0ad/binaries/data/mods/public/maps/random/ardennes_forest.js
Spahbod 9c34b1ffed Major random map bugfixes:
Fixes the chicken problem
There are no more unreachable trees around the map (hopefully)
Fixed the bug that caused edges of the map ruin the layout of painters
(One of the best examples to look is archipelago, before and after this
revision).
Fixed those out of memory errors caused by pathplacer (Mostly noticeable
in alpine valley and corinthian isthmus)
And some other minor tweaks.
Fixes #1577

This was SVN commit r13004.
2012-12-21 09:48:36 +00:00

667 lines
16 KiB
JavaScript

/*
* Map : Ardennes Forest
* Author : Michael Mayfield <mmayfield45@gmail.com>
* Version : 1.2
*
* CHANGES:
*
* 1.2: - Improved hill generation
* - Changed name from Black Forest to Ardennes Forest
*
* 1.1: - Reduces amount and jaggedness of cliffs
* - Improved forest generation - some clumps join together
* - Increased distance between minerals / stones and hills
* - Reduce noise around players bases
*
* 1.0: - Initial release
*
*/
RMS.LoadLibrary("rmgen");
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
const tGrass = ["new_alpine_grass_b", "new_alpine_grass_c", "new_alpine_grass_d"];
const tPineForestFloor = "temp_forestfloor_pine";
const tForestFloor = [tPineForestFloor, tPineForestFloor, "alpine_dirt_grass_50"];
const tCliff = ["alpine_cliff_c", "alpine_cliff_c", "alpine_grass_rocky"];
const tCity = ["new_alpine_citytile", "new_alpine_grass_dirt_a"];
const tGrassPatch = ["alpine_grass_a", "alpine_grass_b"];
const oBoar = "gaia/fauna_boar";
const oDeer = "gaia/fauna_deer";
const oBear = "gaia/fauna_bear";
const oPig = "gaia/fauna_pig";
const oBerryBush = "gaia/flora_bush_berry";
const oMetalSmall = "gaia/geology_metal_alpine";
const oMetalLarge = "gaia/geology_metal_temperate_slabs";
const oStoneSmall = "gaia/geology_stone_alpine_a";
const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
const oOak = "gaia/flora_tree_oak";
const oOakLarge = "gaia/flora_tree_oak_large";
const oPine = "gaia/flora_tree_pine";
const oAleppoPine = "gaia/flora_tree_aleppo_pine";
const aTreeA = "actor|flora/trees/oak.xml";
const aTreeB = "actor|flora/trees/oak_large.xml";
const aTreeC = "actor|flora/trees/pine.xml";
const aTreeD = "actor|flora/trees/aleppo_pine.xml";
const aTrees = [aTreeA, aTreeB, aTreeC, aTreeD];
const aGrassLarge = "actor|props/flora/grass_soft_large.xml";
const aWoodLarge = "actor|props/special/eyecandy/wood_pile_1_b.xml";
const aWoodA = "actor|props/special/eyecandy/wood_sm_pile_a.xml";
const aWoodB = "actor|props/special/eyecandy/wood_sm_pile_b.xml";
const aBarrel = "actor|props/special/eyecandy/barrel_a.xml";
const aWheel = "actor|props/special/eyecandy/wheel_laying.xml";
const aCeltHomestead = "actor|structures/celts/homestead.xml";
const aCeltHouse = "actor|structures/celts/house.xml";
const aCeltLongHouse = "actor|structures/celts/longhouse.xml";
var pForest = [
tPineForestFloor+TERRAIN_SEPARATOR+oOak, tForestFloor,
tPineForestFloor+TERRAIN_SEPARATOR+oPine, tForestFloor,
tPineForestFloor+TERRAIN_SEPARATOR+oAleppoPine, tForestFloor,
tForestFloor
];
// create tile classes
var clPlayer = createTileClass();
var clPath = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clForestJoin = createTileClass();
var clWater = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clPlayable = createTileClass();
var clHillDeco = createTileClass();
// Create central dip
var centerX = fractionToTiles(0.5);
var centerZ = fractionToTiles(0.5);
var placer = new ClumpPlacer(scaleByMapSize(mapSize * 70, mapSize * 300), 0.94, 0.05, 0.1, centerX, centerZ);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
30,
3
);
var painter = new LayeredPainter(
[tCliff, tGrass], // terrains
[3] // widths
);
createArea(placer,
[painter, elevationPainter],
null);
RMS.SetProgress(5);
// Find all hills
var noise0 = new Noise2D(20);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var h = getHeight(ix,iz);
if(h > 40){
addToClass(ix,iz,clHill);
// Add hill noise
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
var n = (noise0.get(x,z) - 0.5) * 40;
setHeight(ix, iz, h + n);
}
}
}
// 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() * 2 * PI;
for (var i=0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*2*PI/numPlayers;
playerX[i] = 0.5 + 0.3*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.3*sin(playerAngle[i]);
}
function distanceToPlayers(x, z)
{
var r = 10000;
for (var i = 0; i < numPlayers; i++)
{
var dx = x - playerX[i];
var dz = z - playerZ[i];
r = min(r, dx*dx + dz*dz);
}
return sqrt(r);
}
function playerNearness(x, z)
