//////////////////////////////////////////////////////////////////// // This file contains functionality to place walls on random maps // //////////////////////////////////////////////////////////////////// // To do: // Check if all wall placement methods work with wall elements with entity === undefined (some still might raise errors in that case) // Rename wall elements to fit the entity names so that entity = "structures/" + "civ + "_" + wallElement.type in the common case (as far as possible) // Perhaps add roman army camp to style palisades and add upgraded/balanced default palisade fortress types matching civ default fortresses strength // Perhaps add further wall elements cornerInHalf, cornerOutHalf (banding PI/4) and adjust default fortress types to better fit in the octagonal territory of a civil center // Perhaps swap angle and width in WallElement class(?) definition // Adjust argument order to be always the same: // Coordinates (center/start/target) // Wall element arguments (wall/wallPart/fortressType/cornerElement) // playerId (optional, default is 0/gaia) // wallStyle (optional, default is the players civ/"palisades for gaia") // angle/orientation (optional, default is 0) // other (all optional) arguments especially those hard to define (wallPartsAssortment, maybe make an own function for it) // Some arguments don't clearly match to this concept: // endWithFirst (wall or other) // skipFirstWall (wall or other) // gateOccurence (wall or other) // numCorners (wall or other) // skipFirstWall (wall or other) // maxAngle (angle or other) // maxBendOff (angle or other, unused ATM!!!) // irregularity // maxTrys // Add tresures to wall style "others" // Adjust documentation // Perhaps rename "endLeft" to "start" and "endRight" to "end" // ?Use available civ-type wall elements rather than palisades: Remove "endLeft" and "endRight" as default wall elements and adjust default palisade fortress types? // ?Remove "endRight", "endLeft" and adjust generic fortress types palisades? // ?Think of something to enable splitting walls into two walls so more complex walls can be build and roads can have branches/crossroads? // ?Readjust placement angle for wall elements with bending when used in linear/circular walls by their bending? ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // WallElement class definition // // Concept: If placed unrotated the wall's course is towards positive Y (top) with "outside" right (+X) and "inside" left (-X) like unrotated entities has their droppoints right (in rmgen) // The coure of the wall will be changed by corners (bending != 0) and so the "inside"/"outside" direction // // type Descriptive string, example: "wallLong". NOTE: Not really needed. Mainly for custom wall elements and to get the wall element type in code // entity Optional. Template name string of the entity to be placed, example: "structures/cart_wall_long". Default is undefined (No entity placed) // angle Optional. The angle (float) added to place the entity so "outside" is right when the wall element is placed unrotated. Default is 0 // width Optional. How far this wall element enlengthens the wall (float), if unrotated the Y space needed. Default is 0 // indent Optional. The lateral indentation of the entity, drawn "inside" (positive values) or pushed "outside" (negative values). Default is 0 // bending Optional. How the course of the wall is changed after this element, positive is bending "in"/left/counter clockwise (like entity placement) // NOTE: Bending is not supported by all placement functions (see there) ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function WallElement(type, entity, angle, width, indent, bending) { this.type = type; // Default wall element type documentation: // Enlengthening straight blocking (mainly left/right symetric) wall elements (Walls and wall fortifications) // "wall" A blocking straight wall element that mainly lengthens the wall, self-explanatory // "wallShort" self-explanatory // "wallLong" self-explanatory // "tower" A blocking straight wall element with damage potential (but for palisades) that slightly lengthens the wall, exsample: wall tower, palisade tower(No attack) // "wallFort" A blocking straight wall element with massive damage potential that lengthens the wall, exsample: fortress, palisade fort // Enlengthening straight non/custom blocking (mainly left/right symetric) wall elements (Gates and entrys) // "gate" A blocking straight wall element with passability determined by owner, example: gate (Functionality not yet implemented) // "entry" A non-blocking straight wall element (same width as gate) but without an actual template or just a flag/column/obelisk // "entryTower" A non-blocking straight wall element (same width as gate) represented by a single (maybe indented) template, example: defense tower, wall tower, outpost, watchtower // "entryFort" A non-blocking straight wall element represented by a single (maybe indented) template, example: fortress, palisade fort // Bending wall elements (Wall corners) // "cornerIn" A wall element bending the wall by PI/2 "inside" (left, +, see above), example: wall tower, palisade curve // "cornerOut" A wall element bending the wall by PI/2 "outside" (right, -, see above), example: wall tower, palisade curve // "cornerHalfIn" A wall element bending the wall by PI/4 "inside" (left, +, see above), example: wall tower, palisade curve. NOTE: Not yet implemented // "cornerHalfOut" A wall element bending the wall by PI/4 "outside" (right, -, see above), example: wall tower, palisade curve. NOTE: Not yet implemented // Zero length straight indented (mainly left/right symetric) wall elements (Outposts/watchtowers and non-defensive base structures) // "outpost" A zero-length wall element without bending far indented so it stands outside the wall, exsample: outpost, defense tower, watchtower // "house" A zero-length wall element without bending far indented so it stands inside the wall that grants population bonus, exsample: house, hut, longhouse // "barracks" A zero-length wall element without bending far indented so it stands inside the wall that grants unit production, exsample: barracks, tavern, ... this.entity = entity; this.angle = (angle !== undefined) ? angle : 0*PI; this.width = (width !== undefined) ? width : 0; this.indent = (indent !== undefined) ? indent : 0; this.bending = (bending !