0ad/binaries/data/mods/public/maps/random/rmgen/library.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

368 lines
6.6 KiB
JavaScript

/////////////////////////////////////////////////////////////////////////////////////////////
// Constant definitions
/////////////////////////////////////////////////////////////////////////////////////////////
const PI = Math.PI;
const SEA_LEVEL = 20.0;
const TERRAIN_SEPARATOR = "|";
/////////////////////////////////////////////////////////////////////////////////////////////
// Utility functions
/////////////////////////////////////////////////////////////////////////////////////////////
function fractionToTiles(f)
{
return getMapSize() * f;
}
function tilesToFraction(t)
{
return t / getMapSize();
}
function fractionToSize(f)
{
return getMapArea() * f;
}
function sizeToFraction(s)
{
return s / getMapArea();
}
function cos(x)
{
return Math.cos(x);
}
function sin(x)
{
return Math.sin(x);
}
function tan(x)
{
return Math.tan(x);
}
function abs(x) {
return Math.abs(x);
}
function round(x)
{
return Math.round(x);
}
function lerp(a, b, t)
{
return a + (b-a) * t;
}
function sqrt(x)
{
return Math.sqrt(x);
}
function ceil(x)
{
return Math.ceil(x);
}
function floor(x)
{
return Math.floor(x);
}
function max(a, b)
{
return a > b ? a : b;
}
function min(a, b)
{
return a < b ? a : b;
}
function println(x)
{
print(x);
print("\n");
}
function argsToArray(x)
{
var numArgs = x.length;
if (numArgs != 1)
{
var ret = new Array(numArgs);
for (var i=0; i < numArgs; i++)
{
ret[i] = x[i];
}
return ret;
}
else
{
return x[0];
}
}
function chooseRand()
{
if (arguments.length==0)
{
error("chooseRand: requires at least 1 argument");
}
var ar = argsToArray(arguments);
return ar[randInt(ar.length)];
}
function createAreas(centeredPlacer, painter, constraint, num, retryFactor)
{
if (retryFactor === undefined)
{
retryFactor = 10;
}
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
var result = [];
var halfSize = getMapSize()/2;
while(good < num && bad <= maxFail)
{
if (isCircularMap())
{ // Polar coordinates
var r = halfSize * Math.sqrt(randFloat()); // uniform distribution
var theta = randFloat(0, 2 * PI);
centeredPlacer.x = Math.floor(r * Math.cos(theta)) + halfSize;
centeredPlacer.z = Math.floor(r * Math.sin(theta)) + halfSize;
}
else
{ // Rectangular coordinates
centeredPlacer.x = randInt(getMapSize());
centeredPlacer.z = randInt(getMapSize());
}
var area = g_Map.createArea(centeredPlacer, painter, constraint);
if (area !== undefined)
{
good++;
result.push(area);
}
else
{
bad++;
}
}
return result;
}
function createObjectGroups(placer, player, constraint, num, retryFactor)
{
if (retryFactor === undefined)
{
retryFactor = 10;
}
var maxFail = num * retryFactor;
var good = 0;
var bad = 0;
var halfSize = getMapSize()/2;
while(good < num && bad <= maxFail)
{
if (isCircularMap())
{ // Polar coordinates
var r = halfSize * Math.sqrt(randFloat()); // uniform distribution
var theta = randFloat(0, 2 * PI);
placer.x = Math.floor(r * Math.cos(theta)) + halfSize;
placer.z = Math.floor(r * Math.sin(theta)) + halfSize;
}
else
{ // Rectangular coordinates
placer.x = randInt(getMapSize());
placer.z = randInt(getMapSize());
}
var result = createObjectGroup(placer, player, constraint);
if (result !== undefined)
{
good++;
}
else
{
bad++;
}
}
return good;
}
function createTerrain(terrain)
{
if (terrain instanceof Array)
{
var terrainList = [];
for (var i = 0; i < terrain.length; ++i)
{
terrainList.push(createTerrain(terrain[i]));
}
return new RandomTerrain(terrainList);
}
else
{
return createSimpleTerrain(terrain);
}
}
function createSimpleTerrain(terrain)
{
if (typeof(terrain) == "string")
{ // Split string by pipe | character, this allows specifying terrain + tree type in single string
var params = terrain.split(TERRAIN_SEPARATOR, 2);
if (params.length != 2)
{
return new SimpleTerrain(terrain);
}
else
{
return new SimpleTerrain(params[0], params[1]);
}
}
else
{
error("createSimpleTerrain expects string as input, received "+terrain);
return undefined;
}
}
function placeObject(x, z, type, player, angle)
{
g_Map.addObjects(new Entity(type, player, x, z, angle));
}
function placeTerrain(x, z, terrain)
{
// convert terrain param into terrain object
g_Map.placeTerrain(x, z, createTerrain(terrain));
}
function isCircularMap()
{
return (g_MapSettings.CircularMap ? true : false);
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Access global map variable
/////////////////////////////////////////////////////////////////////////////////////////////
function createTileClass()
{
return g_Map.createTileClass();
}
function getTileClass(id)
{
// Check for valid class id
if (!g_Map.validClass(id))
{
return undefined;
}
return g_Map.tileClasses[id];
}
function createArea(placer, painter, constraint)
{
return g_Map.createArea(placer, painter, constraint);
}
function createObjectGroup(placer, player, constraint)
{
return g_Map.createObjectGroup(placer, player, constraint);
}
function getMapSize()
{
return g_Map.size;
}
function getMapArea()
{
return g_Map.size*g_Map.size;
}
function getNumPlayers()
{
return g_MapSettings.PlayerData.length;
}
function getCivCode(player)
{
return g_MapSettings.PlayerData[player].Civ;
}
function getHeight(x, z)
{
return g_Map.getHeight(x, z);
}
function setHeight(x, z, height)
{
g_Map.setHeight(x, z, height);
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Utility functions for classes
/////////////////////////////////////////////////////////////////////////////////////////////
// Add point to given class by id
function addToClass(x, z, id)
{
var tileClass = getTileClass(id);
if (tileClass !== null)
{
tileClass.add(x, z);
}
}
// Create a painter for the given class
function paintClass(id)
{
return new TileClassPainter(getTileClass(id));
}
// Create an avoid constraint for the given classes by the given distances
function avoidClasses(/*class1, dist1, class2, dist2, etc*/)
{
var ar = new Array(arguments.length/2);
for (var i=0; i < arguments.length/2; i++)
{
ar[i] = new AvoidTileClassConstraint(arguments[2*i], arguments[2*i+1]);
}
// Return single constraint
return new AndConstraint(ar);
}
// Create a stay constraint for the given classes by the given distances
function stayClasses(/*class1, dist1, class2, dist2, etc*/)
{
var ar = new Array(arguments.length/2);
for (var i=0; i < arguments.length/2; i++)
{
ar[i] = new StayInTileClassConstraint(arguments[2*i], arguments[2*i+1]);
}
// Return single constraint
return new AndConstraint(ar);
}