forked from 0ad/0ad
Applying the new improvements: Alpine Lakes, Anatolian Plateau
This was SVN commit r14625.
This commit is contained in:
parent
7763a22c08
commit
3955447b5b
@ -1,11 +1,19 @@
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RMS.LoadLibrary("rmgen");
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//set up the random terrain
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var random_terrain = randInt(1,2);
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var random_var = randInt(1,2);
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//late spring
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if (random_terrain == 1)
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if (random_var == 1)
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{
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setFogThickness(0.26);
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setFogFactor(0.4);
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setPPEffect("hdr");
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setPPSaturation(0.48);
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setPPContrast(0.53);
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setPPBloom(0.12);
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var tPrimary = ["alpine_dirt_grass_50"];
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var tForestFloor = "alpine_forrestfloor";
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var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
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@ -40,6 +48,11 @@ if (random_terrain == 1)
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else
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//winter
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{
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setFogFactor(0.35);
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setFogThickness(0.19);
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setPPSaturation(0.37);
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setPPEffect("hdr");
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var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
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var tForestFloor = "alpine_forrestfloor_snow";
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var tCliff = ["alpine_cliff_snow"];
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@ -241,18 +254,7 @@ RMS.SetProgress(20);
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// create hills
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log("Creating hills...");
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placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
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var terrainPainter = new LayeredPainter(
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[tCliff, tSnowLimited], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 20, clForest, 1, clHill, 8, clWater, 3),
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scaleByMapSize(10, 80) * numPlayers
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);
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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 8), clHill, scaleByMapSize(10, 40) * numPlayers, floor(scaleByMapSize(40, 60)), floor(scaleByMapSize(4, 5)), floor(scaleByMapSize(7, 15)), floor(scaleByMapSize(5, 15)));
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var lakeAreas = [];
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var playerConstraint = new AvoidTileClassConstraint(clPlayer, 20);
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@ -279,11 +281,11 @@ for (var i = 0; i < numLakes; ++i)
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chosenPoint = lakeAreas[randInt(0, lakeAreaLen)];
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placer = new ChainPlacer(1, floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(40, 180)), 0.7, chosenPoint[0], chosenPoint[1]);
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terrainPainter = new LayeredPainter(
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1, 3] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
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var newLake = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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@ -304,264 +306,137 @@ for (var i = 0; i < numLakes; ++i)
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}
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}
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paintTerrainBasedOnHeight(3, 17, 0, tCliff);
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paintTerrainBasedOnHeight(17, 20, 3, tSnowLimited);
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paintTerrainBasedOnHeight(3, floor(scaleByMapSize(20, 40)), 0, tCliff);
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paintTerrainBasedOnHeight(floor(scaleByMapSize(20, 40)), 100, 3, tSnowLimited);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 10),
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scaleByMapSize(100, 200)
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);
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// calculate desired number of trees for map (based on size)
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if (random_terrain == 6)
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{
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0;
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}
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else if (random_terrain == 7)
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{
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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var P_FOREST = 0.52;
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}
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else
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{
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var MIN_TREES = 500;
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var MAX_TREES = 3000;
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var P_FOREST = 0.7;
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}
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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// create forests
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log("Creating forests...");
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var types = [
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[[tForestFloor, tPrimary, pForest], [tForestFloor, pForest]]
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]; // some variation
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createForests(
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[tPrimary, tForestFloor, tForestFloor, pForest, pForest],
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
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clForest,
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1.0
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);
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if (random_terrain != 6)
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{
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var size = numForest / (scaleByMapSize(3,6) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2),
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num
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);
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}
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}
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RMS.SetProgress(60);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
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painter = new LayeredPainter(
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[[tDirt,tHalfSnow], [tHalfSnow,tSnowLimited]], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tDirt,tHalfSnow], [tHalfSnow,tSnowLimited]],
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[2],
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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);
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
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painter = new TerrainPainter(tSecondary);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tSecondary,
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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);
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RMS.SetProgress(65);
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create stone quarries
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
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)
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1,1, 0,4)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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clMetal
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)
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RMS.SetProgress(70);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockMedium, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(16, 262), 50
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);
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(8, 131), 50
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// create decoration
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createDecoration
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(
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[[new SimpleObject(aRockMedium, 1,3, 0,1)],
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
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[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)],
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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200)
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],
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
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);
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RMS.SetProgress(75);
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(oDeer, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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// create animals
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createFood
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(
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[
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[new SimpleObject(oDeer, 5,7, 0,4)],
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[new SimpleObject(oRabbit, 2,3, 0,2)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
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);
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// create berry bush
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log("Creating berry bush...");
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
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randInt(1, 4) * numPlayers + 2, 50
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);
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// create rabbit
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log("Creating rabbit...");
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group = new SimpleGroup(
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[new SimpleObject(oRabbit, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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// create fruits
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createFood
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(
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[
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[new SimpleObject(oBerryBush, 5,7, 0,4)]
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],
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[
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randInt(1, 4) * numPlayers + 2
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
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);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup(
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[new SimpleObject(oFish, 1,2, 4,6)],
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true, clFood
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);
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createObjectGroups(group, 0,
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[avoidClasses(clFood, 6), stayClasses(clWater, 3)],
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15 * numPlayers, 60
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createFood
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(
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[
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[new SimpleObject(oFish, 2,3, 0,2)]
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],
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[
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15 * numPlayers
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],
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[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
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);
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RMS.SetProgress(85);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oPine, oPine]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
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num
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);
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}
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var types = [oPine];
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createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 3, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
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random_var = randInt(1,3)
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//create small grass tufts
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log("Creating small grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
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scaleByMapSize(13, 200)
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);
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RMS.SetProgress(90);
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// create large grass tufts
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log("Creating large grass tufts...");
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group = new SimpleGroup(
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[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)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
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scaleByMapSize(13, 200)
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);
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RMS.SetProgress(95);
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// create bushes
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log("Creating bushes...");
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group = new SimpleGroup(
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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
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scaleByMapSize(13, 200), 50
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);
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random_terrain = randInt(1,3)
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if (random_terrain==1){
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if (random_var==1)
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setSkySet("cirrus");
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}
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else if (random_terrain ==2){
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else if (random_var ==2)
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setSkySet("cumulus");
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}
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else if (random_terrain ==3){
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else if (random_var ==3)
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setSkySet("sunny");
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}
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setSunRotation(randFloat(0, TWO_PI));
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setSunElevation(randFloat(PI/ 5, PI / 3));
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setWaterColour(0.0, 0.047, 0.286); // dark majestic blue
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