== undefined) ? bending : 0*PI; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Fortress class definition // // A "fortress" here is a closed wall build of multiple wall elements attached togather defined in Fortress.wall // It's mainly the abstract shape defined in a Fortress instances wall because different styles can be used for it (see wallStyles) // // type Descriptive string, example: "tiny". Not really needed (WallTool.wallTypes["type string"] is used). Mainly for custom wall elements // wall Optional. Array of wall element strings. Can be set afterwards. Default is an epty array. // Example: ["entrance", "wall", "cornerIn", "wall", "gate", "wall", "entrance", "wall", "cornerIn", "wall", "gate", "wall", "cornerIn", "wall"] // centerToFirstElement Optional. Object with propertys "x" and "y" representing a vector from the visual center to the first wall element. Default is undefined ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function Fortress(type, wall, centerToFirstElement) { this.type = type; // Only usefull to get the type of the actual fortress this.wall = (wall !== undefined) ? wall : []; this.centerToFirstElement = undefined; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // wallStyles data structure for default wall styles // // A wall style is an associative array with all wall elements of that style in it associated with the wall element type string // wallStyles holds all the wall styles within an associative array with the civ string or another descriptive strings as key // Examples: "athen", "rome_siege", "palisades", "fence", "road" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// var wallStyles = {}; // Generic civ dependent wall style definition. "rome_siege" needs some tweek... var wallScaleByType = {"athen" : 1.5, "brit" : 1.5, "cart" : 1.8, "celt" : 1.5, "gaul" : 1.5, "hele" : 1.5, "iber" : 1.5, "mace" : 1.5, "pers" : 1.5, "rome" : 1.5, "spart" : 1.5, "rome_siege" : 1.5}; for (var style in wallScaleByType) { var civ = style; if (style == "rome_siege") civ = "rome"; wallStyles[style] = {}; // Default wall elements wallStyles[style]["tower"] = new WallElement("tower", "structures/" + style + "_wall_tower", PI, wallScaleByType[style]); wallStyles[style]["endLeft"] = new WallElement("endLeft", "structures/" + style + "_wall_tower", PI, wallScaleByType[style]); // Same as tower. To be compatible with palisades... wallStyles[style]["endRight"] = new WallElement("endRight", "structures/" + style + "_wall_tower", PI, wallScaleByType[style]); // Same as tower. To be compatible with palisades... wallStyles[style]["cornerIn"] = new WallElement("cornerIn", "structures/" + style + "_wall_tower", 5*PI/4, 0, 0.35*wallScaleByType[style], PI/2); // 2^0.5 / 4 ~= 0.35 ~= 1/3 wallStyles[style]["cornerOut"] = new WallElement("cornerOut", "structures/" + style + "_wall_tower", 3*PI/4, 0.71*wallScaleByType[style], 0, -PI/2); // // 2^0.5 / 2 ~= 0.71 ~= 2/3 wallStyles[style]["wallShort"] = new WallElement("wallShort", "structures/" + style + "_wall_short", 0*PI, 2*wallScaleByType[style]); wallStyles[style]["wall"] = new WallElement("wall", "structures/" + style + "_wall_medium", 0*PI, 4*wallScaleByType[style]); wallStyles[style]["wallMedium"] = new WallElement("wall", "structures/" + style + "_wall_medium", 0*PI, 4*wallScaleByType[style]); wallStyles[style]["wallLong"] = new WallElement("wallLong", "structures/" + style + "_wall_long", 0*PI, 6*wallScaleByType[style]); // Gate and entrance wall elements if (style == "cart") var gateWidth = 3.5*wallScaleByType[style]; else if (style == "brit" || style == "celt" || style == "gaul") var gateWidth = 4*wallScaleByType[style]; else var gateWidth = 6*wallScaleByType[style]; wallStyles[style]["gate"] = new WallElement("gate", "structures/" + style + "_wall_gate", 0*PI, gateWidth); wallStyles[style]["entry"] = new WallElement("entry", undefined, 0*PI, gateWidth); wallStyles[style]["entryTower"] = new WallElement("entryTower", "structures/" + civ + "_defense_tower", PI, gateWidth, -4*wallScaleByType[style]); wallStyles[style]["entryFort"] = new WallElement("entryFort", "structures/" + civ + "_fortress", 0*PI, 8*wallScaleByType[style], 6*wallScaleByType[style]); // Defensive wall elements with 0 width outside the wall wallStyles[style]["outpost"] = new WallElement("outpost", "structures/" + civ + "_outpost", PI, 0, -4*wallScaleByType[style]); wallStyles[style]["defenseTower"] = new WallElement("defenseTower", "structures/" + civ + "_defenseTower", PI, 0, -4*wallScaleByType[style]); // Base buildings wall elements with 0 width inside the wall wallStyles[style]["barracks"] = new WallElement("barracks", "structures/" + civ + "_barracks", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["civilCentre"] = new WallElement("civilCentre", "structures/" + civ + "_civil_centre", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["farmstead"] = new WallElement("farmstead", "structures/" + civ + "_farmstead", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["field"] = new WallElement("field", "structures/" + civ + "_field", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["fortress"] = new WallElement("fortress", "structures/" + civ + "_fortress", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["house"] = new WallElement("house", "structures/" + civ + "_house", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["market"] = new WallElement("market", "structures/" + civ + "_market", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["mill"] = new WallElement("mill", "structures/" + civ + "_mill", PI, 0, 4.5*wallScaleByType[style]); wallStyles[style]["temple"] = new WallElement("temple", "structures/" + civ + "_temple", PI, 0, 4.5*wallScaleByType[style]); // Generic space/gap wall elements wallStyles[style]["space1"] = new WallElement("space1", undefined, 0*PI, wallScaleByType[style]); wallStyles[style]["space2"] = new WallElement("space2", undefined, 0*PI, 2*wallScaleByType[style]); wallStyles[style]["space3"] = new WallElement("space3", undefined, 0*PI, 3*wallScaleByType[style]); wallStyles[style]["space4"] = new WallElement("space4", undefined, 0*PI, 4*wallScaleByType[style]); } // Add wall fortresses for all generic styles wallStyles["athen"]["wallFort"] = new WallElement("wallFort", "structures/athen_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */); wallStyles["brit"]["wallFort"] = new WallElement("wallFort", "structures/brit_fortress", PI, 2.8); wallStyles["cart"]["wallFort"] = new WallElement("wallFort", "structures/cart_fortress", PI, 5.1, 1.6); wallStyles["celt"]["wallFort"] = new WallElement("wallFort", "structures/celt_fortress_g", PI, 4.2, 1.5); wallStyles["gaul"]["wallFort"] = new WallElement("wallFort", "structures/gaul_fortress", PI, 