0ad/binaries/data/mods/public/maps/random/gulf_of_bothnia.js

525 lines
15 KiB
JavaScript

RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
var random_terrain = randInt(1,3);
if (random_terrain == 1)
{
setFogThickness(0.26);
setFogFactor(0.4);
setPPEffect("hdr");
setPPSaturation(0.48);
setPPContrast(0.53);
setPPBloom(0.12);
var tPrimary = ["alpine_dirt_grass_50"];
var tForestFloor = "alpine_forrestfloor";
var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
var tSecondary = "alpine_grass_rocky";
var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
var tSnowLimited = ["alpine_snow_rocky"];
var tDirt = "alpine_dirt";
var tRoad = "new_alpine_citytile";
var tRoadWild = "new_alpine_citytile";
var tShore = "alpine_shore_rocks_grass_50";
var tWater = "alpine_shore_rocks";
// gaia entities
var oPine = "gaia/flora_tree_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oRabbit = "gaia/fauna_rabbit";
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
}
else if (random_terrain == 2)
{
setFogFactor(0.35);
setFogThickness(0.19);
setPPSaturation(0.37);
setPPEffect("hdr");
var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
var tForestFloor = "alpine_forrestfloor_snow";
var tCliff = ["alpine_cliff_snow"];
var tSecondary = "alpine_grass_snow_50";
var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
var tSnowLimited = ["alpine_snow_a", "alpine_snow_b"];
var tDirt = "alpine_dirt";
var tRoad = "new_alpine_citytile";
var tRoadWild = "new_alpine_citytile";
var tShore = "alpine_shore_rocks_icy";
var tWater = "alpine_shore_rocks";
// gaia entities
var oPine = "gaia/flora_tree_pine_w";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oRabbit = "gaia/fauna_rabbit";
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
}
else
{
setFogFactor(0.41);
setFogThickness(0.23);
setPPSaturation(0.34);
setPPEffect("hdr");
var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
var tForestFloor = "alpine_snow_a";
var tCliff = ["alpine_cliff_snow"];
var tSecondary = "polar_ice_snow";
var tHalfSnow = ["polar_ice_cracked"];
var tSnowLimited = ["alpine_snow_a", "alpine_snow_b"];
var tDirt = "alpine_dirt";
var tRoad = "new_alpine_citytile";
var tRoadWild = "new_alpine_citytile";
var tShore = "polar_ice_snow";
var tWater = ["polar_ice_snow", "polar_ice"];
// gaia entities
var oPine = "gaia/flora_tree_pine_w";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oRabbit = "gaia/fauna_rabbit";
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
}
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
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, tPrimary);
}
}
// 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 = -PI/6;
for (var i = 0; i < numPlayers; i++)
{
if (numPlayers == 1)
playerAngle[i] = startAngle + TWO_PI/3;
else
playerAngle[i] = startAngle + i*TWO_PI/(numPlayers-1)*2/3;
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]);
ix = round(fx);
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 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 starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// 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(oBerryBush, 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 = 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(oPine, num, num, 0,5)],
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 the gulf
if (random_terrain == 3)
{
var seaHeight = 0;
}
else
{
var seaHeight = -3;
}
//create the upper part
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = 1;
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]);
var terrainPainter = new LayeredPainter(
[tPrimary, tPrimary, tPrimary, tPrimary], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
seaHeight, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
//the middle part
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.3);
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 120)), 1, ix, iz, 0, [floor(mapSize * 0.18 * lSize)]);
var terrainPainter = new LayeredPainter(
[tPrimary, tPrimary, tPrimary, tPrimary], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
seaHeight, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
//the lower part
var fx = fractionToTiles(0.5);
var fz = 0;
ix = round(fx);
iz = round(fz)+1;
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 100)), 1, ix, iz, 0, [floor(mapSize * 0.19 * lSize)]);
var terrainPainter = new LayeredPainter(
[tPrimary, tPrimary, tPrimary, tPrimary], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
seaHeight, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
if (random_terrain == 3)
{
paintTerrainBasedOnHeight(2, 3, 0, tShore);
paintTerrainBasedOnHeight(-1, 2, 2, tWater);
}
else
{
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
}
// create bumps
createBumps(avoidClasses(clWater, 2, clPlayer, 10));
// create hills
if (randInt(1,2) == 1)
createHills([tPrimary, tCliff, tPrimary], avoidClasses(clPlayer, 20, clHill, 15, clWater, 0), clHill, scaleByMapSize(1, 4) * numPlayers);
else
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 0), clHill, scaleByMapSize(1, 4) * numPlayers);
// create forests
createForests(
[tPrimary, tForestFloor, tForestFloor, pForest, pForest],
avoidClasses(clPlayer, 20, clForest, 16, clHill, 0, clWater, 2),
clForest,
1.0,
random_terrain
);
RMS.SetProgress(60);
// create dirt patches
log("Creating dirt patches...");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tPrimary,tSecondary],[tSecondary,tHalfSnow], [tHalfSnow,tSnowLimited]],
[1,1],
avoidClasses(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
// create grass patches
log("Creating grass patches...");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tHalfSnow,
avoidClasses(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
RMS.SetProgress(65);
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)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
)
log("Creating metal mines...");
// create large metal quarries
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
clMetal
)
RMS.SetProgress(70);
// create decoration
var multiplier = 0;
if (random_terrain !== 3) multiplier = 1;
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),
multiplier * scaleByMapSize(13, 200),
multiplier * scaleByMapSize(13, 200),
multiplier * scaleByMapSize(13, 200)
],
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
);
RMS.SetProgress(75);
// create animals
createFood
(
[
[new SimpleObject(oDeer, 5,7, 0,4)],
[new SimpleObject(oRabbit, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
);
// create fruits
createFood
(
[
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
if (random_terrain !== 3)
{
// create fish
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
25 * numPlayers
],
[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
);
}
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oPine];
createStragglerTrees(types, avoidClasses(clWater, 3, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
setSkySet("stormy");
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 6, PI / 4));
setWaterColour(0.035,0.098,0.314);
setWaterWaviness(5.0);
setWaterType("lake");
setWaterMurkiness(0.88);
// Export map data
ExportMap();