0ad/binaries/data/mods/public/maps/random/latium.js
historic_bruno b4503bb61e Simplifies random map output, see #782.
Changes random maps to XZ coordinates, matching the engine.
More documentation for rmgen library.

This was SVN commit r9271.
2011-04-16 04:04:06 +00:00

539 lines
14 KiB
JavaScript

RMS.LoadLibrary("rmgen");
const WATER_WIDTH = 0.1;
// terrain textures
const tOceanDepths = "medit_sea_depths";
const tOceanRockDeep = "medit_sea_coral_deep";
const tOceanRockShallow = "medit_rocks_wet";
const tOceanCoral = "medit_sea_coral_plants";
const tBeachWet = "medit_sand_wet";
const tBeachDry = "medit_sand";
const tBeachGrass = "medit_rocks_grass";
const tBeachCliff = "medit_dirt";
const tGrassDry = ["medit_grass_field_brown", "medit_grass_field_dry", "medit_grass_field_b"];
const tGrass = ["medit_grass_field_dry", "medit_grass_field_brown", "medit_grass_field_b"];
const tGrassLush = ["grass_temperate_dry_tufts", "medit_grass_flowers"];
const tGrassShrubs = ["medit_grass_shrubs", "medit_grass_flowers"];
const tGrassRock = ["medit_rocks_grass"];
const tDirt = "medit_dirt";
const tDirtGrass = "medit_dirt_b";
const tDirtCliff = "medit_cliff_italia";
const tGrassCliff = "medit_cliff_italia_grass";
const tCliff = ["medit_cliff_italia", "medit_cliff_italia", "medit_cliff_italia_grass"];
const tForestFloor = "medit_grass_wild";
// gaia entities
const oBeech = "gaia/flora_tree_euro_beech";
const oBerryBush = "gaia/flora_bush_berry";
const oCarob = "gaia/flora_tree_carob";
const oCypress1 = "gaia/flora_tree_cypress";
const oCypress2 = "gaia/flora_tree_cypress";
const oLombardyPoplar = "gaia/flora_tree_poplar_lombardy";
const oOak = "gaia/flora_tree_oak";
const oPalm = "gaia/flora_tree_medit_fan_palm";
const oPine = "gaia/flora_tree_aleppo_pine";
const oPoplar = "gaia/flora_tree_poplar";
const oSheep = "gaia/fauna_sheep";
const oStone = "gaia/geology_stone_greek";
const oMetal = "gaia/geology_metal_greek";
// decorative props
const aBushLargeDry = "actor|props/flora/bush_medit_la_dry.xml";
const aBushLarge = "actor|props/flora/bush_medit_la.xml";
const aBushMedDry = "actor|props/flora/bush_medit_me_dry.xml";
const aBushMed = "actor|props/flora/bush_medit_me.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
const aBushSmallDry = "actor|props/flora/bush_medit_sm_dry.xml";
const aGrass = "actor|props/flora/grass_medit_field.xml";
const aGrassDry = "actor|props/flora/grass_soft_dry_small.xml";
const aRockLarge = "actor|geology/stone_granite_greek_large.xml";
const aRockMed = "actor|geology/stone_granite_greek_med.xml";
const aRockSmall = "actor|geology/stone_granite_greek_small.xml";
const aWaterLog = "actor|props/flora/water_log.xml";
// terrain + entity (for painting)
var pPalmForest = tForestFloor+TERRAIN_SEPARATOR+oPalm;
var pPineForest = tForestFloor+TERRAIN_SEPARATOR+oPine;
var pCarobForest = tForestFloor+TERRAIN_SEPARATOR+oCarob;
var pBeechForest = tForestFloor+TERRAIN_SEPARATOR+oBeech;
var pPoplarForest = tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar;
var tPalmForest = [pPalmForest, tGrass];
var tPineForest = [pPineForest, tGrass];
var tMainForest = [pCarobForest, pBeechForest, tGrass, tGrass];
var tPoplarForest = [pPoplarForest, tGrass];
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// Create classes
