RMS.LoadLibrary("rmgen"); // initialize map log("Initializing map..."); InitMap(); // General map setup var mapSize = getMapSize(); var mapCenterX = mapSize/2; var mapCenterY = mapSize/2; const BUILDING_ANlE = -PI/4; //////////////////////////////////////// // Demonstration code for wall placement //////////////////////////////////////// // Some general notes to the arguments: // First all the place functions take the coordinates needed to place the wall // X and Y coordinate are taken in seperate arguments like in placeObject // Their meaning differs for different placement methods but are mainly self explanatory // placeLinearWall takes 4 arguments here (2 coordinates) for startX, startY, targetX and targetY // The next argument is always the 'wall' definition, an array of wall element type strings in most cases // That looks like ['endLeft', 'wall', 'tower', 'wall', 'endRight', 'entry', 'endLeft', 'wall', 'tower', 'wall', 'endRight'] // For placeCircularWall and placeLinearWall only wall parts are needed like: ['tower', 'wall'] // They will automatically end with the first wall element if that makes sense (e.g. the wall is not closed) // NOTE: They take further optional arguments to adjust this behaviour (See the wall_builder.js for that) // placeFortress just takes a fortress type string that includes the wall definition // The default fortress type strings are made for easy placement of predefined fortresses // They are chosen like map sizes: 'tiny', 'small', 'medium', 'normal', 'large', 'veryLarge' and 'giant' // NOTE: To place a custom fortress use placeCustomFortress instead // It takes an instance of the Fortress class instead of the default fortress type strings // The next argument is always the wall style string // Wall styles are chosen by strings so the civ strings got by g_MapSettings.PlayerData[playerId - 1].Civ can be used // Other styles may be present as well but besides the civ styles only 'palisades' includes all wall element types (yet) // The next argument is always the index of the player that owns the wall. // 0 is Gaia, 1 is Player 1 (default colour blue), 2 is Player 2 (default colour red), ... // The next argument is an angle defining the orientation of the wall // placeLinearWall does not need an angle since it's defined by startX/Y and targetX/Y // Orientation works like the angle argument in placeObject // 0 is always right (towards positive X) // Raising the angle will rotate the wall counter-clockwise (mathmatical positive in default 2D) // PI/2 faces top (positive Y) // Orientation might be a little confusing for placeWall since it defines where the wall has its 'front' or 'outside' not the direction it will be build to. // It's because all other methods work like that and it's intuitive there // That means the walls outside by default (orientation = 0) faces positive X and (without bending wall elements) will be build towards positive Y // Some other arguments are taken but all of them are optional and in most cases not needed // One example is maxAngle for placeCircularWall that defines how far the wall will circumvent the center. Default is 2*PI which makes a full circle // General wall placement setup const distToMapBorder = 5; const distToOtherWalls = 5; var buildableMapSize = mapSize - 2 * distToMapBorder; var actualX = distToMapBorder; var actualY = distToMapBorder; // Wall styles are chosen by strings so the civ strings got by g_MapSettings.PlayerData[playerId - 1].Civ can be used // Other styles may be present as well but besides the civ styles only 'palisades' includes all wall element types (yet) const wallStyleList = ["athen", "brit", "cart", "celt", "gaul", "hele", "iber", "mace", "pers", "rome", "spart", "rome_siege", "palisades"]; //////////////////////////////////////// // Custom wall placement (element based) //////////////////////////////////////// var wall = ['endLeft', 'wallLong', 'tower', 'wall', 'outpost', 'wall', 'cornerOut', 'wall', 'cornerIn', 'wall', 'house', 'endRight', 'entryTower', 'endLeft', 'wallShort', 'barracks', 'gate', 'tower', 'wall', 'wallFort', 'wall', 'endRight']; for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++) { var startX = actualX + styleIndex * buildableMapSize/wallStyleList.length; // X coordinate of the first wall element var startY = actualY; // Y coordinate of the first wall element var style = wallStyleList[styleIndex]; // // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades' var orientation = styleIndex * PI/64; // Orientation of the first wall element. 0 means 'outside' or 'front' is right (positive X, like object placement) // That means the wall will be build towards top (positive Y) if no corners are used var playerId = 0; // Owner of the wall (like in placeObject). 0 is Gaia, 1 is Player 1 (default colour blue), ... placeWall(startX, startY, wall, style, playerId, orientation); // Actually placing the wall } actualX = distToMapBorder; // Reset actualX actualY += 80 + distToOtherWalls; // Increase actualY for next wall placement method ////////////////////////////////////////////////////////////// // Default fortress placement (chosen by fortress type string) ////////////////////////////////////////////////////////////// var fortressRadius = 15; // The space the fortresses take in average. Just for design of this map for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++) { var centerX = actualX + fortressRadius + styleIndex * buildableMapSize/wallStyleList.length; // X coordinate of the center of the fortress var centerY = actualY + fortressRadius; // Y coordinate of the center of the fortress var type = 'tiny'; // Default fortress types are like map sizes: 'tiny', 'small', 'medium', 'large', 'veryLarge', 'giant' var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades' var