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

420 lines
12 KiB
JavaScript

RMS.LoadLibrary("rmgen");
//terrain textures
var tGrass = ["desert_dirt_rocks_1", "desert_dirt_cracks"];
var tGrassPForest = "forestfloor_dirty";
var tForestFloor = "desert_forestfloor_palms";
var tGrassA = "desert_grass_a_sand";
var tGrassB = "desert_grass_a";
var tGrassC = "medit_dirt_dry";
var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
var tDirt = ["desert_dirt_rough", "desert_dirt_rough_2"];
var tRoad = "desert_shore_stones";;
var tRoadWild = "desert_grass_a_stones";;
// gaia entities
var oTamarix = "gaia/flora_tree_tamarix";
var oPalm = "gaia/flora_tree_date_palm";
var oPine = "gaia/flora_tree_aleppo_pine";
var oBush = "gaia/flora_bush_grapes";
var oChicken = "gaia/fauna_chicken";
var oCamel = "gaia/fauna_camel";
var oGazelle = "gaia/fauna_gazelle";
var oLion = "gaia/fauna_lion";
var oLioness = "gaia/fauna_lioness";
var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
var oStoneSmall = "gaia/geology_stone_desert_small";
var oMetalLarge = "gaia/geology_metal_desert_slabs";
// decorative props
var aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
var aWaterFlower = "actor|props/flora/water_lillies.xml";
var aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
var aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
var aRock = "actor|geology/stone_desert_med.xml";
var rba6 = "actor|geology/stone_desert_med";
var aBushA = "actor|props/flora/bush_desert_dry_a.xml";
var aBushB = "actor|props/flora/bush_desert_dry_a.xml";
var aBushes = [aBushA, aBushB];
var aSand = "actor|particle/blowing_sand.xml";
var pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, tForestFloor];
var pForestT = [tGrassPForest + TERRAIN_SEPARATOR + oTamarix,tForestFloor];
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();
var clGrass = createTileClass();
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 + "...");
// scale radius of player area by map size
var radius = scaleByMapSize(15,25);
// 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 size = PI * radius * radius;
// create the player area
var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
createArea(placer, paintClass(clPlayer), null);
// create the grass patches
var grassRadius = scaleByMapSize(13 ,30);
placer = new ClumpPlacer(PI*grassRadius*grassRadius, 0.3, 0.2, 10, ix, iz);
var painter = new LayeredPainter([tGrassA, tGrassB], [3]);
createArea(placer, [painter, paintClass(clGrass)], null);
// create the city patch
var cityRadius = 10;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [3]);
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 mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 11;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
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), new RandomObject(aBushes, 2,4, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting trees
var num = 3;
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([oPalm, oTamarix][randInt(0,1)], num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(10);
// 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(clPlayer, 13),
scaleByMapSize(300, 800)
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 3, clGrass, 1, clHill, 10),
scaleByMapSize(1, 4) * numPlayers * 3
);
RMS.SetProgress(25);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 400;
const MAX_TREES = 2000;
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 = [
[[tGrass, tForestFloor, pForestP], [tForestFloor, pForestP]],
[[tGrass, tGrassPForest, pForestT], [tGrassPForest, pForestT]]
]; // 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, clGrass, 1, clWater, 3, clForest, 10, clHill, 1),
num
);
}
RMS.SetProgress(40);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(5, 32), scaleByMapSize(6, 48), scaleByMapSize(7, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[tGrassC ,tDirt], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
scaleByMapSize(50, 90)
);
}
RMS.SetProgress(60);
// create big patches
log("Creating big patches...");
var sizes = [scaleByMapSize(10, 60), scaleByMapSize(15, 90), scaleByMapSize(20, 120)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[tGrassC ,tDirt], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
scaleByMapSize(30, 90)
);
}
RMS.SetProgress(70);
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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
scaleByMapSize(2,8), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
scaleByMapSize(2,8), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clGrass, 1)],
scaleByMapSize(2,8), 100
);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
//create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushB, 1,2, 0,1), new SimpleObject(aBushA, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(50, 500), 50
);
RMS.SetProgress(80);
// create gazelle
log("Creating gazelle...");
group = new SimpleGroup(
[new SimpleObject(oGazelle, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
3 * numPlayers, 50
);
// create lions
log("Creating lions...");
group = new SimpleGroup(
[new SimpleObject(oLion, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
3 * numPlayers, 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup(
[new SimpleObject(oCamel, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
3 * numPlayers, 50
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oPalm, oTamarix, 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, 1, clMetal, 1, clRock, 1),
num
);
}
// create inner straggler trees
log("Creating straggler trees...");
var types = [oPalm, oTamarix, 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, 1, clMetal, 1, clRock, 1), stayClasses(clGrass, 3)],
num
);
}
// Set environment
setSkySet("sunny");
setSunColour(0.746, 0.718, 0.539);
setWaterColour(0.292, 0.347, 0.691);
setWaterTint(0.550, 0.543, 0.437);
setWaterReflectionTint(0.562, 0.511, 0.425);
setWaterMurkiness(0.83);
setWaterReflectionTintStrength(0.377);
// Export map data
ExportMap();