var clWater = createTileClass();
var clCliff = createTileClass();
var clForest = createTileClass();
var clMetal = createTileClass();
var clStone = createTileClass();
var clFood = createTileClass();
var clPlayer = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
// Place players
log("Placing players...");
var playerX = new Array(numPlayers+1);
var playerZ = new Array(numPlayers+1);
var numLeftPlayers = ceil(numPlayers/2);
for (var i=1; i <= numLeftPlayers; i++)
{
playerX[i] = 0.28 + (2*randFloat()-1)*0.01;
playerZ[i] = (0.5+i-1)/numLeftPlayers + (2*randFloat()-1)*0.01;
}
for (var i=numLeftPlayers+1; i <= numPlayers; i++)
{
playerX[i] = 0.72 + (2*randFloat()-1)*0.01;
playerZ[i] = (0.5+i-numLeftPlayers-1)/numLeftPlayers + (2*randFloat()-1)*0.01;
}
for (var i=1; i <= numPlayers; i++)
{
log("Creating base for player " + i + "...");
// get fractional locations in tiles
var ix = round(fractionToTiles(playerX[i]));
var iz = round(fractionToTiles(playerZ[i]));
addToClass(ix, iz, clPlayer);
// create TC and starting units
// TODO: Get civ specific starting units
var civ = getCivCode(i - 1);
placeObject(ix, iz, "structures/"+civ + "_civil_centre", i, PI*3/4);
var group = new SimpleGroup(
[new SimpleObject("units/"+civ+"_support_female_citizen", 3,3, 5,5)],
true, null, ix, iz
);
createObjectGroup(group, i);
// create starting berry bushes
var bbAngle = randFloat()*2*PI;
var bbDist = 9;
var bbX = round(ix + bbDist * cos(bbAngle));
var bbZ = round(iz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,2)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create starting mines
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3) {
mAngle = randFloat()*2*PI;
}
var mDist = 9;
var mX = round(ix + mDist * cos(mAngle));
var mZ = round(iz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStone, 2,2, 0,3),
new SimpleObject(oMetal, 2,2, 0,3)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting straggler trees
group = new SimpleGroup(
[new SimpleObject(oPalm, 3,3, 7,10)],
true, clBaseResource, ix, iz
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
function distanceToPlayers(x, z)
{
var r = 10000;
for (var i=1; i <= numPlayers; i++)
{
var dx = x - playerX[i];
var dz = z - playerZ[i];
r = min(r, dx*dx + dz*dz);
}
return sqrt(r);
}
function playerNearness(x, z)
{
var d = fractionToTiles(distanceToPlayers(x,z));
if (d < 13)
{
return 0;
}
else if (d < 19)
{
return (d-13)/(19-13);
}
else
{
return 1;
}
}
// Paint elevation
log("Painting elevation...");
var noise0 = new Noise2D(4 * mapSize/128);
var noise1 = new Noise2D(8 * mapSize/128);
var noise2 = new Noise2D(15 * mapSize/128);
var noise2a = new Noise2D(20 * mapSize/128);
var noise2b = new Noise2D(35 * mapSize/128);
var noise3 = new Noise2D(4 * mapSize/128);
var noise4 = new Noise2D(6 * mapSize/128);
var noise5 = new Noise2D(11 * mapSize/128);
for (var ix=0; ix<=mapSize; ix++)
{
for (var iz=0; iz<=mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
var pn = playerNearness(x, z);
var h = 0;
var distToWater = 0;
h = 32 * (x - 0.5);
// add the rough shape of the water
if (x < WATER_WIDTH)
{
h = max(-16.0, -28.0*(WATER_WIDTH-x)/WATER_WIDTH);
}
else if (x > 1.0-WATER_WIDTH)
{
h = max(-16.0, -28.0*(x-(1.0-WATER_WIDTH))/WATER_WIDTH);
