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

468 lines
14 KiB
JavaScript

RMS.LoadLibrary("rmgen");
var tGrass = ["temp_grass_aut", "temp_grass_aut", "temp_grass_d_aut"];
var tGrassPForest = "temp_grass_aut";
var tGrassDForest = "temp_grass_aut";
var tGrassA = "temp_grass_plants_aut";
var tGrassB = "temp_plants_bog_aut";
var tGrassC = ["temp_grass_b_aut", "temp_grass_c_aut"];
var tDirt = ["temp_plants_bog_aut", "temp_mud_a"];
var tHill = ["temp_highlands_aut", "temp_grass_long_b_aut"];
var tCliff = ["temp_cliff_a", "temp_cliff_b"];
var tRoad = "temp_road_aut";
var tRoadWild = "temp_road_overgrown_aut";
var tGrassPatch = "temp_grass_plants_aut";
var tShoreBlend = "temp_grass_plants_aut";
var tShore = "temp_plants_bog_aut";
var tWater = "temp_mud_a";
// gaia entities
var oBeech = "gaia/flora_tree_euro_beech_aut";
var oOak = "gaia/flora_tree_oak_aut";
var oPine = "gaia/flora_tree_pine";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_rabbit";
var oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
var oStoneSmall = "gaia/geology_stone_temperate";
var oMetalLarge = "gaia/geology_metal_temperate_slabs";
var oWood = "gaia/special_treasure_wood";
var oFood = "gaia/special_treasure_food_bin";
var oMetal = "gaia/special_treasure_metal";
var oStone = "gaia/special_treasure_stone";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aReeds = "actor|props/flora/reeds_pond_dry.xml";
var aLillies = "actor|props/flora/water_lillies.xml";
var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
var pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, 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 baseRadius = 30;
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = mapSize*(0.5 + 0.35*cos(playerAngle[i]));
playerZ[i] = mapSize*(0.5 + 0.35*sin(playerAngle[i]));
}
for (var i=0; i < numPlayers; i++)
{
var civ = g_MapSettings.PlayerData[i].Civ;
var startEntities = getStartingEntities(i);
// Place starting entities
createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities, BUILDING_ANGlE)
var uDist = 8;
var uSpace = 2;
for (var j = 1; j < startEntities.length - 1; ++j)
{
var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
var count = (startEntities[j].Count !== undefined ? startEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = playerX[i] + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = playerZ[i] + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, startEntities[j].Template, i+1, uAngle);
}
}
// create resources
var bbAngle = BUILDING_ANGlE;
var bbDist = 10;
var bbX = round(playerX[i] + bbDist * cos(bbAngle));
var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
var group = new SimpleGroup(
[new SimpleObject(oFood, 5,5, 0,2)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
bbAngle += PI/2;
var bbX = round(playerX[i] + bbDist * cos(bbAngle));
var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oWood, 5,5, 0,2)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
bbAngle += PI/2;
var bbX = round(playerX[i] + bbDist * cos(bbAngle));
var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oMetal, 3,3, 0,2)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
bbAngle += PI/2;
var bbX = round(playerX[i] + bbDist * cos(bbAngle));
var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oStone, 2,2, 0,2)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// Base texture
var placer = new ClumpPlacer(PI*baseRadius*baseRadius/4, 1/2, 1/8, 10, playerX[i], playerZ[i]);
createArea(placer,[new TerrainPainter(tRoad), paintClass(clPlayer)]);
// Place custom fortress
if (civ == "brit" || civ == "celt" || civ == "gaul" || civ == "iber")
{
var wall = ["gate", "tower", "wallLong",
"cornerIn", "wallLong", "barracks", "tower", "wallLong", "tower", "house", "wallLong",
"cornerIn", "wallLong", "house", "tower", "gate", "tower", "house", "wallLong",
"cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "house", "wallLong",
"cornerIn", "wallLong", "house", "tower"];
}
else
{
var wall = ["gate", "tower", "wallLong",
"cornerIn", "wallLong", "barracks", "tower", "wallLong", "tower", "wallLong",
"cornerIn", "wallLong", "house", "tower", "gate", "tower", "wallLong",
"cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "wallLong",
"cornerIn", "wallLong", "house", "tower"];
}
placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1, BUILDING_ANGlE);
}
// create lakes
log("Creating lakes...");
var numLakes = round(scaleByMapSize(1,4) * numPlayers);
var placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1,1] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 3);
var waterAreas = createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 7, 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);
var painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 5),
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, 17, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 5, 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]],
[[tGrassDForest, tGrass, pForestO], [tGrassDForest, pForestO]],
[[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, 5, clWater, 3, clForest, 7, 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, 1),
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, 1),
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, 6, 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, 6, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(80);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oBeech, oPine]; // 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, 4, 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
);
setSkySet("sunny");
setWaterColour(0.157, 0.149, 0.443);
setWaterTint(0.443,0.42,0.824);
setWaterReflectionTint(0.863,0.667,0.608);
setWaterWaviness(2.5);
setWaterMurkiness(0.83);
setWaterReflectionTintStrength(0.35);
// Export map data
ExportMap();