forked from 0ad/0ad
404 lines
12 KiB
JavaScript
404 lines
12 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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// terrain textures
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const tGrass = ["temp_grass_aut", "temp_grass_aut", "temp_grass_d_aut"];
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const tForestFloor = "temp_grass_aut";
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const tGrassA = "temp_grass_plants_aut";
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const tGrassB = "temp_grass_b_aut";
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const tGrassC = "temp_grass_c_aut";
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const tDirt = ["temp_plants_bog_aut", "temp_mud_a"];
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const tHill = ["temp_highlands_aut", "temp_grass_long_b_aut"];
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const tCliff = ["temp_cliff_a", "temp_cliff_b"];
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const tRoad = "temp_road_aut";
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const tRoadWild = "temp_road_overgrown_aut";
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const tGrassPatch = "temp_grass_plants_aut";
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const tShoreBlend = "temp_grass_plants_aut";
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const tShore = "temp_plants_bog_aut";
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const tWater = "temp_mud_a";
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// gaia entities
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const oBeech = "gaia/flora_tree_euro_beech_aut";
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const oOak = "gaia/flora_tree_oak_aut";
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const oPine = "gaia/flora_tree_pine";
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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_rabbit";
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const oBerryBush = "gaia/flora_bush_berry";
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const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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const oStoneSmall = "gaia/geology_stone_temperate";
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const oMetalLarge = "gaia/geology_metal_temperate_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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const oMetal = "gaia/special_treasure_metal";
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const oStone = "gaia/special_treasure_stone";
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// decorative props
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const aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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const aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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const aRockLarge = "actor|geology/stone_granite_med.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aReeds = "actor|props/flora/reeds_pond_dry.xml";
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const aLillies = "actor|props/flora/water_lillies.xml";
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const aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
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const aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oBeech, tForestFloor];
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const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
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const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPine, 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 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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// 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 baseRadius = 30;
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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] = mapSize*(0.5 + 0.35*cos(playerAngle[i]));
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playerZ[i] = mapSize*(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 startEntities = getStartingEntities(i);
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// Place starting entities
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createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities, BUILDING_ANGlE)
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var uDist = 8;
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var uSpace = 2;
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for (var j = 1; j < startEntities.length - 1; ++j)
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{
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var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
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var count = (startEntities[j].Count !== undefined ? startEntities[j].Count : 1);
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for (var numberofentities = 0; numberofentities < count; numberofentities++)
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{
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var ux = playerX[i] + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
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var uz = playerZ[i] + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
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placeObject(ux, uz, startEntities[j].Template, i+1, uAngle);
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}
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}
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// create resources
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var bbAngle = BUILDING_ANGlE;
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var bbDist = 10;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oFood, 5,5, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oWood, 5,5, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetal, 3,3, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStone, 2,2, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// Base texture
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var civ = g_MapSettings.PlayerData[i].Civ;
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var tilesSize = (civ == "cart" ? 27 : 22);
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const minBoundX = (playerX[i] > tilesSize ? playerX[i] - tilesSize : 0);
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const minBoundY = (playerZ[i] > tilesSize ? playerZ[i] - tilesSize : 0);
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const maxBoundX = (playerX[i] < mapSize - tilesSize ? playerX[i] + tilesSize : mapSize);
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const maxBoundY = (playerZ[i] < mapSize - tilesSize ? playerZ[i] + tilesSize : mapSize);
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for (var tx = minBoundX; tx < maxBoundX; ++tx)
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{
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for (var ty = minBoundY; ty < maxBoundY; ++ty)
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{
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var unboundSumOfXY = tx + ty - minBoundX - minBoundY;
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if ((unboundSumOfXY > tilesSize) && (unboundSumOfXY < 3 * tilesSize) && (tx - ty + minBoundY - minBoundX < tilesSize) && (ty - tx - minBoundY + minBoundX < tilesSize))
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{
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placeTerrain(floor(tx), floor(ty), tRoad);
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addToClass(floor(tx), floor(ty), clPlayer);
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}
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}
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}
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// Place custom fortress
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if (civ == "brit" || civ == "celt" || civ == "gaul" || civ == "iber")
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{
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var wall = ["gate", "tower", "wallLong",
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"cornerIn", "wallLong", "barracks", "tower", "wallLong", "tower", "house", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "gate", "tower", "house", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "house", "wallLong",
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"cornerIn", "wallLong", "house", "tower"];
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}
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else
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{