}
else
{
distToWater = (0.5 - WATER_WIDTH - abs(x-0.5));
var u = 1 - abs(x-0.5) / (0.5-WATER_WIDTH);
h = 12*u;
}
// add some base noise
var baseNoise = 16*noise0.get(x,z) + 8*noise1.get(x,z) + 4*noise2.get(x,z) - (16+8+4)/2;
if ( baseNoise < 0 )
{
baseNoise *= pn;
baseNoise *= max(0.1, distToWater / (0.5-WATER_WIDTH));
}
var oldH = h;
h += baseNoise;
// add some higher-frequency noise on land
if ( oldH > 0 )
{
h += (0.4*noise2a.get(x,z) + 0.2*noise2b.get(x,z)) * min(oldH/10.0, 1.0);
}
// create cliff noise
if ( h > -10 )
{
var cliffNoise = (noise3.get(x,z) + 0.5*noise4.get(x,z)) / 1.5;
if (h < 1)
{
var u = 1 - 0.3*((h-1)/-10);
cliffNoise *= u;
}
cliffNoise += 0.05 * distToWater / (0.5 - WATER_WIDTH);
if (cliffNoise > 0.6)
{
var u = 0.8 * (cliffNoise - 0.6);
cliffNoise += u * noise5.get(x,z);
cliffNoise /= (1 + u);
}
cliffNoise -= 0.59;
cliffNoise *= pn;
if (cliffNoise > 0)
{
h += 19 * min(cliffNoise, 0.045) / 0.045;
}
}
// set the height
setHeight(ix, iz, h);
}
}
// Paint base terrain
log("Painting terrain...");
var noise6 = new Noise2D(10 * mapSize/128);
var noise7 = new Noise2D(20 * mapSize/128);
var noise8 = new Noise2D(13 * mapSize/128);
var noise9 = new Noise2D(26 * mapSize/128);
var noise10 = new Noise2D(50 * mapSize/128);
for (var ix=0; ix<mapSize; ix++)
{
for (var iz=0; iz<mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
var pn = playerNearness(x, z);
// get heights of surrounding vertices
var h00 = getHeight(ix, iz);
var h01 = getHeight(ix, iz+1);
var h10 = getHeight(ix+1, iz);
var h11 = getHeight(ix+1, iz+1);
// find min and max height
var maxH = Math.max(h00, h01, h10, h11);
var minH = Math.min(h00, h01, h10, h11);
// figure out if we're at the top of a cliff using min adjacent height
var minAdjHeight = minH;
if (maxH > 15)
{
var maxNx = min(ix+2, mapSize);
var maxNz = min(iz+2, mapSize);
for (var nx=max(ix-1, 0); nx <= maxNx; nx++)
{
for (var nz=max(iz-1, 0); nz <= maxNz; nz++)
{
minAdjHeight = min(minAdjHeight, getHeight(nx, nz));
}
}
}
// choose a terrain based on elevation
var t = tGrass;
// water
if (maxH < -12)
{
t = tOceanDepths;
}
else if (maxH < -8.8)
{
t = tOceanRockDeep;
}
else if (maxH < -4.7)
{
t = tOceanCoral;
}
else if (maxH < -2.8)
{
t = tOceanRockShallow;
}
else if (maxH < 0.9 && minH < 0.35)
{
t = tBeachWet;
}
else if (maxH < 1.5 && minH < 0.9)
{
t = tBeachDry;
}
else if (maxH < 2.3 && minH < 1.3)
{
t = tBeachGrass;
}
if (minH < 0)
{
addToClass(ix, iz, clWater);
}
// cliffs
if (maxH - minH > 2.9 && minH > -7)
{
t = tCliff;
addToClass(ix, iz, clCliff);
}
else if ((maxH - minH > 2.5 && minH > -5) || (maxH-minAdjHeight > 2.9 && minH > 0) )
{
if (minH < -1)
t = tCliff;
else if (minH < 0.5)
t = tBeachCliff;
else
t = [tDirtCliff, tGrassCliff, tGrassCliff, tGrassRock, tCliff];
addToClass(ix, iz, clCliff);
}
// forests
if (maxH - minH < 1 && minH > 1)
{
var forestNoise = (noise6.get(x,z) + 0.5*noise7.get(x,z)) / 1.5 * pn;
forestNoise -= 0.59;
if (forestNoise > 0)
{
if (minH > 5)
{
var typeNoise = noise10.get(x,z);
if (typeNoise < 0.43 && forestNoise < 0.05)
t = tPoplarForest;
else if (typeNoise < 0.63)
t = tMainForest;
else
t = tPineForest;
addToClass(ix, iz, clForest);
}
else if (minH < 3)
{
t = tPalmForest;
addToClass(ix, iz, clForest);
}
}
}
// grass variations
