(fractionToTiles(0.8)), round(fractionToTiles(0.75)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
paintTerrainBasedOnHeight(-5, 1, 1, tWater);
paintTerrainBasedOnHeight(1, 3, 1, tShore);
paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
RMS.SetProgress(25);
// create bumps
createBumps(avoidClasses(clWater, 5, clPlayer, 20));
RMS.SetProgress(30);
// create hills
createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 5), clHill, scaleByMapSize(1, 4) * numPlayers);
RMS.SetProgress(50);
// create forests
createForests(
[tGrass, tGrassDForest, tGrassDForest, pForestD, pForestD],
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 6),
clForest,
1.0,
0
);
RMS.SetProgress(70);
// create dirt patches
log("Creating dirt patches...");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tGrass,tGrassA], tGrassB, [tGrassB,tGrassC]],
[1,1],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 6)
);
// create grass patches
log("Creating grass patches...");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
[tGrassPatchBlend, tGrassPatch],
[1],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 6)
);
RMS.SetProgress(80);
log("Creating stone mines...");
// create stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
avoidClasses(clWater, 2, clForest, 1, clPlayer, 20, clRock, 10, clHill, 2)
)
log("Creating metal mines...");
// create large metal quarries
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clWater, 2, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2),
clMetal
)
RMS.SetProgress(85);
// create decoration
createDecoration
(
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)],
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(8, 131),
scaleByMapSize(13, 200),
scaleByMapSize(13, 200),
scaleByMapSize(13, 200)
],
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 0)
);
// create water decoration in the shallow parts
createDecoration
(
[[new SimpleObject(aReeds, 1,3, 0,1)],
[new SimpleObject(aLillies, 1,2, 0,1)]
],
[
scaleByMapSize(800, 12800),
scaleByMapSize(800, 12800)
],
stayClasses(clShallow, 0)
);
// create animals
createFood
(
[
[new SimpleObject(oDeer, 5,7, 0,4)],
[new SimpleObject(oGoat, 2,3, 0,2)],
[new SimpleObject(oBoar, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers,
3 * numPlayers
],
avoidClasses(clWater, 1, clForest, 0, clPlayer, 20, clHill, 0, clFood, 15)
);
// create fruits
createFood
(
[
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
// create fish
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
25 * numPlayers
],
[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
);
// create straggler trees
log("Creating straggler trees...");
var types = [oBeech, oPoplar, oApple]; // some variation
createStragglerTrees(types, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 8, clMetal, 1, clRock, 1));
// Set environment
setSkySet("cirrus");
setWaterColour(0.114, 0.192, 0.463);
setWaterTint(0.255, 0.361, 0.651);
setWaterWaviness(3.0);
setWaterType("ocean");
setWaterMurkiness(0.83);
setFogThickness(0.35);
setFogFactor(0.55);
setPPEffect("hdr");
setPPSaturation(0.62);
setPPContrast(0.62);
setPPBloom(0.37);
// Export map data
ExportMap();