forked from 0ad/0ad
537 lines
16 KiB
JavaScript
537 lines
16 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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const tForestFloor2 = rBiomeT3();
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const tCliff = rBiomeT4();
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const tTier1Terrain = rBiomeT5();
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const tTier2Terrain = rBiomeT6();
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const tTier3Terrain = rBiomeT7();
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const tHill = rBiomeT8();
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const tDirt = rBiomeT9();
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const tRoad = rBiomeT10();
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const tRoadWild = rBiomeT11();
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const tTier4Terrain = rBiomeT12();
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const tShoreBlend = rBiomeT13();
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const tShore = rBiomeT14();
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const tWater = rBiomeT15();
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// gaia entities
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const oTree1 = rBiomeE1();
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const oTree2 = rBiomeE2();
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const oTree3 = rBiomeE3();
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const oTree4 = rBiomeE4();
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const oTree5 = rBiomeE5();
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const oFruitBush = rBiomeE6();
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const oChicken = rBiomeE7();
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const oMainHuntableAnimal = rBiomeE8();
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const oFish = rBiomeE9();
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const oSecondaryHuntableAnimal = rBiomeE10();
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const oStoneLarge = rBiomeE11();
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const oStoneSmall = rBiomeE12();
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const oMetalLarge = rBiomeE13();
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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 = rBiomeA1();
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const aGrassShort = rBiomeA2();
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const aReeds = rBiomeA3();
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const aLillies = rBiomeA4();
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const aRockLarge = rBiomeA5();
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const aRockMedium = rBiomeA6();
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const aBushMedium = rBiomeA7();
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const aBushSmall = rBiomeA8();
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const aTree = rBiomeA9();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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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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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var 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 clHill2 = createTileClass();
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var clForest = createTileClass();
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var clWater = 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 clSettlement = createTileClass();
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var clLand = createTileClass();
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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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placeTerrain(ix, iz, tMainTerrain);
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}
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}
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
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var placer = new ClumpPlacer(mapArea * 0.065 * lSize, 0.7, 0.1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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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(18,32);
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var cliffRadius = 2;
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var elevation = 20;
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var hillSize = PI * radius * radius;
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// get the x and z in tiles
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fx = fractionToTiles(playerX[i]);
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fz = fractionToTiles(playerZ[i]);
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ix = round(fx);
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iz = round(fz);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.65, 0.1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], 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(oFruitBush, 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 = 11;
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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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var hillSize = PI * radius * radius;
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// create starting trees
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var num = floor(hillSize / 100);
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = 12;
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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(oTree1, num, num, 0,4)],
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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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// 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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// create the city patch
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var cityRadius = radius/2;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]));
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var painter = new LayeredPainter([tMainTerrain, tMainTerrain], [1]);
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createArea(placer, [painter, paintClass(clPlayer)], null);
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}
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placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5));
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var painter = new LayeredPainter([tRoad, tRoad], [1]);
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createArea(placer, [painter, paintClass(clHill)], null);
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for (var i = 0; i < scaleByMapSize(9,16); i++)
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{
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var ix = randInt(1, mapSize - 1);
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var iz = randInt(1, mapSize - 1);
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var ix2 = randInt(1, mapSize - 1);
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var iz2 = randInt(1, mapSize - 1);
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var placer = new PathPlacer(ix, iz, ix2, iz2, scaleByMapSize(11,16), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
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var terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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30, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill2)], avoidClasses(clPlayer, 6, clHill2, 3, clHill, 2));
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}
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for (var g = 0; g < scaleByMapSize(5,30); g++)
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{
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var tx = randInt(1, mapSize - 1);
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var tz = randInt(1, mapSize - 1);
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placer = new ClumpPlacer(mapArea * 0.01 * lSize, 0.7, 0.1, 10, tx, tz);
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terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[3] // widths
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);
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elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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3 // blend radius
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);
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var newarea = createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 6));
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if (newarea !== null)
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{
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var distances = new Array(0);
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var d1 = 9999;
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var d2 = 9999;
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var p1 = -1;
