forked from 0ad/0ad
423 lines
12 KiB
JavaScript
423 lines
12 KiB
JavaScript
RMS.LoadLibrary("rmgen");
|
|
|
|
//terrain textures
|
|
const tMainDirt = ["desert_dirt_rocks_1", "desert_dirt_cracks"];
|
|
const tForestFloor1 = "forestfloor_dirty";
|
|
const tForestFloor2 = "desert_forestfloor_palms";
|
|
const tGrassSands = "desert_grass_a_sand";
|
|
const tGrass = "desert_grass_a";
|
|
const tSecondaryDirt = "medit_dirt_dry";
|
|
const tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
|
|
const tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
|
|
const tDirt = ["desert_dirt_rough", "desert_dirt_rough_2"];
|
|
const tRoad = "desert_shore_stones";;
|
|
const tRoadWild = "desert_grass_a_stones";;
|
|
|
|
// gaia entities
|
|
const oTamarix = "gaia/flora_tree_tamarix";
|
|
const oPalm = "gaia/flora_tree_date_palm";
|
|
const oPine = "gaia/flora_tree_aleppo_pine";
|
|
const oBush = "gaia/flora_bush_grapes";
|
|
const oChicken = "gaia/fauna_chicken";
|
|
const oCamel = "gaia/fauna_camel";
|
|
const oGazelle = "gaia/fauna_gazelle";
|
|
const oLion = "gaia/fauna_lion";
|
|
const oLioness = "gaia/fauna_lioness";
|
|
const oStoneLarge = "gaia/geology_stonemine_desert_quarry";
|
|
const oStoneSmall = "gaia/geology_stone_desert_small";
|
|
const oMetalLarge = "gaia/geology_metal_desert_slabs";
|
|
|
|
// decorative props
|
|
const aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
|
|
const aWaterFlower = "actor|props/flora/water_lillies.xml";
|
|
const aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
|
|
const aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
|
|
const aRock = "actor|geology/stone_desert_med.xml";
|
|
const aBushA = "actor|props/flora/bush_desert_dry_a.xml";
|
|
const aBushB = "actor|props/flora/bush_desert_dry_a.xml";
|
|
const aBushes = [aBushA, aBushB];
|
|
const aSand = "actor|particle/blowing_sand.xml";
|
|
|
|
const pForestP = [tForestFloor2 + TERRAIN_SEPARATOR + oPalm, tForestFloor2];
|
|
const pForestT = [tForestFloor1 + TERRAIN_SEPARATOR + oTamarix,tForestFloor2];
|
|
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 clGrass = createTileClass();
|
|
|
|
var playerIDs = [];
|
|
for (var i = 0; i < numPlayers; i++)
|
|
{
|
|
playerIDs.push(i+1);
|
|
}
|
|
playerIDs = sortPlayers(playerIDs);
|
|
|
|
// place players
|
|
|
|
var playerX = new Array(numPlayers);
|
|
var playerZ = new Array(numPlayers);
|
|
var playerAngle = new Array(numPlayers);
|
|
|
|
var startAngle = randFloat(0, TWO_PI);
|
|
for (var i = 0; i < numPlayers; i++)
|
|
{
|
|
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
|
}
|
|
|
|
for (var i = 0; i < numPlayers; i++)
|
|
{
|
|
var id = playerIDs[i];
|
|
log("Creating base for player " + id + "...");
|
|
|
|
// scale radius of player area by map size
|
|
var radius = scaleByMapSize(15,25);
|
|
|
|
// get the x and z in tiles
|
|
var fx = fractionToTiles(playerX[i]);
|
|
var fz = fractionToTiles(playerZ[i]);
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
|
|
// calculate size based on the radius
|
|
var size = PI * radius * radius;
|
|
|
|
// create the player area
|
|
var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
|
|
createArea(placer, paintClass(clPlayer), null);
|
|
|
|
// create the grass patches
|
|
var grassRadius = scaleByMapSize(13 ,30);
|
|
placer = new ClumpPlacer(PI*grassRadius*grassRadius, 0.3, 0.2, 10, ix, iz);
|
|
var painter = new LayeredPainter([tGrassSands, tGrass], [3]);
|
|
createArea(placer, [painter, paintClass(clGrass)], null);
|
|
|
|
// create the city patch
|
|
var cityRadius = 10;
|
|
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
|
var painter = new LayeredPainter([tRoadWild, tRoad], [3]);
|
|
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(oBush, 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 = 11;
|
|
var mX = round(fx + mDist * cos(mAngle));
|
|
var mZ = round(fz + mDist * sin(mAngle));
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
|
|
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), new RandomObject(aBushes, 2,4, 0,2)],
|
|
true, clBaseResource, mX, mZ
|
|
);
|
|
createObjectGroup(group, 0);
|
|
|
|
// create starting trees
|
|
var num = 3;
|
|
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([oPalm, oTamarix][randInt(0,1)], num, num, 0,5)],
|
|
false, clBaseResource, tX, tZ
|
|
);
|
|
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
|
}
|
|
|
|
RMS.SetProgress(10);
|
|
