forked from 0ad/0ad
Spahbod
609e789cea
Applying the new improvements: Archipelago, Atlas Mountains, Cantabrian Highlands. This was SVN commit r14653.
364 lines
9.3 KiB
JavaScript
364 lines
9.3 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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// terrain textures
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const tGrass = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
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const tForestFloor = "medit_grass_field_dry";
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const tCliff = "medit_cliff_italia";
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const tHill = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
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const tGrassDirt = "medit_rocks_grass";
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const tDirt = "medit_dirt";
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const tRoad = "medit_city_tile";
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const tRoadWild = "medit_city_tile";
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const tGrass2 = "medit_rocks_grass_shrubs";
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const tGrassPatch = "medit_grass_wild";
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const tShoreBlend = "medit_sand";
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const tShore = "medit_sand";
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const tWater = "medit_sand";
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// gaia entities
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const oCarob = "gaia/flora_tree_carob";
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const oAleppoPine = "gaia/flora_tree_aleppo_pine";
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const oBerryBush = "gaia/flora_bush_berry";
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const oChicken = "gaia/fauna_chicken";
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const oDeer = "gaia/fauna_deer";
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const oFish = "gaia/fauna_fish";
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const oSheep = "gaia/fauna_sheep";
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const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
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const oStoneSmall = "gaia/geology_stone_mediterranean";
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const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
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const oWood = "gaia/special_treasure_wood";
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const oFood = "gaia/special_treasure_food_bin";
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// decorative props
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const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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const aGrassShort = "actor|props/flora/grass_soft_large.xml";
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const aRockLarge = "actor|geology/stone_granite_large.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aBushMedium = "actor|props/flora/bush_medit_me.xml";
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const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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const aCarob = "actor|flora/trees/carob.xml";
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const aAleppoPine = "actor|flora/trees/aleppo_pine.xml";
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// terrain + entity (for painting)
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const pForest1 = [tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor];
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const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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const numPlayers = getNumPlayers();
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const mapSize = getMapSize();
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const mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clTreasure = createTileClass();
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var clGrass = createTileClass();
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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addToClass(ix, iz, clPlayer);
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addToClass(ix+5, iz, clPlayer);
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addToClass(ix, iz+5, clPlayer);
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addToClass(ix-5, iz, clPlayer);
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addToClass(ix, iz-5, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,2)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 12;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create starting trees
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var num = 4;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oCarob, num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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var hillSize = PI * radius * radius;
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// create grass tufts
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var num = hillSize / 250;
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for (var j = 0; j < num; j++)
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{
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var gAngle = randFloat(0, TWO_PI);
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var gDist = radius - (5 + randInt(7));
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var gX = round(fx + gDist * cos(gAngle));
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var gZ = round(fz + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gZ
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);
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createObjectGroup(group, 0);
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}
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}
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RMS.SetProgress(10);
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// create bumps
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createBumps(avoidClasses(clPlayer, 9));
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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 8), clHill, scaleByMapSize(20, 120));
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RMS.SetProgress(25);
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// create forests
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createForests(
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[tGrass, tForestFloor, tForestFloor, pForest1, pForest2],
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avoidClasses(clPlayer, 20, clForest, 14, clHill, 1),
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clForest,
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0.6,
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0
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);
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RMS.SetProgress(40);
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// create dirt patches
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log("Creating dirt patches...");
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[tGrassDirt,tDirt],
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[2],
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avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10)
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);
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// create grass patches
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log("Creating grass patches...");
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createLayeredPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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[tGrass2,tGrassPatch],
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[1],
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avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10, clGrass, 15)
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);
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RMS.SetProgress(50);
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log("Creating stone mines...");
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// create stone quarries
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2)
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)
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log("Creating metal mines...");
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// create large metal quarries
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1,1, 0,4)]
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],
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avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2),
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clMetal
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)
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RMS.SetProgress(60);
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// create decoration
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createDecoration
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(
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[[new SimpleObject(aRockMedium, 1,3, 0,1)],
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
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[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)],
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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200)
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],
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avoidClasses(clForest, 0, clPlayer, 0, clHill, 0)
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);
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RMS.SetProgress(75);
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// create animals
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createFood
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(
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[
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[new SimpleObject(oSheep, 5,7, 0,4)],
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[new SimpleObject(oDeer, 2,3, 0,2)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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]
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);
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// create fruits
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createFood
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(
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[
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[new SimpleObject(oBerryBush, 5,7, 0,4)]
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],
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[
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randInt(3, 12) * numPlayers + 2
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],
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avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
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);
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// create food treasures
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log("Creating food treasures...");
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group = new SimpleGroup(
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[new SimpleObject(oFood, 2,3, 0,2)],
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true, clTreasure
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5),
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3 * numPlayers, 50
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);
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// create wood treasures
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log("Creating food treasures...");
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group = new SimpleGroup(
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[new SimpleObject(oWood, 2,3, 0,2)],
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true, clTreasure
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 18, clHill, 1),
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3 * numPlayers, 50
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);
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RMS.SetProgress(80);
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// create straggler trees
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var types = [oCarob, oAleppoPine]; // some variation
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createStragglerTrees(types, avoidClasses(clForest, 1, clHill, 1, clPlayer, 10, clMetal, 1, clRock, 1, clTreasure, 1));
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// create hill trees
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log("Creating hill trees...");
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var types = [aCarob, aAleppoPine]; // some variation
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var num = floor(0.2 * g_numStragglerTrees / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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stayClasses(clHill, 2),
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num
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);
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}
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setFogFactor(0.2);
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setFogThickness(0.14);
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setPPEffect("hdr");
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setPPContrast(0.45);
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setPPSaturation(0.56);
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setPPBloom(0.1);
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// Export map data
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ExportMap(); |