0ad/binaries/data/mods/public/maps/random/mainland.js
Spahbod 708f003df3 Applying the new improvements: English Channel, Fortress
More cleanup and tweaks.

This was SVN commit r14707.
2014-01-30 17:09:45 +00:00

335 lines
8.5 KiB
JavaScript

RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
const tForestFloor2 = rBiomeT3();
const tCliff = rBiomeT4();
const tTier1Terrain = rBiomeT5();
const tTier2Terrain = rBiomeT6();
const tTier3Terrain = rBiomeT7();
const tHill = rBiomeT8();
const tDirt = rBiomeT9();
const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTier4Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
const tShore = rBiomeT14();
const tWater = rBiomeT15();
// gaia entities
const oTree1 = rBiomeE1();
const oTree2 = rBiomeE2();
const oTree3 = rBiomeE3();
const oTree4 = rBiomeE4();
const oTree5 = rBiomeE5();
const oFruitBush = rBiomeE6();
const oChicken = rBiomeE7();
const oMainHuntableAnimal = rBiomeE8();
const oFish = rBiomeE9();
const oSecondaryHuntableAnimal = rBiomeE10();
const oStoneLarge = rBiomeE11();
const oStoneSmall = rBiomeE12();
const oMetalLarge = rBiomeE13();
// decorative props
const aGrass = rBiomeA1();
const aGrassShort = rBiomeA2();
const aReeds = rBiomeA3();
const aLillies = rBiomeA4();
const aRockLarge = rBiomeA5();
const aRockMedium = rBiomeA6();
const aBushMedium = rBiomeA7();
const aBushSmall = rBiomeA8();
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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();
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
placeTerrain(ix, iz, tMainTerrain);
}
}
// 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(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 + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// 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);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// 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(oFruitBush, 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 = 12;
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 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);
var hillSize = PI * radius * radius;
// create starting trees
var num = 5;
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(12, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oTree1, num, num, 0,3)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(20);
// create bumps
createBumps();
// create hills
if (randInt(1,2) == 1)
createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15), clHill, scaleByMapSize(3, 15));
else
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15), clHill, scaleByMapSize(3, 15));
// create forests
createForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
avoidClasses(clPlayer, 20, clForest, 18, clHill, 0),
clForest,
1.0,
random_terrain
);
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
[1,1]
);
// create grass patches
log("Creating grass patches...");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tTier4Terrain
);
RMS.SetProgress(55);
log("Creating stone mines...");
// create stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
]
)
log("Creating metal mines...");
// create large metal quarries
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
clMetal
)
RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain==7)
planetm = 8;
createDecoration
(
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
[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)],
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(8, 131),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200)
]
);
RMS.SetProgress(70);
// create animals
createFood
(
[
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
]
);
RMS.SetProgress(75);
// create fruits
createFood
(
[
[new SimpleObject(oFruitBush, 5,7, 0,4)]
],
[
3 * numPlayers
],
avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
RMS.SetProgress(85);
// create straggler trees
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
createStragglerTrees(types);
// Export map data
ExportMap();