{
var d = fractionToTiles(distanceToPlayers(x,z));
if (d < 13)
{
return 0;
}
else if (d < 19)
{
return (d-13)/(19-13);
}
else
{
return 1;
}
}
RMS.SetProgress(10);
for (var i=0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// 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);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
var citySize = 250
var placer = new ClumpPlacer(citySize, 0.95, 0.3, 0.1, ix, iz);
createArea(placer, [paintClass(clPlayer)], null);
// Create the city patch
var placer = new ClumpPlacer(citySize * 0.4, 0.6, 0.05, 10, ix, iz);
var painter = new TerrainPainter([tCity]);
createArea(placer, painter, null);
// Create starter 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(oPig, 5,5, 0,2)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// Create starter 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, 3,3, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// Create starter metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = bbDist + 4;
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 starter 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);
// create starting trees
var num = 2;
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(oOak, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(30);
log("Creating hills...");
var sizes = [scaleByMapSize(50, 800), scaleByMapSize(50, 400), scaleByMapSize(10, 30), scaleByMapSize(10, 30)];
for (var i = 0; i < sizes.length; i++)
{
var placer = new ClumpPlacer(sizes[i], 0.1, 0.2, 0.1);
var painter = new LayeredPainter(
[tCliff, [tForestFloor, tForestFloor, tCliff]], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
50,
sizes[i] < 50 ? 2 : 4
);
var mountains = createAreas(
placer,
[painter, paintClass(clHill), elevationPainter],
avoidClasses(clPlayer, 8, clBaseResource, 2, clHill, 5),
scaleByMapSize(1, 4)
);
if(sizes[i] > 100 && mountains.length > 0)
{
var placer = new ClumpPlacer(sizes[i] * 0.3, 0.94, 0.05, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_MODIFY,
10,
3
);
var painter = new LayeredPainter(
[tCliff, tForestFloor], // terrains
[2] // widths
);
createAreasInAreas(
placer,
[painter, elevationPainter],
stayClasses(clHill, 4),
mountains.length * 2,
20,
mountains
);
}
var placer = new ClumpPlacer(sizes[i], 0.1, 0.2, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
10,
2
);
var ravine = createAreas(
placer,
[painter, paintClass(clHill), elevationPainter],
avoidClasses(clPlayer, 6, clBaseResource, 2, clHill, 5),
scaleByMapSize(1, 3)
);
if(sizes[i] > 150 && ravine.length > 0)
{
// Place huts in ravines
var group = new RandomGroup(
[
new SimpleObject(aCeltHouse, 0,1, 4,5),
new SimpleObject(aCeltLongHouse, 1,1, 4,5)
], true, clHillDeco);
createObjectGroupsByAreas(
group, 0,
[avoidClasses(clHillDeco, 3), stayClasses(clHill, 3)],
ravine.length * 5, 20,
ravine
);
var group = new RandomGroup(
[
new SimpleObject(aCeltHomestead, 1,1, 1,1)
], true, clHillDeco);
createObjectGroupsByAreas(
group, 0,
[avoidClasses(clHillDeco, 5), stayClasses(clHill, 4)],
ravine.length * 2, 100,
ravine
);
// Place noise
var placer = new ClumpPlacer(sizes[i] * 0.3, 0.94, 0.05, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
2,
2
);
var painter = new LayeredPainter(
[tCliff, tForestFloor], // terrains
[2] // widths
);
createAreasInAreas(
placer,
[painter, elevationPainter],
[avoidClasses(clHillDeco, 2), stayClasses(clHill, 0)],
ravine.length * 2,
20,
ravine
);
var placer = new ClumpPlacer(sizes[i] * 0.1, 0.3, 0.05, 0.1);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET,
40,
2
);
var painter = new LayeredPainter(
[tCliff, tForestFloor], // terrains
[2] // widths
);
createAreasInAreas(
placer,
[painter, paintClass(clHill), elevationPainter],
[avoidClasses(clHillDeco, 2), borderClasses(clHill, 15, 1)],
ravine.length * 2,
50,
ravine
);
}
RMS.SetProgress(30 + (20 * (i / sizes.length)));
}
RMS.SetProgress(50);
var explorableArea = {};
explorableArea.points = [];
var playerClass = getTileClass(clPlayer);
var hillDecoClass = getTileClass(clHillDeco);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var h = getHeight(ix,iz);
if(h > 15 && h < 45 && playerClass.countMembersInRadius(ix, iz, 1) == 0)
{
// explorable area
var pt = {};
pt.x = ix;
pt.z = iz;
explorableArea.points.push(pt);
}
if(h > 35)
{
var rnd = randFloat();
if(g_Map.validT(ix, iz) && rnd < 0.1)
{
var i = randInt(aTrees.length);
placeObject(ix+randFloat(), iz+randFloat(), aTrees[i], 0, randFloat(0, TWO_PI));
}
}
else if(h < 15 && hillDecoClass.countMembersInRadius(ix, iz, 1) == 0)
{
var rnd = randFloat();
if(g_Map.validT(ix, iz) && rnd < 0.05)
{