|
|
// 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(clPlayer, 13),
|
|
scaleByMapSize(300, 800)
|
|
);
|
|
|
|
// create hills
|
|
log("Creating hills...");
|
|
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[2] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
|
|
createAreas(
|
|
placer,
|
|
[terrainPainter, elevationPainter, paintClass(clHill)],
|
|
avoidClasses(clPlayer, 3, clGrass, 1, clHill, 10),
|
|
scaleByMapSize(1, 4) * numPlayers * 3
|
|
);
|
|
|
|
RMS.SetProgress(25);
|
|
|
|
// calculate desired number of trees for map (based on size)
|
|
const MIN_TREES = 400;
|
|
const MAX_TREES = 2000;
|
|
const 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 = [
|
|
[[tMainDirt, tForestFloor2, pForestP], [tForestFloor2, pForestP]],
|
|
[[tMainDirt, tForestFloor1, pForestT], [tForestFloor1, pForestT]]
|
|
]; // 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, 1, clGrass, 1, clWater, 3, clForest, 10, clHill, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
RMS.SetProgress(40);
|
|
|
|
// create dirt patches
|
|
log("Creating dirt patches...");
|
|
var sizes = [scaleByMapSize(5, 32), scaleByMapSize(6, 48), scaleByMapSize(7, 80)];
|
|
for (var i = 0; i < sizes.length; i++)
|
|
{
|
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
|
painter = new LayeredPainter(
|
|
[tSecondaryDirt ,tDirt], // terrains
|
|
[1] // widths
|
|
);
|
|
createAreas(
|
|
placer,
|
|
painter,
|
|
avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
|
|
scaleByMapSize(50, 90)
|
|
);
|
|
}
|
|
RMS.SetProgress(60);
|
|
|
|
// create big patches
|
|
log("Creating big patches...");
|
|
var sizes = [scaleByMapSize(10, 60), scaleByMapSize(15, 90), scaleByMapSize(20, 120)];
|
|
for (var i = 0; i < sizes.length; i++)
|
|
{
|
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
|
painter = new LayeredPainter(
|
|
[tSecondaryDirt ,tDirt], // terrains
|
|
[1] // widths
|
|
);
|
|
createAreas(
|
|
placer,
|
|
painter,
|
|
avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
|
|
scaleByMapSize(30, 90)
|
|
);
|
|
}
|
|
RMS.SetProgress(70);
|
|
|
|
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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
|
|
scaleByMapSize(2,8), 100
|
|
);
|
|
|
|
// create small stone quarries
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
|
|
scaleByMapSize(2,8), 100
|
|
);
|
|
|
|
log("Creating metal mines...");
|
|
// create large metal quarries
|
|
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clGrass, 1)],
|
|
scaleByMapSize(2,8), 100
|
|
);
|
|
|
|
// create small decorative rocks
|
|
log("Creating small decorative rocks...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aRock, 1,3, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
|
|
scaleByMapSize(16, 262), 50
|
|
);
|
|
|
|
|
|
//create bushes
|
|
log("Creating bushes...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aBushB, 1,2, 0,1), new SimpleObject(aBushA, 1,3, 0,2)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
|
|
scaleByMapSize(50, 500), 50
|
|
);
|
|
|
|
RMS.SetProgress(80);
|
|
|
|
// create gazelle
|
|
log("Creating gazelle...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oGazelle, 5,7, 0,4)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create lions
|
|
log("Creating lions...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oLion, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create camels
|
|
log("Creating camels...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oCamel, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
|
|
|
|
RMS.SetProgress(85);
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oPalm, oTamarix, 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, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
// create inner straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oPalm, oTamarix, 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, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1), stayClasses(clGrass, 3)],
|
|
num
|
|
);
|
|
}
|
|
|
|
// Set environment
|
|
setSkySet("sunny");
|
|
setSunElevation(PI / 6);
|
|
setSunRotation(randFloat(0, TWO_PI));
|
|
setSunColour(0.746, 0.718, 0.539);
|
|
setWaterColour(0.292, 0.347, 0.691);
|
|
setWaterTint(0.550, 0.543, 0.437);
|
|
setWaterReflectionTint(0.562, 0.511, 0.425);
|
|
setWaterMurkiness(0.83);
|
|
setWaterReflectionTintStrength(0.377);
|
|
|
|
// Export map data
|
|
ExportMap(); |