4.2, 1.5); wallStyles["hele"]["wallFort"] = new WallElement("wallFort", "structures/hele_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */); wallStyles["iber"]["wallFort"] = new WallElement("wallFort", "structures/iber_fortress", PI, 5, 0.2); wallStyles["mace"]["wallFort"] = new WallElement("wallFort", "structures/mace_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */); wallStyles["pers"]["wallFort"] = new WallElement("wallFort", "structures/pers_fortress", PI, 5.6/*5.5*/, 1.9/*1.7*/); wallStyles["rome"]["wallFort"] = new WallElement("wallFort", "structures/rome_fortress", PI, 6.3, 2.1); wallStyles["spart"]["wallFort"] = new WallElement("wallFort", "structures/spart_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */); // Adjust "rome_siege" style wallStyles["rome_siege"]["wallFort"] = new WallElement("wallFort", "structures/rome_army_camp", PI, 7.2, 2); wallStyles["rome_siege"]["entryFort"] = new WallElement("entryFort", "structures/rome_army_camp", PI, 12, 7); wallStyles["rome_siege"]["house"] = new WallElement("house", "structures/rome_tent", PI, 0, 4); // Add special wall styles not well to implement generic (and to show how custom styles can be added) // Add wall style "palisades" wallScaleByType["palisades"] = 0.55; wallStyles["palisades"] = {}; wallStyles["palisades"]["wall"] = new WallElement("wall", "other/palisades_rocks_medium", 0*PI, 2.3); wallStyles["palisades"]["wallMedium"] = new WallElement("wall", "other/palisades_rocks_medium", 0*PI, 2.3); wallStyles["palisades"]["wallLong"] = new WallElement("wall", "other/palisades_rocks_long", 0*PI, 3.5); wallStyles["palisades"]["wallShort"] = new WallElement("wall", "other/palisades_rocks_short", 0*PI, 1.2); wallStyles["palisades"]["tower"] = new WallElement("tower", "other/palisades_rocks_tower", -PI/2, 0.7); wallStyles["palisades"]["wallFort"] = new WallElement("wallFort", "other/palisades_rocks_fort", PI, 1.7); wallStyles["palisades"]["gate"] = new WallElement("gate", "other/palisades_rocks_gate", PI, 3.6); wallStyles["palisades"]["entry"] = new WallElement("entry", undefined, wallStyles["palisades"]["gate"].angle, wallStyles["palisades"]["gate"].width); wallStyles["palisades"]["entryTower"] = new WallElement("entryTower", "other/palisades_rocks_watchtower", 0*PI, wallStyles["palisades"]["gate"].width, -3); wallStyles["palisades"]["entryFort"] = new WallElement("entryFort", "other/palisades_rocks_fort", PI, 6, 3); wallStyles["palisades"]["cornerIn"] = new WallElement("cornerIn", "other/palisades_rocks_curve", 3*PI/4, 2.1, 0.7, PI/2); wallStyles["palisades"]["cornerOut"] = new WallElement("cornerOut", "other/palisades_rocks_curve", 5*PI/4, 2.1, -0.7, -PI/2); wallStyles["palisades"]["outpost"] = new WallElement("outpost", "other/palisades_rocks_outpost", PI, 0, -2); wallStyles["palisades"]["house"] = new WallElement("house", "other/celt_hut", PI, 0, 5); wallStyles["palisades"]["barracks"] = new WallElement("barracks", "other/celt_tavern", PI, 0, 5); wallStyles["palisades"]["endRight"] = new WallElement("endRight", "other/palisades_rocks_end", -PI/2, 0.2); wallStyles["palisades"]["endLeft"] = new WallElement("endLeft", "other/palisades_rocks_end", PI/2, 0.2); // Add special wall style "road" // NOTE: This is not a wall style in the common sense. Use with care! wallStyles["road"] = {}; wallStyles["road"]["short"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_short.xml", PI/2, 4.5); wallStyles["road"]["long"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_long.xml", PI/2, 9.5); wallStyles["road"]["cornerLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_corner.xml", -PI/2, 4.5-2*1.25, 1.25, PI/2); // Correct width by -2*indent to fit xStraicht/corner wallStyles["road"]["cornerRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_corner.xml", 0*PI, 4.5-2*1.25, -1.25, -PI/2); // Correct width by -2*indent to fit xStraicht/corner wallStyles["road"]["curveLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_curve_small.xml", -PI/2, 4.5+2*0.2, -0.2, PI/2); // Correct width by -2*indent to fit xStraicht/corner wallStyles["road"]["curveRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_curve_small.xml", 0*PI, 4.5+2*0.2, 0.2, -PI/2); // Correct width by -2*indent to fit xStraicht/corner wallStyles["road"]["start"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_end.xml", PI/2, 2); wallStyles["road"]["end"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_end.xml", -PI/2, 2); wallStyles["road"]["xStraight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_x.xml", 0*PI, 4.5); wallStyles["road"]["xLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_x.xml", 0*PI, 4.5, 0, PI/2); wallStyles["road"]["xRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_x.xml", 0*PI, 4.5, 0, -PI/2); wallStyles["road"]["tLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_T.xml", PI, 4.5, 1.25); wallStyles["road"]["tRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_T.xml", 0*PI, 4.5, -1.25); // Add special wall element collection "other" // NOTE: This is not a wall style in the common sense. Use with care! wallStyles["other"] = {}; wallStyles["other"]["fence"] = new WallElement("fence", "other/fence_long", -PI/2, 3.1); wallStyles["other"]["fence_medium"] = new WallElement("fence", "other/fence_long", -PI/2, 3.1); wallStyles["other"]["fence_short"] = new WallElement("fence_short", "other/fence_short", -PI/2, 1.5); wallStyles["other"]["fence_stone"] = new WallElement("fence_stone", "other/fence_stone", -PI/2, 2.5); wallStyles["other"]["palisade"] = new WallElement("palisade", "other/palisades_rocks_short", 0, 1.2); wallStyles["other"]["column"] = new WallElement("column", "other/column_doric", 0, 1); wallStyles["other"]["obelisk"] = new WallElement("obelisk", "other/obelisk", 0, 2); wallStyles["other"]["spike"] = new WallElement("spike", "other/palisades_angle_spike", -PI/2, 1); wallStyles["other"]["bench"] = new WallElement("bench", "other/bench", PI/2, 1.5); wallStyles["other"]["benchForTable"] = new WallElement("benchForTable", "other/bench", 0, 0.5); wallStyles["other"]["table"] = new WallElement("table", "other/table_rectangle", 0, 1); wallStyles["other"]["table_square"] = new WallElement("table_square", "other/table_square", PI/2, 1); wallStyles["other"]["flag"] = new WallElement("flag", "special/rallypoint", PI, 1); wallStyles["other"]["standing_stone"] = new WallElement("standing_stone", "gaia/special_ruins_standing_stone", PI, 1); wallStyles["other"]["settlement"] = new WallElement("settlement", "gaia/special_settlement", PI, 6); wallStyles["other"]["gap"] = new