var i = randInt(aTrees.length);
placeObject(ix+randFloat(), iz+randFloat(), aTrees[i], 0, randFloat(0, TWO_PI));
}
}
}
}
RMS.SetProgress(55);
// Add some general noise - after placing height dependant trees
for (var ix = 0; ix < mapSize; ix++)
{
var x = ix / (mapSize + 1.0);
for (var iz = 0; iz < mapSize; iz++)
{
var z = iz / (mapSize + 1.0);
var h = getHeight(ix,iz);
var pn = playerNearness(x,z);
var n = (noise0.get(x,z) - 0.5) * 10;
setHeight(ix, iz, h + (n * pn));
}
}
RMS.SetProgress(60);
// Calculate desired number of trees for map (based on size)
const MIN_TREES = 400;
const MAX_TREES = 6000;
const P_FOREST = 0.8;
const P_FOREST_JOIN = 0.25;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST * (1.0 - P_FOREST_JOIN);
var numForestJoin = totalTrees * P_FOREST * P_FOREST_JOIN;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var num = numForest / (scaleByMapSize(6,16) * numPlayers);
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new TerrainPainter(pForest);
createAreasInAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 5, clBaseResource, 4, clForest, 6, clHill, 4),
num,
100,
[explorableArea]
);
var num = numForestJoin / (scaleByMapSize(4,6) * numPlayers);
placer = new ClumpPlacer(numForestJoin / num, 0.1, 0.1, 1);
painter = new TerrainPainter(pForest);
createAreasInAreas(
placer,
[painter, paintClass(clForest), paintClass(clForestJoin)],
[avoidClasses(clPlayer, 5, clBaseResource, 4, clForestJoin, 5, clHill, 4), borderClasses(clForest, 1, 4)],
num,
100,
[explorableArea]
);
RMS.SetProgress(70);
// create grass patches
log("Creating grass 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,tGrassPatch],[tGrassPatch,tGrass], [tGrass,tGrassPatch]], // terrains
[1,1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clForest, 0, clHill, 2, clPlayer, 5),
scaleByMapSize(15, 45)
);
}
// create chopped forest patches
log("Creating chopped forest patches...");
var sizes = [scaleByMapSize(20, 120)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tForestFloor);
createAreas(
placer,
painter,
avoidClasses(clForest, 0, clHill, 2, clPlayer, 5),
scaleByMapSize(4, 12)
);
}
RMS.SetProgress(75);
log("Creating stone mines...");
// create stone quarries
var group = new SimpleGroup([new SimpleObject(oStoneSmall, 1,2, 0,4), new SimpleObject(oStoneLarge, 0,1, 0,4)], true, clRock);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clRock, 10)],
scaleByMapSize(6,20), 100,
[explorableArea]
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clRock, 10)],
scaleByMapSize(6,20), 100,
[explorableArea]
);
log("Creating metal mines...");
// create metal quarries
group = new SimpleGroup([new SimpleObject(oMetalSmall, 1,2, 0,4), new SimpleObject(oMetalLarge, 0,1, 0,4)], true, clMetal);
createObjectGroupsByAreas(group, 0,
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clMetal, 10, clRock, 5)],
scaleByMapSize(6,20), 100,
[explorableArea]
);
RMS.SetProgress(80);
// create wildlife
log("Creating wildlife...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clForest, 0, clPlayer, 0, clBaseResource, 20),
3 * numPlayers, 100,
[explorableArea]
);
group = new SimpleGroup(
[new SimpleObject(oBoar, 2,3, 0,5)],
true, clFood
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clForest, 0, clPlayer, 0, clBaseResource, 15),
numPlayers, 50,
[explorableArea]
);
group = new SimpleGroup(
[new SimpleObject(oBear, 1,1, 0,4)],
false, clFood
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clForest, 0, clPlayer, 20),
scaleByMapSize(3, 12), 200,
[explorableArea]
);
RMS.SetProgress(85);
log("Creating decorative props...");
group = new SimpleGroup(
[
new SimpleObject(aWoodA, 1,2, 0,1),
new SimpleObject(aWoodB, 1,3, 0,1),
new SimpleObject(aWheel, 0,2, 0,1),
new SimpleObject(aWoodLarge, 0,1, 0,1),
new SimpleObject(aBarrel, 0,2, 0,1)
],
true
);
createObjectGroupsByAreas(
group, 0,
avoidClasses(clForest, 0),
scaleByMapSize(5, 50), 50,
[explorableArea]
);
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oAleppoPine]; // 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
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clForest, 4, clHill, 5, clPlayer, 10, clBaseResource, 2, clMetal, 5, clRock, 5),
num, 20,
[explorableArea]
);
}
RMS.SetProgress(95);
// create grass tufts
log("Creating grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassLarge, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroupsByAreas(group, 0,
avoidClasses(clHill, 2, clPlayer, 2),
scaleByMapSize(50, 300), 20,
[explorableArea]
);
setTerrainAmbientColour(0.44,0.51,0.56);
setUnitsAmbientColour(0.44,0.51,0.56);
// Export map data
ExportMap();