0ad/binaries/data/mods/public/maps/random/rmgen/library.js

320 lines
5.9 KiB
JavaScript

/////////////////////////////////////////////////////////////////////////////////////////////
// Constant definitions
/////////////////////////////////////////////////////////////////////////////////////////////
const PI = Math.PI;
const SEA_LEVEL = 20.0;
const TERRAIN_SEPARATOR = "|";
const TILES_PER_PATCH = 16;
/////////////////////////////////////////////////////////////////////////////////////////////
// Utility functions
/////////////////////////////////////////////////////////////////////////////////////////////
function fractionToTiles(f) {
return getMapSize() * f;
}
function tilesToFraction(t) {
return t / getMapSize();
}
function fractionToSize(f) {
return getMapSizeSqr() * f;
}
function sizeToFraction(s) {
return s / getMapSizeSqr();
}
function cos(x) {
return Math.cos(x);
}
function sin(x) {
return Math.sin(x);
}
function tan(x) {
return Math.tan(x);
}
function abs(x) {
return Math.abs(x);
}
function round(x) {
return Math.round(x);
}
function lerp(a, b, t) {
return a + (b-a) * t;
}
function sqrt(x) {
return Math.sqrt(x);
}
function ceil(x) {
return Math.ceil(x);
}
function floor(x) {
return Math.floor(x);
}
function max(x, y) {
return x > y ? x : y;
}
function min(x, y) {
return x < y ? x : y;
}
function println(x) {
print(x);
print("\n");
}
function argsToArray(x)
{
var numArgs = x.length;
if (numArgs != 1)
{
var ret = new Array(numArgs);
for (var i=0; i < numArgs; i++)
{
ret[i] = x[i];
}
return ret;
}
else
{
return x[0];
}
}
function chooseRand()
{
if (arguments.length==0)
{
error("chooseRand: requires at least 1 argument");
}
var ar = argsToArray(arguments);
return ar[randInt(ar.length)];
}
function createAreas(centeredPlacer, painter, constraint, num, retryFactor)
{
if (retryFactor === undefined)
retryFactor = 10;
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
var ret = [];
while(good < num && bad <= maxFail)
{
centeredPlacer.x = randInt(getMapSize());
centeredPlacer.y = randInt(getMapSize());
var r = g_Map.createArea(centeredPlacer, painter, constraint);
if (r !== undefined)
{
good++;
ret.push(r);
}
else
{
bad++;
}
}
return ret;
}
function createObjectGroups(placer, player, constraint, num, retryFactor)
{
if (retryFactor === undefined)
retryFactor = 10;
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
while(good < num && bad <= maxFail)
{
placer.x = randInt(getMapSize());
placer.y = randInt(getMapSize());
var r = createObjectGroup(placer, player, constraint);
if (r !== undefined)
{
good++;
}
else
{
bad++;
}
}
return good;
}
function createTerrain(terrain)
{
if (terrain instanceof Array)
{
var terrainList = [];
for (var i = 0; i < terrain.length; ++i)
terrainList.push(createTerrain(terrain[i]));
return new RandomTerrain(terrainList);
}
else
{
return createSimpleTerrain(terrain);
}
}
function createSimpleTerrain(terrain)
{
if (typeof(terrain) == "string")
{ // Split string by pipe | character, this allows specifying terrain + tree type in single string
var params = terrain.split(TERRAIN_SEPARATOR, 2);
if (params.length != 2)
{
return new SimpleTerrain(terrain);
}
else
{
return new SimpleTerrain(params[0], params[1]);
}
}
else
{
error("createSimpleTerrain expects string as input, received "+terrain);
return undefined;
}
}
function placeObject(type, player, x, y, angle)
{
g_Map.addObjects(new Entity(type, player, x, y, angle));
}
function placeTerrain(x, y, terrain)
{
// convert terrain param into terrain object
g_Map.placeTerrain(x, y, createTerrain(terrain));
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Access global map variable
/////////////////////////////////////////////////////////////////////////////////////////////
function createTileClass()
{
return g_Map.createTileClass();
}
function getTileClass(id)
{
// Check for valid class id
if (id < 1 || id > g_Map.tileClasses.length)
{
//error("Invalid tile class id: "+id);
return null;
}
return g_Map.tileClasses[id - 1];
}
function createArea(placer, painter, constraint)
{
return g_Map.createArea(placer, painter, constraint);
}
function createObjectGroup(placer, player, constraint)
{
return g_Map.createObjectGroup(placer, player, constraint);
}
function getMapSize()
{
return g_Map.size;
}
function getMapSizeSqr()
{
return g_Map.size*g_Map.size;
}
function getNumPlayers()
{
return g_MapSettings.PlayerData.length;
}
function getCivCode(player)
{
return g_MapSettings.PlayerData[player].Civ;
}
function getHeight(x, y)
{
return g_Map.getHeight(x, y);
}
function setHeight(x, y, height)
{
g_Map.setHeight(x, y, height);
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Utility functions for classes
/////////////////////////////////////////////////////////////////////////////////////////////
// Add point to given class by id
function addToClass(x, y, id)
{
var tileClass = getTileClass(id);
if (tileClass !== null)
tileClass.add(x, y);
}
// Create a painter for the given class
function paintClass(id)
{
return new TileClassPainter(getTileClass(id));
}
// Create an avoid constraint for the given classes by the given distances
function avoidClasses(/*class1, dist1, class2, dist2, etc*/)
{
var ar = new Array(arguments.length/2);
for (var i=0; i < arguments.length/2; i++)
{
ar[i] = new AvoidTileClassConstraint(arguments[2*i], arguments[2*i+1]);
}
// Return single constraint
return new AndConstraint(ar);
}
// Create a stay constraint for the given classes by the given distances
function stayClasses(/*class1, dist1, class2, dist2, etc*/)
{
var ar = new Array(arguments.length/2);
for (var i=0; i < arguments.length/2; i++)
{
ar[i] = new StayInTileClassConstraint(arguments[2*i], arguments[2*i+1]);
}
// Return single constraint
return new AndConstraint(ar);
}