0ad/binaries/data/mods/public/maps/random/cantabrian_highlands.js
historic_bruno 0e0ed94926 Implements random map system, fixes #6.
Includes default library "rmgen" w/ API based on rmgen tool.
Modifies rmgen scripts Cantabrian Highlands, Neareastern Badlands, and
Latium.
Old map support dropped from MapReader.
Fixes a few bugs in existing game setup and initialization scripts.

This was SVN commit r9096.
2011-03-22 01:34:45 +00:00

377 lines
10 KiB
JavaScript

RMS.LoadLibrary("rmgen");
// terrain textures
const tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
const tGrassForest = "medit_grass_wild";
const tCliff = ["medit_cliff_italia", "medit_cliff_italia_grass"];
const tGrassDirt75 = "medit_dirt";
const tGrassDirt50 = "medit_dirt_b";
const tGrassDirt25 = "medit_dirt_c";
const tDirt = "medit_dirt_b";
const tGrassPatch = "medit_grass_wild";
const tShore = "medit_rocks";
const tShoreBlend = "medit_rocks_grass";
const tWater = "medit_rocks_wet";
// gaia entities
const oTree = "gaia/flora_tree_oak";
const oTreeLarge = "gaia/flora_tree_oak";
const oBerryBush = "gaia/flora_bush_berry";
const oSheep = "gaia/fauna_sheep";
const oDeer = "gaia/fauna_deer";
const oMine = "gaia/geology_stone_temperate";
// decorative props
const aGrass = "actor|props/flora/grass_temp_field.xml";
const aGrassShort = "actor|props/flora/grass_field_lush_short.xml";
const aReeds = "actor|props/flora/grass_temp_field_dry.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBushMedium = "actor|props/flora/bush_tempe_me.xml";
const aBushSmall = "actor|props/flora/bush_tempe_sm.xml";
// terrain + entity (for painting)
const pForest = tGrassForest + TERRAIN_SEPARATOR + oTree;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
// place players
var playerX = new Array(numPlayers+1);
var playerY = new Array(numPlayers+1);
var playerAngle = new Array(numPlayers+1);
var startAngle = randFloat() * 2 * PI;
for (var i=1; i<=numPlayers; i++)
{
playerAngle[i] = startAngle + i*2*PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerY[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i=1; i<=numPlayers; i++)
{
log("Creating base for player " + i + "...");
// some constants
var radius = 17;
var cliffRadius = 2;
var elevation = 20;
// get the x and y in tiles
var fx = fractionToTiles(playerX[i]);
var fy = fractionToTiles(playerY[i]);
var ix = round(fx);
var iy = round(fy);
// calculate size based on the radius
var size = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(size, 0.95, 0.6, 0, ix, iy);
var terrainPainter = new LayeredPainter(
[tCliff, tGrass], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
// create the ramp
var rampAngle = playerAngle[i] + PI + (2*randFloat()-1)*PI/8;
var rampDist = radius - 1;
var rampX = round(fx + rampDist * cos(rampAngle));
var rampY = round(fy + rampDist * sin(rampAngle));
placer = new ClumpPlacer(100, 0.9, 0.5, 0, rampX, rampY);
var painter = new SmoothElevationPainter(ELEVATION_SET, elevation-6, 5);
createArea(placer, painter, null);
placer = new ClumpPlacer(75, 0.9, 0.5, 0, rampX, rampY);
painter = new TerrainPainter(tGrass);
createArea(placer, painter, null);
// create the central dirt patch
placer = new ClumpPlacer(PI*3.5*3.5, 0.3, 0.1, 0, ix, iy);
painter = new LayeredPainter(
[tGrassDirt75, tGrassDirt50, tGrassDirt25, tDirt], // terrains
[1,1,1] // widths
);
createArea(placer, painter, null);
// create the TC and citizens
var civ = getCivCode(i - 1);
var group = new SimpleGroup( // elements (type, min/max count, min/max distance)
[new SimpleObject("structures/"+civ+"_civil_centre", 1,1, 0,0), new SimpleObject("units/"+civ+"_support_female_citizen", 3,3, 5,5)],
true, null, ix, iy
);
createObjectGroup(group, i);
// create berry bushes
var bbAngle = randFloat()*2*PI;
var bbDist = 9;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbY = round(fy + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,2)],
true, clBaseResource, bbX, bbY
);
createObjectGroup(group, 0);
// create mines
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat()*2*PI;
}
var mDist = 9;