if (t == tGrass)
{
var grassNoise = (noise8.get(x,z) + 0.6*noise9.get(x,z)) / 1.6;
if (grassNoise < 0.3)
{
t = (maxH - minH > 1.2) ? tDirtCliff : tDirt;
}
else if (grassNoise < 0.34)
{
t = (maxH - minH > 1.2) ? tGrassCliff : tGrassDry;
if (maxH - minH < 0.5 && randFloat() < 0.03)
{
placeObject(ix+randFloat(), iz+randFloat(), aGrassDry, 0, randFloat()*2*PI);
}
}
else if (grassNoise > 0.61)
{
t = ((maxH - minH) > 1.2 ? tGrassRock : tGrassShrubs);
}
else
{
if ((maxH - minH) < 0.5 && randFloat() < 0.05)
{
placeObject(ix+randFloat(), iz+randFloat(), aGrass, 0, randFloat()*2*PI);
}
}
}
placeTerrain(ix, iz, t);
}
}
log("Placing settlements...");
// create settlements
// group = new SimpleGroup([new SimpleObject("gaia/special_settlement", 1,1, 0,0)], true, clSettlement);
// createObjectGroups(group, 0,
// avoidClasses(clWater, 5, clForest, 4, clPlayer, 25, clCliff, 4, clSettlement, 35),
// 2*numPlayers, 50
// );
log("Placing straggler trees...");
// create straggler trees
var trees = [oCarob, oBeech, oLombardyPoplar, oLombardyPoplar, oPine];
for (var t in trees)
{
group = new SimpleGroup([new SimpleObject(trees[t], 1,1, 0,1)], true, clForest);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clCliff, 0, clForest, 1, clPlayer, 15),
mapArea/7000, 50
);
}
log("Placing cypress trees...");
// create cypresses
group = new SimpleGroup(
[new SimpleObject(oCypress2, 1,3, 0,3),
new SimpleObject(oCypress1, 0,2, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 4, clCliff, 2, clForest, 1, clPlayer, 15),
mapArea/3500, 50
);
log("Placing bushes...");
// create bushes
group = new SimpleGroup(
[new SimpleObject(aBushSmall, 0,2, 0,2), new SimpleObject(aBushSmallDry, 0,2, 0,2),
new SimpleObject(aBushMed, 0,1, 0,2), new SimpleObject(aBushMedDry, 0,1, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 4, clCliff, 2),
mapArea/1800, 50
);
log("Placing rocks...");
// create rocks
group = new SimpleGroup(
[new SimpleObject(aRockSmall, 0,3, 0,2), new SimpleObject(aRockMed, 0,2, 0,2),
new SimpleObject(aRockLarge, 0,1, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clCliff, 0),
mapArea/1800, 50
);
log("Placing stone mines...");
// create stone
group = new SimpleGroup([new SimpleObject(oStone, 2,3, 0,2)], true, clStone);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clStone, 15),
new BorderTileClassConstraint(clCliff, 0, 5)],
3 * numPlayers, 100
);
log("Placing metal mines...");
// create metal
group = new SimpleGroup([new SimpleObject(oMetal, 2,3, 0,2)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clMetal, 15, clStone, 5),
new BorderTileClassConstraint(clCliff, 0, 5)],
3 * numPlayers, 100
);
log("Placing sheep...");
// create sheep
group = new SimpleGroup([new SimpleObject(oSheep, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8),
3 * numPlayers, 100
);
log("Placing berry bushes...");
// create berry bushes
group = new SimpleGroup([new SimpleObject(oBerryBush, 5,7, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8),
1.5 * numPlayers, 100
);
// Adjust environment
setSkySet("sunny");
setWaterMurkiness(0.626953);
setWaterShininess(0.732422);
setWaterTint(0, 0.501961, 0.501961);
setWaterReflectionTint(0.313726, 0.376471, 0.521569);
setWaterReflectionTintStrength(0.615234);
// Export map data
ExportMap();