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var p2 = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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distances.push(sqrt((tx-mapSize*playerX[i])*(tx-mapSize*playerX[i])+(tz-mapSize*playerZ[i])*(tz-mapSize*playerZ[i])));
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}
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for (var a = 0; a < numPlayers; a++)
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{
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if (d1 >= distances[a])
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{
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d2 = d1;
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d1 = distances[a];
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p2 = p1;
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p1 = a;
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}
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else if (d2 >= distances[a])
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{
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d2 = distances[a];
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p2 = a;
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}
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}
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var placer = new PathPlacer(tx, tz, mapSize*playerX[p1], mapSize*playerZ[p1], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
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var terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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var placer = new PathPlacer(tx, tz, mapSize*playerX[p2], mapSize*playerZ[p2], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
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var terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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}
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}
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for (var i = 0; i < numPlayers; i++)
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{
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if (i+1 == numPlayers)
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{
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var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
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}
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else
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{
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var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
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}
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var terrainPainter = new LayeredPainter(
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[tRoadWild, tRoad], // terrains
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[1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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2 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null);
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var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(0.5), fractionToTiles(0.5), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
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var terrainPainter = new LayeredPainter(
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[tRoadWild, tRoad], // terrains
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[1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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2 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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// create the city patch
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var cityRadius = radius/3;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]));
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var painter = new LayeredPainter([tRoad, tRoad], [1]);
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createArea(placer, [painter, paintClass(clPlayer)], null);
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}
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placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5));
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var painter = new LayeredPainter([tRoad, tRoad], [1]);
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createArea(placer, [painter, paintClass(clHill)], null);
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RMS.SetProgress(20);
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paintTerrainBasedOnHeight(3.1, 29, 0, tCliff);
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paintTileClassBasedOnHeight(3.1, 32, 0, clHill2);
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// create bumps
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createBumps([avoidClasses(clPlayer, 2), stayClasses(clLand, 2)]);
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// create hills
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createHills([tCliff, tCliff, tHill], [avoidClasses(clPlayer, 2, clHill, 8, clHill2, 8), stayClasses(clLand, 5)], clHill, scaleByMapSize(10, 40));
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// create hills outside the canyon
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createHills([tCliff, tCliff, tMainTerrain], avoidClasses(clLand, 1, clHill, 1), clHill, scaleByMapSize(20, 150), undefined, undefined, undefined, undefined, 40);
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// create forests
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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[avoidClasses(clPlayer, 1, clForest, 15, clHill, 1, clHill2, 0), stayClasses(clLand, 4)],
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clForest,
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1.0,
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random_terrain
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);
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RMS.SetProgress(50);
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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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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
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[1,1],
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)]
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);
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// create grass patches
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log("Creating grass patches...");
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tTier4Terrain,
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)]
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);
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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, 3, clRock, 10, clHill, 1, clHill2, 1), stayClasses(clLand, 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, 3, clMetal, 10, clRock, 5, clHill, 1, clHill2, 1), stayClasses(clLand, 2)],
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clMetal
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)
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RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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planetm = 8;
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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)],
|
|
[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)]
|
|
],
|
|
[
|
|
3*scaleByMapSize(16, 262),
|
|
3*scaleByMapSize(8, 131),
|
|
planetm * scaleByMapSize(13, 200),
|
|
planetm * scaleByMapSize(13, 200),
|
|
planetm * scaleByMapSize(13, 200)
|
|
],
|
|
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0)
|
|
);
|
|
|
|
// create actor trees
|
|
log("Creating actor trees...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aTree, 1,1, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clLand, 5),
|
|
scaleByMapSize(200, 800), 50
|
|
);
|
|
|
|
RMS.SetProgress(70);
|
|
|
|
// create animals
|
|
createFood
|
|
(
|
|
[
|
|
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
|
|
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
|
|
],
|
|
[
|
|
3 * numPlayers,
|
|
3 * numPlayers
|
|
],
|
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)]
|
|
);
|
|
|
|
// create fruits
|
|
createFood
|
|
(
|
|
[
|
|
[new SimpleObject(oFruitBush, 5,7, 0,4)]
|
|
],
|
|
[
|
|
3 * numPlayers
|
|
],
|
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 10, clHill2, 1), stayClasses(clLand, 3)]
|
|
);
|
|
|
|
RMS.SetProgress(85);
|
|
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
|
|
createStragglerTrees(types, [avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clHill2, 1), stayClasses(clLand, 3)]);
|
|
|
|
|
|
// create treasures
|
|
var fx = fractionToTiles(0.5);
|
|
var fz = fractionToTiles(0.5);
|
|
for (var i = 0; i < randInt(3,8); i++)
|
|
{
|
|
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oWood, 0, randFloat(0, TWO_PI))
|
|
}
|
|
for (var i = 0; i < randInt(3,8); i++)
|
|
{
|
|
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oFood, 0, randFloat(0, TWO_PI))
|
|
}
|
|
|
|
// Export map data
|
|
ExportMap(); |