0ad/binaries/data/mods/public/maps/random/cantabrian_highlands.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

518 lines
14 KiB
JavaScript

RMS.LoadLibrary("rmgen");
// terrain textures
const tGrass = ["temp_grass_long_b"];
const tGrassPForest = "temp_forestfloor_pine";
const tGrassDForest = "temp_forestfloor_a";
const tCliff = ["temp_cliff_a", "temp_cliff_b"];
const tGrassA = "temp_grass_d";
const tGrassB = "temp_grass_c";
const tGrassC = "temp_grass_clovers_2";
const tHill = ["temp_highlands", "temp_grass_long_b"];
const tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
const tRoad = "temp_road";
const tRoadWild = "temp_road_overgrown";
const tGrassPatch = "temp_grass_plants";
const tShoreBlend = "temp_mud_plants";
const tShore = "temp_mud_a";
const tWater = "temp_mud_a";
// gaia entities
const oOak = "gaia/flora_tree_oak";
const oOakLarge = "gaia/flora_tree_oak_large";
const oApple = "gaia/flora_tree_apple";
const oPine = "gaia/flora_tree_pine";
const oAleppoPine = "gaia/flora_tree_aleppo_pine";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
const oStoneSmall = "gaia/geology_stone_mediterranean";
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aLillies = "actor|props/flora/pond_lillies_large.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBushMedium = "actor|props/flora/bush_medit_me.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var 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();
// 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 = 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 = round(fx);
var iz = round(fz);
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
// create the ramp
var rampAngle = playerAngle[i] + PI + randFloat(-PI/8, PI/8);
var rampDist = radius;
var rampX = round(fx + rampDist * cos(rampAngle));
var rampZ = round(fz + rampDist * sin(rampAngle));
placer = new ClumpPlacer(100, 0.9, 0.5, 1, rampX, rampZ);
var painter = new SmoothElevationPainter(ELEVATION_SET, elevation-6, 5);
createArea(placer, painter, null);
placer = new ClumpPlacer(75, 0.9, 0.5, 1, rampX, rampZ);
painter = new TerrainPainter(tGrass);
createArea(placer, painter, null);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
// 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);
// 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(oOak, 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(10);
// create lakes
log("Creating lakes...");
var numLakes = round(scaleByMapSize(1,4) * numPlayers);
placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
terrainPainter = new LayeredPainter(
[tShoreBlend, tShore, tWater], // terrains
[1,1] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3);
var waterAreas = createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 2, clWater, 20),
numLakes
);
RMS.SetProgress(15);
// create reeds
log("Creating reeds...");
group = new SimpleGroup(
[new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 0,1, 0,4)], true
);
createObjectGroupsByAreas(group, 0,
[borderClasses(clWater, 3, 0), stayClasses(clWater, 1)],
numLakes, 100,
waterAreas
);
RMS.SetProgress(20);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 1,1, 0,1)],
true, clFood
);
createObjectGroupsByAreas(group, 0,
borderClasses(clWater, 2, 0), avoidClasses(clFood, 8),
numLakes, 50,
waterAreas
);
waterAreas = [];
RMS.SetProgress(25);
// 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, 0),
scaleByMapSize(100, 200)
);
RMS.SetProgress(30);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 2, clWater, 5, clHill, 15),
scaleByMapSize(1, 4) * numPlayers
);
RMS.SetProgress(35);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
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 = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // 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, clWater, 3, clForest, 10, clHill, 1),
num
);
}
RMS.SetProgress(40);
// 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(
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(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(tGrassPatch);
createAreas(
placer,
painter,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(50);
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, 0, clForest, 1, clPlayer, 5, 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, 0, clForest, 1, clPlayer, 5, 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, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clHill, 1)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(60);
// 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
);
RMS.SetProgress(65);
// 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(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 1, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 1, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(80);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oApple]; // 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
);
}
RMS.SetProgress(85);
//create small grass tufts
log("Creating small grass tufts...");
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),
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),
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, 1, clHill, 1, clPlayer, 1, clDirt, 1),
scaleByMapSize(13, 200), 50
);
// Set environment
setSkySet("cirrus");
setWaterColour(0.447, 0.412, 0.322); // muddy brown
setWaterTint(0.447, 0.412, 0.322); // muddy brown
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
setWaterMurkiness(1.0);
setWaterWaviness(2.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();