0ad/binaries/data/mods/public/maps/random/sahel_watering_holes.js
2013-10-05 18:29:44 +00:00

568 lines
17 KiB
JavaScript

RMS.LoadLibrary("rmgen");
const tGrass = "savanna_grass_a";
const tForestFloor = "savanna_forestfloor_a";
const tCliff = "savanna_cliff_b";
const tDirtRocksA = "savanna_dirt_rocks_c";
const tDirtRocksB = "savanna_dirt_rocks_a";
const tDirtRocksC = "savanna_dirt_rocks_b";
const tHill = "savanna_cliff_a";
const tRoad = "savanna_tile_a_red";
const tRoadWild = "savanna_tile_a_red";
const tGrassPatch = "savanna_grass_b";
const tShoreBlend = "savanna_riparian";
const tShore = "savanna_riparian_bank";
const tWater = "savanna_riparian_wet";
// gaia entities
const oBaobab = "gaia/flora_tree_baobab";
const oFig = "gaia/flora_tree_fig";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oWildebeest = "gaia/fauna_wildebeest"
const oFish = "gaia/fauna_fish";
const oGazelle = "gaia/fauna_gazelle";
const oElephant = "gaia/fauna_elephant_african_bush";
const oGiraffe = "gaia/fauna_giraffe";
const oZebra = "gaia/fauna_zebra";
const oStoneLarge = "gaia/geology_stonemine_desert_quarry";
const oStoneSmall = "gaia/geology_stone_savanna_small";
const oMetalLarge = "gaia/geology_metal_savanna_slabs";
// decorative props
const aGrass = "actor|props/flora/grass_savanna.xml";
const aGrassShort = "actor|props/flora/grass_medit_field.xml";
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aLillies = "actor|props/flora/reeds_pond_lush_b.xml";
const aRockLarge = "actor|geology/stone_savanna_med.xml";
const aRockMedium = "actor|geology/stone_savanna_med.xml";
const aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
const aBushSmall = "actor|props/flora/bush_dry_a.xml";
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oBaobab, tForestFloor + TERRAIN_SEPARATOR + oBaobab, tForestFloor];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clShallows = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,2)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 12;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting trees
var num = 5;
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(12, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oBaobab, num, num, 0,3)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(20);
//create rivers
log ("Creating rivers...");
for (var m = 0; m < numPlayers; m++)
{
var tang = startAngle + (m+0.5)*TWO_PI/numPlayers
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/3), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.15*cos(tang)), fractionToTiles(0.5 + 0.15*sin(tang)));
var painter = new LayeredPainter([tShore, tWater, tWater], [1, 3]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4);
createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
var placer = new PathPlacer(fractionToTiles(0.5 + 0.15*cos(tang)), fractionToTiles(0.5 + 0.15*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(10,50), 0.2, 3*(scaleByMapSize(1,4)), 0.2, 0.05);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/5), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
var painter = new LayeredPainter([tWater, tWater], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4);
createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
}
for (var i = 0; i < numPlayers; i++)
{
if (i+1 == numPlayers)
{
passageMaker(round(fractionToTiles(playerX[i])), round(fractionToTiles(playerZ[i])), round(fractionToTiles(playerX[0])), round(fractionToTiles(playerZ[0])), 6, -2, -2, 4, clShallows, undefined, -4)
// create animals in shallows
log("Creating animals in shallows...");
var group = new SimpleGroup(
[new SimpleObject(oElephant, 2,3, 0,4)],
true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[0]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[0]))/2)
);
createObjectGroup(group, 0);
var group = new SimpleGroup(
[new SimpleObject(oWildebeest, 5,6, 0,4)],
true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[0]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[0]))/2)
);
createObjectGroup(group, 0);
}
else
{
passageMaker(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), 6, -2, -2, 4, clShallows, undefined, -4)
// create animals in shallows
log("Creating animals in shallows...");
var group = new SimpleGroup(
[new SimpleObject(oElephant, 2,3, 0,4)],
true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[i+1]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[i+1]))/2)
);
createObjectGroup(group, 0);
var group = new SimpleGroup(
[new SimpleObject(oWildebeest, 5,6, 0,4)],
true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[i+1]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[i+1]))/2)
);
createObjectGroup(group, 0);
}
}
paintTerrainBasedOnHeight(-6, 2, 1, tWater);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 20),
scaleByMapSize(100, 200)
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tGrass, tCliff, tHill], // terrains
[1, 2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 35, 3);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 20, clHill, 15, clWater, 3),
scaleByMapSize(1, 4) * numPlayers
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 160;
var MAX_TREES = 900;
var P_FOREST = 0.02;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tForestFloor, tGrass, pForest], [tForestFloor, pForest]]
]; // some variation
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2),
num
);
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tGrass,tDirtRocksA],[tDirtRocksA,tDirtRocksB], [tDirtRocksB,tDirtRocksC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 20),
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
createAreas(
placer,
painter,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 20),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create wildebeest
log("Creating wildebeest...");
group = new SimpleGroup(
[new SimpleObject(oWildebeest, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 5),
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create gazelle
log("Creating gazelle...");
group = new SimpleGroup(
[new SimpleObject(oGazelle, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 5),
3 * numPlayers, 50
);
// create elephant
log("Creating elephant...");
group = new SimpleGroup(
[new SimpleObject(oElephant, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 5),
3 * numPlayers, 50
);
// create giraffe
log("Creating giraffe...");
group = new SimpleGroup(
[new SimpleObject(oGiraffe, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 5),
3 * numPlayers, 50
);
// create zebra
log("Creating zebra...");
group = new SimpleGroup(
[new SimpleObject(oZebra, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 5),
3 * numPlayers, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
25 * numPlayers, 60
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oBaobab, oBaobab, oBaobab, oFig]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup(
[new SimpleObject(types[i], 1,1, 0,3)],
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
var planetm = 4;
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[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)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clForest, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1),
planetm * scaleByMapSize(13, 200), 50
);
setSkySet("sunny");
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 4));
setWaterColour(0.478,0.42,0.384); // greyish
setWaterTint(0.58,0.22,0.067); // reddish
setWaterReflectionTint(0.502,0.286,0.267); // reddish
setWaterMurkiness(0.87);
setWaterWaviness(0.5);
setWaterReflectionTintStrength(0.35);
// Export map data
ExportMap();