0ad/binaries/data/mods/public/maps/random/saharan_oases.js
Spahbod 9c34b1ffed Major random map bugfixes:
Fixes the chicken problem
There are no more unreachable trees around the map (hopefully)
Fixed the bug that caused edges of the map ruin the layout of painters
(One of the best examples to look is archipelago, before and after this
revision).
Fixed those out of memory errors caused by pathplacer (Mostly noticeable
in alpine valley and corinthian isthmus)
And some other minor tweaks.
Fixes #1577

This was SVN commit r13004.
2012-12-21 09:48:36 +00:00

375 lines
11 KiB
JavaScript

RMS.LoadLibrary("rmgen");
var tCity = "desert_city_tile";
var tCityPlaza = "desert_city_tile_plaza";
var tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
var tDunes = "desert_sand_dunes_100";
var tFineSand = "desert_sand_smooth";
var tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"];
var tForestFloor = "desert_forestfloor_palms";
var tGrass = "desert_dirt_rough_2";
var tGrassSand50 = "desert_sand_dunes_50";
var tGrassSand25 = "desert_dirt_rough";
var tDirt = "desert_dirt_rough";
var tDirtCracks = "desert_dirt_cracks";
var tShore = "desert_shore_stones";
var tWaterDeep = "desert_shore_stones_wet";
var tLush = "desert_grass_a";
var tSLush = "desert_grass_a_sand";
var tSDry = "desert_plants_b";
// gaia entities
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oCamel = "gaia/fauna_camel";
var oFish = "gaia/fauna_fish";
var oGazelle = "gaia/fauna_gazelle";
var oGiraffe = "gaia/fauna_giraffe";
var oGoat = "gaia/fauna_goat";
var oWildebeest = "gaia/fauna_wildebeest";
var oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
var oStoneSmall = "gaia/geology_stone_desert_small";
var oMetalLarge = "gaia/geology_metal_desert_slabs";
var oDatePalm = "gaia/flora_tree_date_palm";
var oSDatePalm = "gaia/flora_tree_cretan_date_palm_short";
var eObelisk = "other/obelisk";
var ePyramid = "other/pyramid_minor";
var oWood = "gaia/special_treasure_wood";
var oFood = "gaia/special_treasure_food_bin";
// decorative props
var aBush1 = "actor|props/flora/bush_desert_a.xml";
var aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
var aBush3 = "actor|props/flora/bush_medit_sm_dry.xml";
var aBush4 = "actor|props/flora/plant_desert_a.xml";
var aBushes = [aBush1, aBush2, aBush3, aBush4];
var aDecorativeRock = "actor|geology/stone_desert_med.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/water_lillies.xml";
// terrain + entity (for painting)
var pForest = [tLush + TERRAIN_SEPARATOR + oDatePalm, tLush + TERRAIN_SEPARATOR + oSDatePalm, tLush];
var pForestOasis = [tLush + TERRAIN_SEPARATOR + oDatePalm, tLush + TERRAIN_SEPARATOR + oSDatePalm, tLush];
const BUILDING_ANGlE = -PI/4;
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = 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 clDesert = createTileClass();
var clPond = createTileClass();
var clShore = createTileClass();
var clTreasure = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
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 + "...");
// 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]);
var ix = floor(fx);
var iz = floor(fz);
addToClass(ix, iz, 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([tCityPlaza, tCity], [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 = radius - 5;
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 = floor(hillSize / 100);
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = 12;
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oSDatePalm, 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(aBush1, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(30);
for (var i = 0; i < numPlayers; i++)
{
// create the oases
log("Creating oases...");
var oRadius = scaleByMapSize(16, 60);
placer = new ClumpPlacer(PI*oRadius*oRadius*0.185, 0.6, 0.15, 0, mapSize*(0.5 + 0.18*cos(playerAngle[i]) + scaleByMapSize(1, 4)*cos(playerAngle[i])/100), mapSize*(0.5 + 0.18*sin(playerAngle[i]) + scaleByMapSize(1, 4)*sin(playerAngle[i])/100));
painter = new LayeredPainter([tSLush ,[tLush, pForest], [tLush, pForestOasis], tShore, tShore, tWaterDeep], [2, 2, 1, 3, 1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -3, 8);
createArea(placer, [painter, elevationPainter, paintClass(clWater)], null);
}
// create grass patches
log("Creating grass 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(
[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clGrass, 5, clPlayer, 0, clWater, 1, clDirt, 5, clShore, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
// 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(
[[tDirt,tDirtCracks],[tDirt,tFineSand], [tDirtCracks,tFineSand]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clDirt, 5, clPlayer, 0, clWater, 1, clGrass, 5, clShore, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(60);
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(clForest, 1, clPlayer, 26, clRock, 10, clWater, 1),
2*scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 26, clRock, 10, clWater, 1),
2*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(clForest, 1, clPlayer, 26, clMetal, 10, clRock, 5, clWater, 1),
2*scaleByMapSize(4,16), 100
);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clPond, 1),
5*scaleByMapSize(16, 262), 50
);
// create shrubs
log("Creating shrubs...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clPlayer, 0, clPond, 1),
scaleByMapSize(10, 100), 50
);
// create small decorative rocks on mines
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
stayClasses(clRock, 0),
5*scaleByMapSize(16, 262), 50
);
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
stayClasses(clMetal, 0),
5*scaleByMapSize(16, 262), 50
);
// create gazelles
log("Creating gazelles...");
group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
borderClasses(clWater, 8, 5),
6*scaleByMapSize(5,20), 50
);
// create goats
log("Creating goats...");
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
createObjectGroups(group, 0,
borderClasses(clWater, 8, 5),
5*scaleByMapSize(5,20), 50
);
// create treasures
log("Creating treasures...");
group = new SimpleGroup([new SimpleObject(oFood, 1,1, 0,2)], true, clTreasure);
createObjectGroups(group, 0,
borderClasses(clWater, 8, 5),
3*scaleByMapSize(5,20), 50
);
group = new SimpleGroup([new SimpleObject(oWood, 1,1, 0,2)], true, clTreasure);
createObjectGroups(group, 0,
borderClasses(clWater, 8, 5),
3*scaleByMapSize(5,20), 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
borderClasses(clWater, 14, 5),
5*scaleByMapSize(5,20), 50
);
// Set environment
setSkySet("sunny");
setSunColour(0.746, 0.718, 0.539);
setWaterColour(0, 0.227, 0.843);
setWaterTint(0, 0.545, 0.859);
setWaterReflectionTint(1, 1, 1);
setWaterWaviness(1);
setWaterMurkiness(0.5);
setWaterReflectionTintStrength(0.0);
// Export map data
ExportMap();