forked from 0ad/0ad
306 lines
8.6 KiB
JavaScript
306 lines
8.6 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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// terrain textures
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const tSand = "desert_dirt_rough";
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const tDunes = "desert_sand_dunes_100";
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const tFineSand = "desert_sand_smooth";
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const tCliff = "desert_cliff_badlands";
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const tGrassSand75 = "desert_grass_a";
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const tGrassSand50 = "desert_grass_a_sand";
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const tGrassSand25 = "desert_grass_a_stones";
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const tDirt = "desert_dirt_rough";
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const tDirtCracks = "desert_dirt_cracks";
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const tShore = "desert_sand_wet";
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const tWater = "desert_shore_stones";
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const tWaterDeep = "desert_shore_stones_wet";
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// gaia entities
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const oBerryBush = "gaia/flora_bush_berry";
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const oSheep = "gaia/fauna_sheep";
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const oDeer = "gaia/fauna_deer";
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const oStone = "gaia/geology_stone_greek";
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const oMetal = "gaia/geology_metal_greek";
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const oTree = "gaia/flora_tree_medit_fan_palm";
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// decorative props
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const aBush = "actor|props/flora/bush_dry_a.xml";
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const aDecorativeRock = "actor|geology/gray1.xml";
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// terrain + entity (for painting)
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var pForest = tGrassSand75 + TERRAIN_SEPARATOR + oTree;
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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 clHill1 = createTileClass();
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var clHill2 = createTileClass();
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var clHill3 = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clPatch = 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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// place players
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var playerX = new Array(numPlayers);
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var playerY = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat() * 2 * PI;
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for (var i=0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*2*PI/numPlayers;
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playerX[i] = 0.5 + 0.39*cos(playerAngle[i]);
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playerY[i] = 0.5 + 0.39*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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log("Creating base for player " + (i + 1) + "...");
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// scale radius of player area by map size
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var radius = mapSize * 0.026 + 7;
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// get the x and y in tiles
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var fx = fractionToTiles(playerX[i]);
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var fy = fractionToTiles(playerY[i]);
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var ix = round(fx);
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var iy = round(fy);
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// calculate size based on the radius
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var size = PI * radius * radius;
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// create the player area
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var placer = new ClumpPlacer(size, 0.9, 0.5, 0, ix, iy);
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createArea(placer, paintClass(clPlayer), null);
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// create the central road patch
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placer = new ClumpPlacer(PI*2*2, 0.6, 0.3, 0.5, ix, iy);
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var painter = new TerrainPainter(tDirt);
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createArea(placer, painter, null);
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// create the TC and citizens
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var civ = getCivCode(i);
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var group = new SimpleGroup(
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[ // elements (type, count, distance)
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new SimpleObject("structures/"+civ+"_civil_centre", 1,1, 0,0),
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new SimpleObject("units/"+civ+"_support_female_citizen", 3,3, 5,5)
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],
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true, null, ix, iy
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);
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createObjectGroup(group, i+1);
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// create berry bushes
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var bbAngle = randFloat()*2*PI;
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var bbDist = 10;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbY = round(fy + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oSheep, 5,5, 0,2)],
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true, clBaseResource, bbX, bbY
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);
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createObjectGroup(group, 0);
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// create mines
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3) {
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mAngle = randFloat()*2*PI;
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}
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var mDist = 12;
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var mX = round(fx + mDist * cos(mAngle));
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var mY = round(fy + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStone, 2,2, 0,3),
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new SimpleObject(oMetal, 2,2, 0,3)],
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true, clBaseResource, mX, mY
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);
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createObjectGroup(group, 0);
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// create starting straggler trees
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group = new SimpleGroup(
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[new SimpleObject(oTree, 2,2, 6,12)],
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true, null, ix, iy
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,1));
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}
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RMS.SetProgress(5);
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// create patches
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log("Creating sand patches...");
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var placer = new ClumpPlacer(30, 0.2, 0.1, 0);
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var painter = new LayeredPainter([[tSand, tFineSand], tFineSand], [1]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 5),
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mapArea/600
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);
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RMS.SetProgress(24);
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log("Creating dirt patches...");
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placer = new ClumpPlacer(10, 0.2, 0.1, 0);
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painter = new TerrainPainter([tSand, tDirt]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 5),
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mapArea/600
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);
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RMS.SetProgress(32);
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// create the oasis (roughly 4% of map area)
