0ad/binaries/data/mods/public/maps/random/syria.js
historic_bruno b1c4e29ac8 Fixes inconsistencies in spelling of colour/color by preferring "color" (only wxWidgets remains with some API that requires "colour"), fixes #1029.
NOTE: requires update-workspaces and may require correction of some
modded actors/scenarios

This was SVN commit r16438.
2015-03-15 23:59:48 +00:00

430 lines
12 KiB
JavaScript

RMS.LoadLibrary("rmgen");
//terrain textures
const tMainDirt = ["desert_dirt_rocks_1", "desert_dirt_cracks"];
const tForestFloor1 = "forestfloor_dirty";
const tForestFloor2 = "desert_forestfloor_palms";
const tGrassSands = "desert_grass_a_sand";
const tGrass = "desert_grass_a";
const tSecondaryDirt = "medit_dirt_dry";
const tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
const tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
const tDirt = ["desert_dirt_rough", "desert_dirt_rough_2"];
const tRoad = "desert_shore_stones";;
const tRoadWild = "desert_grass_a_stones";;
// gaia entities
const oTamarix = "gaia/flora_tree_tamarix";
const oPalm = "gaia/flora_tree_date_palm";
const oPine = "gaia/flora_tree_aleppo_pine";
const oBush = "gaia/flora_bush_grapes";
const oChicken = "gaia/fauna_chicken";
const oCamel = "gaia/fauna_camel";
const oGazelle = "gaia/fauna_gazelle";
const oLion = "gaia/fauna_lion";
const oLioness = "gaia/fauna_lioness";
const oStoneLarge = "gaia/geology_stonemine_desert_quarry";
const oStoneSmall = "gaia/geology_stone_desert_small";
const oMetalLarge = "gaia/geology_metal_desert_slabs";
// decorative props
const aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
const aWaterFlower = "actor|props/flora/water_lillies.xml";
const aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
const aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
const aRock = "actor|geology/stone_desert_med.xml";
const aBushA = "actor|props/flora/bush_desert_dry_a.xml";
const aBushB = "actor|props/flora/bush_desert_dry_a.xml";
const aBushes = [aBushA, aBushB];
const aSand = "actor|particle/blowing_sand.xml";
const pForestP = [tForestFloor2 + TERRAIN_SEPARATOR + oPalm, tForestFloor2];
const pForestT = [tForestFloor1 + TERRAIN_SEPARATOR + oTamarix,tForestFloor2];
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 clGrass = createTileClass();
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 + "...");
// scale radius of player area by map size
var radius = scaleByMapSize(15,25);
// 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);
// calculate size based on the radius
var size = PI * radius * radius;
// create the player area
var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
createArea(placer, paintClass(clPlayer), null);
// create the grass patches
var grassRadius = floor(scaleByMapSize(16 ,30));
placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(25, 60)), 1, ix, iz, 0, [grassRadius]);
var painter = new LayeredPainter([tGrassSands, tGrass], [3]);
createArea(placer, [painter, paintClass(clGrass)], null);
// create the city patch
var cityRadius = 10;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [3]);
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(oBush, 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 = 11;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
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), new RandomObject(aBushes, 2,4, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting trees
var num = 3;
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(11, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject([oPalm, oTamarix][randInt(0,1)], num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(10);
// 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(clPlayer, 13),
scaleByMapSize(300, 800)
);
// create hills
log("Creating hills...");
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 3, clGrass, 1, clHill, 10),
scaleByMapSize(1, 3) * numPlayers * 3
);
RMS.SetProgress(25);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 400;
const MAX_TREES = 2000;
const P_FOREST = 0.7;
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 = [
[[tMainDirt, tForestFloor2, pForestP], [tForestFloor2, pForestP]],
[[tMainDirt, tForestFloor1, pForestT], [tForestFloor1, pForestT]]
]; // some variation
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,4))), 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clGrass, 1, clWater, 3, clForest, 10, clHill, 1),
num
);
}
RMS.SetProgress(40);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[tSecondaryDirt ,tDirt], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
scaleByMapSize(50, 90)
);
}
RMS.SetProgress(60);
// create big patches
log("Creating big patches...");
var sizes = [scaleByMapSize(6, 30), scaleByMapSize(10, 50), scaleByMapSize(16, 70)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[tSecondaryDirt ,tDirt], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
scaleByMapSize(30, 90)
);
}
RMS.SetProgress(70);
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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
scaleByMapSize(2,8), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
scaleByMapSize(2,8), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clGrass, 1)],
scaleByMapSize(2,8), 100
);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
//create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushB, 1,2, 0,1), new SimpleObject(aBushA, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(50, 500), 50
);
RMS.SetProgress(80);
// create gazelle
log("Creating gazelle...");
group = new SimpleGroup(
[new SimpleObject(oGazelle, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
3 * numPlayers, 50
);
// create lions
log("Creating lions...");
group = new SimpleGroup(
[new SimpleObject(oLion, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
3 * numPlayers, 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup(
[new SimpleObject(oCamel, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
3 * numPlayers, 50
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oPalm, oTamarix, oPine]; // 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, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1),
num
);
}
// create inner straggler trees
log("Creating straggler trees...");
var types = [oPalm, oTamarix, oPine]; // 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, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1), stayClasses(clGrass, 3)],
num
);
}
// Set environment
setSkySet("sunny");
setSunElevation(PI / 8);
setSunRotation(randFloat(0, TWO_PI));
setSunColor(0.746, 0.718, 0.539);
setWaterColor(0.292, 0.347, 0.691);
setWaterTint(0.550, 0.543, 0.437);
setWaterMurkiness(0.83);
setFogColor(0.8, 0.76, 0.61);
setFogThickness(0.2);
setFogFactor(0.4);
setPPEffect("hdr");
setPPContrast(0.65);
setPPSaturation(0.42);
setPPBloom(0.6);
// Export map data
ExportMap();