playerId = 0; // Owner of the wall. 0 is Gaia, 1 is Player 1 (default colour blue), ... var orientation = styleIndex * PI/32; // Where the 'main entrance' of the fortress should face (like in placeObject). All fortresses walls should start with an entrance placeFortress(centerX, centerY, type, style, playerId, orientation); // Actually placing the fortress placeObject(centerX, centerY, 'other/obelisk', 0, 0*PI); // Place visual marker to see the center of the fortress } actualX = distToMapBorder; // Reset actualX actualY += 2 * fortressRadius + 2 * distToOtherWalls; // Increase actualY for next wall placement method ////////////////////////// // Circular wall placement ////////////////////////// // NOTE: Don't use bending wall elements like corners here! var radius = min((mapSize - actualY - distToOtherWalls) / 3, (buildableMapSize / wallStyleList.length - distToOtherWalls) / 2); // The radius of wall circle var centerY = actualY + radius; // Y coordinate of the center of the wall circle var orientation = 0; // Where the wall circle will be open if maxAngle < 2*PI, see below. Otherwise where the first wall element will be placed for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++) { var centerX = actualX + radius + styleIndex * buildableMapSize/wallStyleList.length; // X coordinate of the center of the wall circle var playerId = 0; // Player ID of the player owning the wall, 0 is Gaia, 1 is the first player (default blue), ... var wallPart = ['tower', 'wall', 'house']; // List of wall elements the wall will be build of. Optional, default id ['wall'] var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades' var maxAngle = PI/2 * (styleIndex%3 + 2); // How far the wall should circumvent the center placeCircularWall(centerX, centerY, radius, wallPart, style, playerId, orientation, maxAngle); // Actually placing the wall placeObject(centerX, centerY, 'other/obelisk', 0, 0*PI); // Place visual marker to see the center of the wall circle orientation += PI/16; // Increasing orientation to see how rotation works (like for object placement) } actualX = distToMapBorder; // Reset actualX actualY += 2 * radius + distToOtherWalls; // Increase actualY for next wall placement method /////////////////////////// // Polygonal wall placement /////////////////////////// // NOTE: Don't use bending wall elements like corners here! var radius = min((mapSize - actualY - distToOtherWalls) / 2, (buildableMapSize / wallStyleList.length - distToOtherWalls) / 2); // The radius of wall polygons var centerY = actualY + radius; // Y coordinate of the center of the wall polygon var orientation = 0; // Where the wall circle will be open if ???, see below. Otherwise where the first wall will be placed for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++) { var centerX = actualX + radius + styleIndex * buildableMapSize/wallStyleList.length; // X coordinate of the center of the wall circle var playerId = 0; // Player ID of the player owning the wall, 0 is Gaia, 1 is the first player (default blue), ... var cornerWallElement = 'tower'; // With wall element type will be uset for the corners of the polygon var wallPart = ['wall', 'tower']; // List of wall elements the wall will be build of. Optional, default id ['wall'] var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades' var numCorners = (styleIndex)%6 + 3; // How many corners the plogon will have var skipFirstWall = true; // If the wall should be open towards orientation placePolygonalWall(centerX, centerY, radius, wallPart, cornerWallElement, style, playerId, orientation, numCorners, skipFirstWall); placeObject(centerX, centerY, 'other/obelisk', 0, 0*PI); // Place visual marker to see the center of the wall circle orientation += PI/16; // Increasing orientation to see how rotation works (like for object placement) } actualX = distToMapBorder; // Reset actualX actualY += 2 * radius + distToOtherWalls; // Increase actualY for next wall placement method //////////////////////// // Linear wall placement //////////////////////// // NOTE: Don't use bending wall elements like corners here! var maxWallLength = (mapSize - actualY - distToMapBorder - distToOtherWalls); // Just for this maps design. How long the longest wall will be var numWallsPerStyle = floor(buildableMapSize / distToOtherWalls / wallStyleList.length); // Just for this maps design. How many walls of the same style will be placed for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++) { for (var wallIndex = 0; wallIndex < numWallsPerStyle; wallIndex++) { var startX = actualX + (styleIndex * numWallsPerStyle + wallIndex) * distToOtherWalls; // X coordinate the wall will start from var startY = actualY; // Y coordinate the wall will start from var endX = startX; // X coordinate the wall will end var endY = actualY + (wallIndex + 1) * maxWallLength/numWallsPerStyle; // Y coordinate the wall will end var playerId = 0; // Player ID of the player owning the wall, 0 is Gaia, 1 is the first player (default blue), ... var wallPart = ['tower', 'wall']; // List of wall elements the wall will be build of var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'celt', 'hele', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades' placeLinearWall(startX, startY, endX, endY, wallPart, style, playerId); // Actually placing the wall // placeObject(startX, startY, 'other/obelisk', 0, 0*PI); // Place visual marker to see where exsactly the wall begins // placeObject(endX, endY, 'other/obelisk', 0, 0*PI); // Place visual marker to see where exsactly the wall ends } } actualX = distToMapBorder; // Reset actualX actualY += maxWallLength + distToOtherWalls; // Increase actualY for next wall placement method // Export map data ExportMap();