WallElement("gap", undefined, 0, 2); wallStyles["other"]["gapSmall"] = new WallElement("gapSmall", undefined, 0, 1); wallStyles["other"]["gapLarge"] = new WallElement("gapLarge", undefined, 0, 4); wallStyles["other"]["cornerIn"] = new WallElement("cornerIn", undefined, 0, 0, 0, PI/2); wallStyles["other"]["cornerOut"] = new WallElement("cornerOut", undefined, 0, 0, 0, -PI/2); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // fortressTypes data structure for some default fortress types // // A fortress type is just an instance of the Fortress class with actually something in it // fortressTypes holds all the fortressess within an associative array with a descriptive string as key (e.g. maching the map size) // Eexamples: "tiny", "veryLarge" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// var fortressTypes = {}; // Setup some default fortress types // Add fortress type "tiny" fortressTypes["tiny"] = new Fortress("tiny"); var wallPart = ["gate", "wall", "cornerIn", "wall"]; fortressTypes["tiny"].wall = wallPart.concat(wallPart, wallPart, wallPart); // Add fortress type "small" fortressTypes["small"] = new Fortress("small"); var wallPart = ["gate", "endLeft", "wall", "cornerIn", "wall", "endRight"]; fortressTypes["small"].wall = wallPart.concat(wallPart, wallPart, wallPart); // Add fortress type "medium" fortressTypes["medium"] = new Fortress("medium"); var wallPart = ["gate", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall", "endRight"]; fortressTypes["medium"].wall = wallPart.concat(wallPart, wallPart, wallPart); // Add fortress type "normal" fortressTypes["normal"] = new Fortress("normal"); var wallPart = ["gate", "endLeft", "wall", "tower", "wall", "cornerIn", "wall", "tower", "wall", "endRight"]; fortressTypes["normal"].wall = wallPart.concat(wallPart, wallPart, wallPart); // Add fortress type "large" fortressTypes["large"] = new Fortress("large"); var wallPart = ["gate", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall", "cornerOut", "wall", "cornerIn", "wall", "outpost", "wall", "endRight"]; fortressTypes["large"].wall = wallPart.concat(wallPart, wallPart, wallPart); // Add fortress type "veryLarge" fortressTypes["veryLarge"] = new Fortress("veryLarge"); var wallPart = ["gate", "endLeft", "wall", "tower", "wall", "cornerIn", "wall", "cornerOut", "wall", "cornerIn", "wall", "tower", "wall", "endRight"]; fortressTypes["veryLarge"].wall = wallPart.concat(wallPart, wallPart, wallPart); // Add fortress type "giant" fortressTypes["giant"] = new Fortress("giant"); var wallPart = ["gate", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall", "cornerOut", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall", "endRight"]; fortressTypes["giant"].wall = wallPart.concat(wallPart, wallPart, wallPart); // Setup some better looking semi default fortresses for "palisades" style var fortressTypeKeys = ["tiny", "small", "medium", "normal", "large", "veryLarge", "giant"]; for (var i = 0; i < fortressTypeKeys.length; i++) { var newKey = fortressTypeKeys[i] + "Palisades"; var oldWall = fortressTypes[fortressTypeKeys[i]].wall; fortressTypes[newKey] = new Fortress(newKey); var fillTowersBetween = ["wall", "endLeft", "endRight", "cornerIn", "cornerOut"]; for (var j = 0; j < oldWall.length; j++) { fortressTypes[newKey].wall.push(oldWall[j]); // Only works if the first element is not in fillTowersBetween (e.g. entry or gate like it should be) if (j+1 < oldWall.length) if (fillTowersBetween.indexOf(oldWall[j]) > -1 && fillTowersBetween.indexOf(oldWall[j+1]) > -1) // ... > -1 means "exists" here fortressTypes[newKey].wall.push("tower"); } } // Setup some balanced (to civ type fortresses) semi default fortresses for "palisades" style // TODO // Add some "fortress types" for roads (will only work with style "road") // ["start", "short", "xRight", "xLeft", "cornerLeft", "xStraight", "long", "xLeft", "xRight", "cornerRight", "tRight", "tLeft", "xRight", "xLeft", "curveLeft", "xStraight", "curveRight", "end"]; var wall = ["short", "curveLeft", "short", "curveLeft", "short", "curveLeft", "short", "curveLeft"]; fortressTypes["road01"] = new Fortress("road01", wall); var wall = ["short", "cornerLeft", "short", "cornerLeft", "short", "cornerLeft", "short", "cornerLeft"]; fortressTypes["road02"] = new Fortress("road02", wall); var wall = ["xStraight", "curveLeft", "xStraight", "curveLeft", "xStraight", "curveLeft", "xStraight", "curveLeft"]; fortressTypes["road03"] = new Fortress("road03", wall); var wall = ["start", "curveLeft", "tRight", "cornerLeft", "tRight", "curveRight", "short", "xRight", "curveLeft", "xRight", "short", "cornerLeft", "tRight", "short", "curveLeft", "short", "tRight", "cornerLeft", "short", "xRight", "curveLeft", "xRight", "short", "curveRight", "tRight", "cornerLeft", "tRight", "curveLeft", "end"]; fortressTypes["road04"] = new Fortress("road04", wall); var wall = ["start", "tLeft", "short", "xRight", "curveLeft", "xRight", "tRight", "cornerLeft", "tRight", "curveLeft", "short", "tRight", "cornerLeft", "xRight", "cornerLeft", "xRight", "short", "tRight", "curveLeft", "end"]; fortressTypes["road05"] = new Fortress("road05", wall); /////////////////////////////// // Define some helper functions /////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // getWallAlignment // // Returns a list of objects containing all information to place all the wall elements entities with placeObject (but the player ID) // Placing the first wall element at startX/startY placed with an angle given by orientation // An alignement can be used to get the "center" of a "wall" (more likely used for fortresses) with getCenterToFirstElement ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function getWallAlignment(startX, startY, wall, style, orientation) { orientation = (orientation || 0); var alignment = []; var wallX = startX; var wallY = startY; for (var i = 0; i < wall.length; i++) { var element = wallStyles[style][wall[i]]; if (element === undefined && i == 0) warn("No valid wall element: " + wall[i]); // Indentation var placeX = wallX - element.indent * cos(orientation); var placeY = wallY - element.indent * sin(orientation); // Add wall elements entity placement arguments to the alignment alignment.push({"x": placeX, "y": placeY, "entity": element.entity, "angle":orientation + element.angle}); // Preset vars for the next wall element if (i+1 < wall.length) { orientation += element.bending; var nextElement = wallStyles[style][wall[i+1]]; if (nextElement === undefined) warn("No valid wall element: " + wall[i+1]); var distance = (element.width + nextElement.width)/2; // Corrections for elements with indent AND bending var indent = element.indent; var bending = element.bending; if (bending !