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var wall = ["gate", "tower", "wallLong",
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"cornerIn", "wallLong", "barracks", "tower", "wallLong", "tower", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "gate", "tower", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "wallLong",
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"cornerIn", "wallLong", "house", "tower"];
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}
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placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1, BUILDING_ANGlE);
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}
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// create lakes
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log("Creating lakes...");
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var numLakes = round(scaleByMapSize(1,4) * numPlayers);
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var placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1,1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 3);
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var waterAreas = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 7, clWater, 20),
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numLakes
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);
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RMS.SetProgress(15);
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// create reeds
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log("Creating reeds...");
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group = new SimpleGroup(
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[new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 0,1, 0,4)], true
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);
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createObjectGroupsByAreas(group, 0,
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[borderClasses(clWater, 3, 0), stayClasses(clWater, 1)],
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numLakes, 100,
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waterAreas
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);
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RMS.SetProgress(20);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup(
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[new SimpleObject(oFish, 1,1, 0,1)],
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true, clFood
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);
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createObjectGroupsByAreas(group, 0,
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borderClasses(clWater, 2, 0), avoidClasses(clFood, 8),
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numLakes, 50,
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waterAreas
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);
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waterAreas = [];
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RMS.SetProgress(25);
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// create bumps
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createBumps(avoidClasses(clWater, 2, clPlayer, 5));
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RMS.SetProgress(30);
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// create hills
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log("Creating hills...");
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createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 5, clWater, 5, clHill, 15), clHill, scaleByMapSize(1, 4) * numPlayers);
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RMS.SetProgress(35);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 500;
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const MAX_TREES = 2500;
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const P_FOREST = 0.7;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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g_numStragglerTrees = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tForestFloor, tGrass, pForestD], [tForestFloor, pForestD]],
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[[tForestFloor, tGrass, pForestO], [tForestFloor, pForestO]],
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[[tForestFloor, tGrass, pForestP], [tForestFloor, pForestP]]
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]; // some variation
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var size = numForest / (scaleByMapSize(3,6) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
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var painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 5, clWater, 3, clForest, 15, clHill, 1),
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num
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);
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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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[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]],
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[1,1],
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 1)
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);
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RMS.SetProgress(55);
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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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tGrassPatch,
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 1)
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);
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RMS.SetProgress(60);
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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(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)
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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(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clHill, 1),
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clMetal
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)
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RMS.SetProgress(70);
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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(clWater, 0, clForest, 0, clPlayer, 1, clHill, 0)
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);
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RMS.SetProgress(80);
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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, 2,3, 0,2)],
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[new SimpleObject(oDeer, 5,7, 0,4)]
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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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avoidClasses(clWater, 0, clForest, 0, clPlayer, 6, clHill, 1, clFood, 20)
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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(1, 4) * numPlayers + 2
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],
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avoidClasses(clWater, 2, clForest, 0, clPlayer, 6, clHill, 1, clFood, 10)
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);
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RMS.SetProgress(90);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oOak, oBeech, oPine]; // some variation
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createStragglerTrees(types, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1));
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setSkySet("sunny");
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setWaterColour(0.157, 0.149, 0.443);
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setWaterTint(0.443,0.42,0.824);
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setWaterReflectionTint(0.863,0.667,0.608);
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setWaterWaviness(2.5);
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setWaterMurkiness(0.83);
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setWaterReflectionTintStrength(0.35);
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setFogFactor(0.35);
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setFogThickness(0.22);
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setFogColor(0.82,0.82, 0.73);
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setPPSaturation(0.56);
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setPPContrast(0.56);
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setPPBloom(0.38);
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setPPEffect("hdr");
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// Export map data
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ExportMap();
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