var mX = round(fx + mDist * cos(mAngle));
var mY = round(fy + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMine, 4,4, 0,2)],
true, clBaseResource, mX, mY
);
createObjectGroup(group, 0);
// create starting straggler trees
group = new SimpleGroup(
[new SimpleObject(oTree, 3,3, 8,12)],
true, clBaseResource, ix, iy
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
for (var j=0; j < 10; j++)
{
var gAngle = randFloat()*2*PI;
var gDist = 6 + randInt(9);
var gX = round(fx + gDist * cos(gAngle));
var gY = round(fy + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 3,6, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gY
);
createObjectGroup(group, undefined);
}
}
// create lakes
log("Creating lakes...");
placer = new ClumpPlacer(140, 0.8, 0.1, 0);
terrainPainter = new LayeredPainter(
[tShoreBlend, tShore, tWater], // terrains
[1,1] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 2, clWater, 20),
round(1.3 * numPlayers)
);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(10, 0.3, 0.06, 0);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 0),
mapSize*mapSize/1000
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(30, 0.2, 0.1, 0);
terrainPainter = new LayeredPainter(
[tCliff, [tGrass,tGrass,tGrassDirt75]], // terrains
[3] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 2, clWater, 5, clHill, 15),
2 * numPlayers
);
// create forests
log("Creating forests...");
placer = new ClumpPlacer(32, 0.1, 0.1, 0);
painter = new LayeredPainter(
[[tGrassForest, tGrass, pForest], [tGrassForest, pForest]], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 0),
6 * numPlayers
);
// create dirt patches
log("Creating dirt patches...");
var sizes = [8,14,20];
for (i=0; i<sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
painter = new LayeredPainter(
[[tGrass,tGrassDirt75],[tGrassDirt75,tGrassDirt50], [tGrassDirt50,tGrassDirt25]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
mapSize*mapSize/4000
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [5,9,13];
for (i=0; i<sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
painter = new TerrainPainter(tGrassPatch);
createAreas(
placer,
painter,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
mapSize*mapSize/4000
);
}
// create mines
log("Creating mines...");
group = new SimpleGroup(
[new SimpleObject(oMine, 4,6, 0,2)],
true, clRock
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clRock, 13),
new BorderTileClassConstraint(clHill, 0, 4)],
3 * numPlayers, 100
);
// create small decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, undefined,
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
mapSize*mapSize/1000, 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, undefined,
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
mapSize*mapSize/2000, 50
);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
3 * numPlayers, 50
);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
3 * numPlayers, 50
);
// create straggler trees
log("Creating straggler trees...");
group = new SimpleGroup(
[new SimpleObject(oTree, 1,1, 0,0)],
true
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1),
mapSize*mapSize/1100
);
// create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 3,6, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, undefined,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
mapSize*mapSize/90
);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 20,30, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 20,30, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, undefined,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
mapSize*mapSize/900
);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, undefined,
avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
mapSize*mapSize/2000, 50
);
// create reeds
log("Creating reeds...");
group = new SimpleGroup(
[new SimpleObject(aReeds, 5,10, 0,1.5, -PI/8,PI/8)]
);
createObjectGroups(group, undefined,
[new BorderTileClassConstraint(clWater, 3, 0), new StayInTileClassConstraint(clWater, 1)],
10 * numPlayers, 100
);
// Export map data
ExportMap();