== 0 && indent !== 0) { // Indent correction to adjust distance distance += indent*sin(bending); // Indent correction to normalize indentation wallX += indent * cos(orientation); wallY += indent * sin(orientation); } // Set the next coordinates of the next element in the wall without indentation adjustment wallX -= distance * sin(orientation); wallY += distance * cos(orientation); } } return alignment; } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // getCenterToFirstElement // // Center calculation works like getting the center of mass assuming all wall elements have the same "weight" // // It returns the vector from the center to the first wall element // Used to get centerToFirstElement of fortresses by default ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function getCenterToFirstElement(alignment) { var centerToFirstElement = {"x": 0, "y": 0}; for (var i = 0; i < alignment.length; i++) { centerToFirstElement.x -= alignment[i].x/alignment.length; centerToFirstElement.y -= alignment[i].y/alignment.length; } return centerToFirstElement; } ////////////////////////////////////////////////////////////////// // getWallLength // // NOTE: Does not support bending wall elements like corners! // e.g. used by placeIrregularPolygonalWall ////////////////////////////////////////////////////////////////// function getWallLength(wall, style) { var length = 0; for (var i = 0; i < wall.length; i++) { length += wallStyles[style][wall[i]].width; } return length; } ///////////////////////////////////////////// // Define the different wall placer functions ///////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placeWall // // Places a wall with wall elements attached to another like determined by WallElement properties. // // startX, startY Where the first wall element should be placed // wall Array of wall element type strings. Example: ["endLeft", "wallLong", "tower", "wallLong", "endRight"] // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia // playerId Optional. Number of the player the wall will be placed for. Default is 0 (gaia) // orientation Optional. Angle the first wall element is placed. Default is 0 // 0 means "outside" or "front" of the wall is right (positive X) like placeObject // It will then be build towards top/positive Y (if no bending wall elements like corners are used) // Raising orientation means the wall is rotated counter-clockwise like placeObject ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placeWall(startX, startY, wall, style, playerId, orientation) { // Setup optional arguments playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); orientation = (orientation || 0); // Get wall alignment var AM = getWallAlignment(startX, startY, wall, style, orientation); // Place the wall for (var iWall = 0; iWall < wall.length; iWall++) { var entity = AM[iWall].entity; if (entity !== undefined) placeObject(AM[iWall].x, AM[iWall].y, entity, playerId, AM[iWall].angle); } } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placeCustomFortress // // Place a fortress (mainly a closed wall build like placeWall) centered at centerX/centerY // The fortress wall should always start with the main entrance (like "entry" or "gate") to get the orientation right (like placeObject) // // fortress An instance of Fortress with a wall defined // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia // playerId Optional. Number of the player the wall will be placed for. Default is 0 (gaia) // orientation Optional. Angle the first wall element (should be a gate or entrance) is placed. Default is 0 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placeCustomFortress(centerX, centerY, fortress, style, playerId, orientation) { // Setup optional arguments fortress = (fortress || fortressTypes["tiny"]); playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); orientation = (orientation || 0); // Calculate center if fortress.centerToFirstElement is undefined (default) var centerToFirstElement = fortress.centerToFirstElement; if (centerToFirstElement === undefined) centerToFirstElement = getCenterToFirstElement(getWallAlignment(0, 0, fortress.wall, style)); // Placing the fortress wall var startX = centerX + centerToFirstElement.x * cos(orientation) - centerToFirstElement.y * sin(orientation); var startY = centerY + centerToFirstElement.y * cos(orientation) + centerToFirstElement.x * sin(orientation); placeWall(startX, startY, fortress.wall, style, playerId, orientation) } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placeFortress // // Like placeCustomFortress just it takes type (a fortress type string, has to be in fortressTypes) instead of an instance of Fortress /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placeFortress(centerX, centerY, type, style, playerId, orientation) { // Setup optional arguments type = (type || "tiny"); playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); orientation = (orientation || 0); // Call placeCustomFortress with the given arguments placeCustomFortress(centerX, centerY, fortressTypes[type], style, playerId, orientation); } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placeLinearWall // // Places a straight wall from a given coordinate to an other repeatant using the wall parts. // // startX/startY Coordinate of the approximate beginning of the wall (Not the place of the first wall element) // targetX/targetY Coordinate of the approximate ending of the wall (Not the place of the last wall element) // wallPart Optional. An array of NON-BENDING wall element type strings. Default is ["tower", "wallLong"] // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia // playerId Optional. Integer number of the player. Default is 0 (gaia) // endWithFirst Optional. A boolean value. If true the 1st wall element in the wallPart array will finalize the wall. Default is true // // TODO: Maybe add angle offset for more generic looking? ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placeLinearWall(startX, startY, targetX, targetY, wallPart, style, playerId, endWithFirst) { // Setup optional arguments to the default wallPart = (wallPart || ["tower", "wallLong"]); playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); endWithFirst = typeof endWithFirst == "undefined" ? true : endWithFirst; // Check arguments for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++) { var bending = wallStyles[style][wallPart[elementIndex]].bending; if (bending != 0) warn("Bending is not supported by placeLinearWall but a bending wall element is used: " + wallPart[elementIndex] + " -> wallStyles[style][wallPart[elementIndex]].entity"); } // Setup number of wall parts var totalLength = getDistance(startX, startY, targetX, targetY); var wallPartLength = 0; for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++) wallPartLength += wallStyles[style][wallPart[elementIndex]].width; var numParts = 0; if (endWithFirst == true) numParts = ceil((totalLength - wallStyles[style][wallPart[0]].width) / wallPartLength); else numParts = ceil(totalLength / wallPartLength); // Setup scale factor var scaleFactor = 1; if (endWithFirst == true) scaleFactor = totalLength / (numParts * wallPartLength + wallStyles[style][wallPart[0]].width); else scaleFactor = totalLength / (numParts * wallPartLength); // Setup angle var wallAngle = getAngle(startX, startY, targetX, targetY); // NOTE: function "getAngle()" is about to be changed... var placeAngle = wallAngle - PI/2; // Place wall entities var x = startX; var y = startY; for (var partIndex = 0; partIndex < numParts; partIndex++) { for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++) { var wallEle = wallStyles[style][wallPart[elementIndex]]; // Width correction x += scaleFactor * wallEle.width/2 * cos(wallAngle); y += scaleFactor * wallEle.width/2 * sin(wallAngle); // Indent correction var placeX = x - wallEle.indent * sin(wallAngle); var placeY = y + wallEle.indent * cos(wallAngle); // Placement var entity = wallEle.entity; if (entity !== undefined) placeObject(placeX, placeY, entity, playerId, placeAngle + wallEle.angle); x += scaleFactor * wallEle.width/2 * cos(wallAngle); y += scaleFactor * wallEle.width/2 * sin(wallAngle); } } if (endWithFirst == true) { var wallEle = wallStyles[style][wallPart[0]]; x += scaleFactor * wallEle.width/2 * cos(wallAngle); y += scaleFactor * wallEle.width/2 * sin(wallAngle); var entity = wallEle.entity; if (entity !== undefined) placeObject(x, y, entity, playerId, placeAngle + wallEle.angle); } } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placeCircularWall // // Place a circular wall of repeatant wall elements given in the argument wallPart arround centerX/centerY with the given radius // The wall can be opend forming more an arc than a circle if maxAngle < 2*PI // The orientation then determines where this open part faces (0 means right like unrotated building's droppoints) // // centerX/Y Coordinates of the circle's center // radius How wide the circle should be (aproximate, especially if maxBendOff != 0) // wallPart Optional. An array of NON-BENDING wall element type strings. Default is ["tower", "wallLong"] // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia // playerId Optional. Integer number of the player. Default is 0 (gaia) // orientation Optional. Where the open part of the (circular) arc should face (if maxAngle is < 2*PI). Default is 0 // maxAngle Optional. How far the wall should circumvent the center. Default is 2*PI (full circle) // endWithFirst Optional. Boolean. If true the 1st wall element in the wallPart array will finalize the wall. Default is false for full circles, else true // maxBendOff Optional. How irregular the circle should be. 0 means regular circle, PI/2 means very irregular. Default is 0 (regular circle) // // NOTE: Don't use wall elements with bending like corners! // TODO: Perhaps add eccentricity and maxBendOff functionality (untill now an unused argument) // TODO: Perhaps add functionality for spirals ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placeCircularWall(centerX, centerY, radius, wallPart, style, playerId, orientation, maxAngle, endWithFirst, maxBendOff) { // Setup optional arguments to the default wallPart = (wallPart || ["tower", "wallLong"]); playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); orientation = (orientation || 0); maxAngle = (maxAngle || 2*PI); if (endWithFirst === undefined) { if (maxAngle >= 2*PI - 0.001) // Can this be done better? endWithFirst = false; else endWithFirst = true; } maxBendOff = (maxBendOff || 0); // Check arguments if (maxBendOff > PI/2 || maxBendOff < 0) warn("placeCircularWall maxBendOff sould satisfy 0 < maxBendOff < PI/2 (~1.5) but it is: " + maxBendOff); for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++) { var bending = wallStyles[style][wallPart[elementIndex]].bending; if (bending != 0) warn("Bending is not supported by placeCircularWall but a bending wall element is used: " + wallPart[elementIndex]); } // Setup number of wall parts var totalLength = maxAngle * radius; var wallPartLength = 0; for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++) wallPartLength += wallStyles[style][wallPart[elementIndex]].width; var numParts = 0; if (endWithFirst == true) { numParts = ceil((totalLength - wallStyles[style][wallPart[0]].width) / wallPartLength); } else { numParts = ceil(totalLength / wallPartLength); } // Setup scale factor var scaleFactor = 1; if (endWithFirst == true) scaleFactor = totalLength / (numParts * wallPartLength + wallStyles[style][wallPart[0]].width); else scaleFactor = totalLength / (numParts * wallPartLength); // Place wall entities var actualAngle = orientation + (2*PI - maxAngle) / 2; var x = centerX + radius*cos(actualAngle); var y = centerY + radius*sin(actualAngle); for (var partIndex = 0; partIndex < numParts; partIndex++) { for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++) { var wallEle = wallStyles[style][wallPart[elementIndex]]; // Width correction var addAngle = scaleFactor * wallEle.width / radius; var targetX = centerX + radius * cos(actualAngle + addAngle); var targetY = centerY + radius * sin(actualAngle + addAngle); var placeX = x + (targetX - x)/2; var placeY = y + (targetY - y)/2; var placeAngle = actualAngle + addAngle/2; // Indent correction placeX -= wallEle.indent * cos(placeAngle); placeY -= wallEle.indent * sin(placeAngle); // Placement var entity = wallEle.entity; if (entity !