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

638 lines
18 KiB
JavaScript

RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
var random_terrain = randInt(1,3);
if (random_terrain == 1)
{
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)
{
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
{
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();
var clPass = 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++)
{
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);
if (random_terrain == 3)
{
var seaHeight = 0;
}
else
{
var seaHeight = -3;
}
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = 1;
var placer = new ClumpPlacer(mapArea * 0.08 * lSize, 0.7, 0.05, 10, ix, iz);
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)));
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 ClumpPlacer(mapArea * 0.13 * lSize, 0.7, 0.05, 10, ix, iz);
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)));
// create islands
log("Creating islands...");
placer = new ClumpPlacer(floor(hillSize*randFloat(0.05,0.3)), 0.80, 0.1, 10);
terrainPainter = new LayeredPainter(
[tPrimary, tPrimary], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, unPaintClass(clWater)],
borderClasses(clWater, 10, 1),
scaleByMapSize(2, 5)*randInt(8,14), 30
);
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 ClumpPlacer(mapArea * 0.15 * lSize, 0.7, 0.05, 10, ix, iz);
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
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 10),
scaleByMapSize(100, 200)
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tPrimary, tCliff, tPrimary], // terrains
[1, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 20, clHill, 15, clWater, 0, clPass, 1),
scaleByMapSize(1, 4) * numPlayers
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 600;
var MAX_TREES = 3600;
var P_FOREST = 0.7;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tForestFloor, tPrimary, pForest], [tForestFloor, pForest]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 8, clHill, 0, clWater, 2, clPass, 1),
num
);
}
RMS.SetProgress(60);
// create dirt patches
log("Creating dirt 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(
[[tPrimary,tSecondary],[tSecondary,tHalfSnow], [tHalfSnow,tSnowLimited]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tHalfSnow);
createAreas(
placer,
painter,
avoidClasses(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(65);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(70);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(75);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// create rabbit
log("Creating rabbit...");
group = new SimpleGroup(
[new SimpleObject(oRabbit, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
if (random_terrain !== 3)
{
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
11 * numPlayers, 60
);
}
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oPine, oPine]; // 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
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
if (random_terrain !== 3)
{
//create small grass tufts
log("Creating small grass tufts...");
var planetm = 1;
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[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)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
planetm * scaleByMapSize(13, 200), 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
);
}
setSkySet("stormy");
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 6, PI / 4));
setWaterColour(0.035,0.098,0.314);
setWaterTint(0.259,0,49,0.808);
setWaterReflectionTint(0.255, 0.361, 0.651);
setWaterWaviness(3.0);
setWaterMurkiness(0.88);
setWaterReflectionTintStrength(0.05);
// Export map data
ExportMap();