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log("Creating oasis...");
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placer = new ClumpPlacer(mapArea * 0.04, 0.6, 0.1, 0, mapSize/2, mapSize/2);
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painter = new LayeredPainter([[tSand, pForest], tShore, tWaterDeep], [6,1]);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -11, 5);
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createArea(placer, [painter, elevationPainter, paintClass(clForest)], null);
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RMS.SetProgress(51);
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// create hills
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log("Creating level 1 hills...");
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placer = new ClumpPlacer(150, 0.25, 0.1, 0.3);
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var terrainPainter = new LayeredPainter(
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[tCliff, tSand], // terrains
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[1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
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avoidClasses(clForest, 2, clPlayer, 0, clHill1, 16),
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mapArea/3800, 100
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);
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RMS.SetProgress(70);
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log("Creating small level 1 hills...");
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placer = new ClumpPlacer(60, 0.25, 0.1, 0.3);
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terrainPainter = new LayeredPainter(
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[tCliff, tSand], // terrains
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[1] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)],
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avoidClasses(clForest, 2, clPlayer, 0, clHill1, 3),
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mapArea/2800, 100
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);
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RMS.SetProgress(81);
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log("Creating level 2 hills...");
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placer = new ClumpPlacer(60, 0.2, 0.1, 0.9);
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terrainPainter = new LayeredPainter(
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[tCliff, tSand], // terrains
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[1] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill2)],
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[avoidClasses(clHill2, 1), stayClasses(clHill1, 0)],
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mapArea/2800, 200
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);
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RMS.SetProgress(91);
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log("Creating level 3 hills...");
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placer = new ClumpPlacer(25, 0.2, 0.1, 0.9);
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terrainPainter = new LayeredPainter(
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[tCliff, tSand], // terrains
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[1] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill3)],
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[avoidClasses(clHill3, 1), stayClasses(clHill2, 0)],
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mapArea/9000, 300
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);
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// create forests
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log("Creating forests...");
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placer = new ClumpPlacer(25, 0.15, 0.1, 0.3);
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painter = new TerrainPainter([tSand, pForest]);
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createAreas(placer, [painter, paintClass(clForest)],
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avoidClasses(clWater, 0, clPlayer, 1, clForest, 20, clHill1, 0),
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mapArea/4000, 50
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);
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log("Placing stone mines...");
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// create stone
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group = new SimpleGroup([new SimpleObject(oStone, 2,3, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 2, clForest, 2, clPlayer, 0, clRock, 13),
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new BorderTileClassConstraint(clHill1, 0, 4)],
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mapArea/4000, 100
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);
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log("Placing metal mines...");
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// create metal
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group = new SimpleGroup([new SimpleObject(oMetal, 2,3, 0,2)], true, clMetal);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 2, clForest, 2, clPlayer, 0, clMetal, 13, clRock, 5),
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new BorderTileClassConstraint(clHill1, 0, 4)],
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mapArea/4000, 100
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);
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RMS.SetProgress(97);
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// create decorative rocks for hills
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log("Creating decorative rocks...");
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group = new SimpleGroup([new SimpleObject(aDecorativeRock, 1,1, 0,0)], true);
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createObjectGroups(group, undefined,
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new BorderTileClassConstraint(clHill1, 0, 3),
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mapArea/2000, 100
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);
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// create deer
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log("Creating deer...");
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group = new SimpleGroup([new SimpleObject(oDeer, 5,7, 0,4)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill1, 0, clFood, 25),
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mapArea/5000, 50
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);
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// create sheep
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log("Creating sheep...");
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group = new SimpleGroup([new SimpleObject(oSheep, 1,3, 0,2)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill1, 0, clFood, 15),
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mapArea/5000, 50
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);
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// create straggler trees
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log("Creating straggler trees...");
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group = new SimpleGroup([new SimpleObject(oTree, 1,1, 0,0)], true);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clHill1, 0, clPlayer, 0),
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mapArea/1500
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);
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// create bushes
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log("Creating bushes...");
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group = new SimpleGroup([new SimpleObject(aBush, 2,3, 0,2)]);
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createObjectGroups(group, undefined,
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avoidClasses(clWater, 3, clHill1, 0, clPlayer, 0, clForest, 0),
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mapArea/1000
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);
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// create bushes
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log("Creating more decorative rocks...");
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group = new SimpleGroup([new SimpleObject(aDecorativeRock, 1,2, 0,2)]);
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createObjectGroups(group, undefined,
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avoidClasses(clWater, 3, clHill1, 0, clPlayer, 0, clForest, 0),
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mapArea/1000
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);
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// Export map data
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ExportMap();
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