== undefined) placeObject(placeX, placeY, entity, playerId, placeAngle + wallEle.angle); // Prepare for the next wall element actualAngle += addAngle; x = centerX + radius*cos(actualAngle); y = centerY + radius*sin(actualAngle); } } if (endWithFirst == true) { var wallEle = wallStyles[style][wallPart[0]]; var addAngle = scaleFactor * wallEle.width / radius; var targetX = centerX + radius * cos(actualAngle + addAngle); var targetY = centerY + radius * sin(actualAngle + addAngle); var placeX = x + (targetX - x)/2; var placeY = y + (targetY - y)/2; var placeAngle = actualAngle + addAngle/2; placeObject(placeX, placeY, wallEle.entity, playerId, placeAngle + wallEle.angle); } } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placePolygonalWall // // Place a polygonal wall of repeatant wall elements given in the argument wallPart arround centerX/centerY with the given radius // // centerX/Y Coordinates of the polygon's center // radius How wide the circle should be in wich the polygon fits // wallPart Optional. An array of NON-BENDING wall element type strings. Default is ["wallLong", "tower"] // cornerWallElement Optional. Wall element to be placed at the polygon's corners. Default is "tower" // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia // playerId Optional. Integer number of the player. Default is 0 (gaia) // orientation Optional. Angle from the center to the first linear wall part placed. Default is 0 (towards positive X/right) // numCorners Optional. How many corners the polygon will have. Default is 8 (matching a civ centers territory) // skipFirstWall Optional. Boolean. If the first linear wall part will be left opened as entrance. Default is true // // NOTE: Don't use wall elements with bending like corners! // TODO: Replace skipFirstWall with firstWallPart to enable gate/defended entrance placement // TODO: Check some arguments // TODO: Add eccentricity and perhaps make it just call placeIrregularPolygonalWall with irregularity = 0 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placePolygonalWall(centerX, centerY, radius, wallPart, cornerWallElement, style, playerId, orientation, numCorners, skipFirstWall) { // Setup optional arguments to the default wallPart = (wallPart || ["wallLong", "tower"]); cornerWallElement = (cornerWallElement || "tower"); // Don't use wide elements for this. Not supported well... playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); orientation = (orientation || 0); numCorners = (numCorners || 8); skipFirstWall = (skipFirstWall || true); // Setup angles var angleAdd = 2*PI/numCorners; var angleStart = orientation - angleAdd/2; // Setup corners var corners = []; for (var i = 0; i < numCorners; i++) corners.push([centerX + radius*cos(angleStart + i*angleAdd), centerY + radius*sin(angleStart + i*angleAdd)]); // Place Corners and walls for (var i = 0; i < numCorners; i++) { var angleToCorner = getAngle(corners[i][0], corners[i][1], centerX, centerY); placeObject(corners[i][0], corners[i][1], wallStyles[style][cornerWallElement].entity, playerId, angleToCorner); if (!(skipFirstWall && i == 0)) { placeLinearWall( // Adjustment to the corner element width (approximately) corners[i][0] + wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAdd/2), // startX corners[i][1] - wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAdd/2), // startY corners[(i+1)%numCorners][0] - wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAdd/2), // targetX corners[(i+1)%numCorners][1] + wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAdd/2), // targetY wallPart, style, playerId); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placeIrregularPolygonalWall // // Place an irregular polygonal wall of some wall parts to choose from arround centerX/centerY with the given radius // // centerX/Y Coordinates of the polygon's center // radius How wide the circle should be in wich the polygon fits // cornerWallElement Optional. Wall element to be placed at the polygon's corners. Default is "tower" // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia // playerId Optional. Integer number of the player. Default is 0 (gaia) // orientation Optional. Angle from the center to the first linear wall part placed. Default is 0 (towards positive X/right) // numCorners Optional. How many corners the polygon will have. Default is 8 (matching a civ centers territory) // irregularity Optional. How irregular the polygon will be. 0 means regular, 1 means VERY irregular. Default is 0.5 // skipFirstWall Optional. Boolean. If the first linear wall part will be left opened as entrance. Default is true // wallPartsAssortment Optional. An array of wall part arrays to choose from for each linear wall connecting the corners. Default is hard to decribe ^^ // // NOTE: wallPartsAssortment is put to the end because it's hardest to set // NOTE: Don't use wall elements with bending like corners! // TODO: Replace skipFirstWall with firstWallPart to enable gate/defended entrance placement // TODO: Check some arguments // TODO: Perhaps add eccentricity //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placeIrregularPolygonalWall(centerX, centerY, radius, cornerWallElement, style, playerId, orientation, numCorners, irregularity, skipFirstWall, wallPartsAssortment) { // Setup optional arguments playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); // Generating a generic wall part assortment with each wall part including 1 gate enlengthend by walls and towers // NOTE: It might be a good idea to write an own function for that... var defaultWallPartsAssortment = [["wallShort"], ["wall"], ["wallLong"], ["gate", "tower", "wallShort"]]; var centeredWallPart = ["gate"]; var extandingWallPartAssortment = [["tower", "wallLong"], ["tower", "wall"]]; defaultWallPartsAssortment.push(centeredWallPart); for (var i = 0; i < extandingWallPartAssortment.length; i++) { var wallPart = centeredWallPart; for (var j = 0; j < radius; j++) { if (j%2 == 0) wallPart = wallPart.concat(extandingWallPartAssortment[i]); else { extandingWallPartAssortment[i].reverse(); wallPart = extandingWallPartAssortment[i].concat(wallPart); extandingWallPartAssortment[i].reverse(); } defaultWallPartsAssortment.push(wallPart); } } // Setup optional arguments to the default wallPartsAssortment = (wallPartsAssortment || defaultWallPartsAssortment); cornerWallElement = (cornerWallElement || "tower"); // Don't use wide elements for this. Not supported well... style = (style || "palisades"); playerId = (playerId || 0); orientation = (orientation || 0); numCorners = (numCorners || randInt(5, 7)); irregularity = (irregularity || 0.5); skipFirstWall = (skipFirstWall || false); // Setup angles var angleToCover = 2*PI; var angleAddList = []; for (var i = 0; i < numCorners; i++) { // Randomize covered angles. Variety scales down with raising angle though... angleAddList.push(angleToCover/(numCorners-i) * (1 + randFloat(-irregularity, irregularity))); angleToCover -= angleAddList[angleAddList.length - 1]; } // Setup corners var corners = []; var angleActual = orientation - angleAddList[0]/2; for (var i = 0; i < numCorners; i++) { corners.push([centerX + radius*cos(angleActual), centerY + radius*sin(angleActual)]); if (i < numCorners - 1) angleActual += angleAddList[i+1]; } // Setup best wall parts for the different walls (a bit confusing naming...) var wallPartLengths = []; var maxWallPartLength = 0; for (var partIndex = 0; partIndex < wallPartsAssortment.length; partIndex++) { var length = wallPartLengths[partIndex]; wallPartLengths.push(getWallLength(wallPartsAssortment[partIndex], style)); if (length > maxWallPartLength) maxWallPartLength = length; } var wallPartList = []; // This is the list of the wall parts to use for the walls between the corners, not to confuse with wallPartsAssortment! for (var i = 0; i < numCorners; i++) { var bestWallPart = []; // This is a simpel wall part not a wallPartsAssortment! var bestWallLength = 99999999; // NOTE: This is not exsactly like the length the wall will be in the end. Has to be tweeked... var wallLength = getDistance(corners[i][0], corners[i][1], corners[(i+1)%numCorners][0], corners[(i+1)%numCorners][1]); var numWallParts = ceil(wallLength/maxWallPartLength); for (var partIndex = 0; partIndex < wallPartsAssortment.length; partIndex++) { var linearWallLength = numWallParts*wallPartLengths[partIndex]; if (linearWallLength < bestWallLength && linearWallLength > wallLength) { bestWallPart = wallPartsAssortment[partIndex]; bestWallLength = linearWallLength; } } wallPartList.push(bestWallPart); } // Place Corners and walls for (var i = 0; i < numCorners; i++) { var angleToCorner = getAngle(corners[i][0], corners[i][1], centerX, centerY); placeObject(corners[i][0], corners[i][1], wallStyles[style][cornerWallElement].entity, playerId, angleToCorner); if (!(skipFirstWall && i == 0)) { placeLinearWall( // Adjustment to the corner element width (approximately) corners[i][0] + wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAddList[i]/2), // startX corners[i][1] - wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAddList[i]/2), // startY corners[(i+1)%numCorners][0] - wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAddList[(i+1)%numCorners]/2), // targetX corners[(i+1)%numCorners][1] + wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAddList[(i+1)%numCorners]/2), // targetY wallPartList[i], style, playerId, false); } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // placeGenericFortress // // Places a generic fortress with towers at the edges connected with long walls and gates (entries untill gates work) // This is the default Iberian civ bonus starting wall // // centerX/Y The aproximate center coordinates of the fortress // radius The approximate radius of the wall to be placed // playerId Optional. Integer number of the player. Default is 0 (gaia) // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia // irregularity Optional. Float between 0 (circle) and 1 (very spiky), default is 1/2 // gateOccurence Optional. Integer number, every n-th walls will be a gate instead. Default is 3 // maxTrys Optional. How often the function tries to find a better fitting shape at max. Default is 100 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function placeGenericFortress(centerX, centerY, radius, playerId, style, irregularity, gateOccurence, maxTrys) { // Setup optional arguments radius = (radius || 20); playerId = (playerId || 0); if (playerId == 0) style = (style || "palisades"); else style = (style || g_MapSettings.PlayerData[playerId-1].Civ); irregularity = (irregularity || 1/2); gateOccurence = (gateOccurence || 3); maxTrys = (maxTrys || 100); // Setup some vars var startAngle = randFloat(0, 2*PI); var actualOffX = radius*cos(startAngle); var actualOffY = radius*sin(startAngle); var actualAngle = startAngle; var pointDistance = wallStyles[style]["wallLong"].width + wallStyles[style]["tower"].width; // Searching for a well fitting point derivation var tries = 0; var bestPointDerivation = undefined; var minOverlap = 1000; var overlap = undefined; while (tries < maxTrys && minOverlap > wallStyles[style]["tower"].width / 10) { var pointDerivation = []; var distanceToTarget = 1000; var targetReached = false; while (!targetReached) { var indent = randFloat(-irregularity*pointDistance, irregularity*pointDistance); var tmpAngle = getAngle(actualOffX, actualOffY, (radius + indent)*cos(actualAngle + (pointDistance / radius)), (radius + indent)*sin(actualAngle + (pointDistance / radius))); actualOffX += pointDistance*cos(tmpAngle); actualOffY += pointDistance*sin(tmpAngle); actualAngle = getAngle(0, 0, actualOffX, actualOffY); pointDerivation.push([actualOffX, actualOffY]); distanceToTarget = getDistance(actualOffX, actualOffY, pointDerivation[0][0], pointDerivation[0][1]); var numPoints = pointDerivation.length; if (numPoints > 3 && distanceToTarget < pointDistance) // Could be done better... { targetReached = true; overlap = pointDistance - getDistance(pointDerivation[numPoints - 1][0], pointDerivation[numPoints - 1][1], pointDerivation[0][0], pointDerivation[0][1]); if (overlap < minOverlap) { minOverlap = overlap; bestPointDerivation = pointDerivation; } } } tries++; } log("placeGenericFortress: Reduced overlap to " + minOverlap + " after " + tries + " tries"); // Place wall for (var pointIndex = 0; pointIndex < bestPointDerivation.length; pointIndex++) { var startX = centerX + bestPointDerivation[pointIndex][0]; var startY = centerY + bestPointDerivation[pointIndex][1]; var targetX = centerX + bestPointDerivation[(pointIndex + 1) % bestPointDerivation.length][0]; var targetY = centerY + bestPointDerivation[(pointIndex + 1) % bestPointDerivation.length][1]; var angle = getAngle(startX, startY, targetX, targetY); var wallElement = "wallLong"; if ((pointIndex + 1) % gateOccurence == 0) wallElement = "gate"; var entity = wallStyles[style][wallElement].entity; if (entity) { placeObject(startX + (getDistance(startX, startY, targetX, targetY)/2)*cos(angle), // placeX startY + (getDistance(startX, startY, targetX, targetY)/2)*sin(angle), // placeY entity, playerId, angle - PI/2 + wallStyles[style][wallElement].angle); } // Place tower var startX = centerX + bestPointDerivation[(pointIndex + bestPointDerivation.length - 1) % bestPointDerivation.length][0]; var startY = centerY + bestPointDerivation[(pointIndex + bestPointDerivation.length - 1) % bestPointDerivation.length][1]; var angle = getAngle(startX, startY, targetX, targetY); placeObject(centerX + bestPointDerivation[pointIndex][0], centerY + bestPointDerivation[pointIndex][1], wallStyles[style]["tower"].entity, playerId, angle - PI/2 + wallStyles[style]["tower"].angle); } }