0ad/binaries/data/mods/public/maps/random/kerala.js
historic_bruno b1c4e29ac8 Fixes inconsistencies in spelling of colour/color by preferring "color" (only wxWidgets remains with some API that requires "colour"), fixes #1029.
NOTE: requires update-workspaces and may require correction of some
modded actors/scenarios

This was SVN commit r16438.
2015-03-15 23:59:48 +00:00

491 lines
14 KiB
JavaScript

RMS.LoadLibrary("rmgen");
const tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"];
const tGrassA = "tropic_plants_c";
const tGrassB = "tropic_plants_c";
const tGrassC = "tropic_grass_c";
const tForestFloor = "tropic_grass_plants";
const tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"];
const tPlants = "tropic_plants";
const tRoad = "tropic_citytile_a";
const tRoadWild = "tropic_citytile_plants";
const tShoreBlend = "tropic_beach_dry_plants";
const tShore = "tropic_beach_dry";
const tWater = "tropic_beach_wet";
// gaia entities
const oTree = "gaia/flora_tree_toona";
const oPalm = "gaia/flora_tree_palm_tropic";
const oStoneLarge = "gaia/geology_stonemine_tropic_quarry";
const oStoneSmall = "gaia/geology_stone_tropic_a";
const oMetalLarge = "gaia/geology_metal_tropic_slabs";
const oFish = "gaia/fauna_fish";
const oDeer = "gaia/fauna_deer";
const oSheep = "gaia/fauna_tiger";
const oChicken = "gaia/fauna_chicken";
const oBush = "gaia/flora_bush_berry";
// decorative props
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBush1 = "actor|props/flora/plant_tropic_a.xml";
const aBush2 = "actor|props/flora/plant_lg.xml";
const aBush3 = "actor|props/flora/plant_tropic_large.xml";
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oTree, tForestFloor];
const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, 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 clHill2 = createTileClass();
var clHill3 = createTileClass();
var clHill4 = 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 clMountains = 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 playerPos = new Array(numPlayers);
for (var i = 0; i < numPlayers; i++)
{
playerPos[i] = (i + 1) / (numPlayers + 1);
playerX[i] = 0.45 + 0.2*(i%2)
playerZ[i] = playerPos[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);
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(oBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
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));
var 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 / 60);
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(12, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oTree, num, num, 0,3)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(15);
// create western sea
var fadedistance = 8;
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
if (ix < 0.31 * mapSize)
{
if (ix > 0.31 * mapSize - fadedistance)
{
setHeight(ix, iz, 3 - 8 * (0.31 * mapSize - ix) / fadedistance);
if (ix, iz, 3 - 8 * (0.31 * mapSize - ix) / fadedistance < 0.5)
addToClass(ix, iz, clWater);
}
else
{
setHeight(ix, iz, -5);
addToClass(ix, iz, clWater);
}
}
else if (ix > 0.69 * mapSize)
{
addToClass(ix, iz, clMountains)
}
}
}
// create shore
log("Creating shores...");
for (var i = 0; i < scaleByMapSize(20,120); i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 30)), 1, floor(randFloat(0.28,0.34)*mapSize), floor(randFloat(0.1,0.9)*mapSize));
var terrainPainter = new LayeredPainter(
[tGrass, tGrass], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
createArea(
placer,
[terrainPainter, elevationPainter, unPaintClass(clWater)],
null
);
}
paintTerrainBasedOnHeight(-6, 1, 1, tWater);
paintTerrainBasedOnHeight(1, 2.8, 1, tShoreBlend);
paintTerrainBasedOnHeight(0, 1, 1, tShore);
paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
RMS.SetProgress(45);
// create hills
log("Creating hills...");
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.1);
var terrainPainter = new LayeredPainter(
[tCliff, tGrass], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 25, 3);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
[avoidClasses(clPlayer, 20, clHill, 5, clWater, 2, clBaseResource, 2), stayClasses(clMountains, 0)],
scaleByMapSize(5, 40) * numPlayers
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 1000;
var MAX_TREES = 6000;
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 = [
[[tGrass, tGrass, tGrass, tGrass, pForestD], [tGrass, tGrass, tGrass, pForestD]],
[[tGrass, tGrass, tGrass, tGrass, pForestP], [tGrass, tGrass, tGrass, pForestP]]
]; // some variation
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,4))), 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 8),
num
);
}
RMS.SetProgress(70);
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[tGrassC,tGrassA,tGrassB], // terrains
[2,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16),
scaleByMapSize(20, 80)
);
}
var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[tPlants,tPlants], // terrains
[1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16),
scaleByMapSize(20, 80)
);
}
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, 20, 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
);
// 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),
3*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),
3*scaleByMapSize(8, 131), 50
);
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aBush1, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
8 * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aBush1, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
8 * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBush3, 1,2, 0,2), new SimpleObject(aBush2, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
8 * scaleByMapSize(13, 200), 50
);
RMS.SetProgress(95);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree, oPalm]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
// 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, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 6, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 22, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// 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)],
25 * numPlayers, 60
);
setSunColor(0.6, 0.6, 0.6);
setSunElevation(PI/ 3);
setWaterColor(0.524,0.734,0.839);
setWaterTint(0.369,0.765,0.745);
setWaterWaviness(1.0);
setWaterType("ocean");
setWaterMurkiness(0.35);
setFogFactor(0.4);
setFogThickness(0.2);
setPPEffect("hdr");
setPPContrast(0.7);
setPPSaturation(0.65);
setPPBloom(0.6);
setSkySet("cirrus");
ExportMap();