forked from 0ad/0ad
Spahbod
9c34b1ffed
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.
420 lines
12 KiB
JavaScript
420 lines
12 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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//terrain textures
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var tGrass = ["desert_dirt_rocks_1", "desert_dirt_cracks"];
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var tGrassPForest = "forestfloor_dirty";
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var tForestFloor = "desert_forestfloor_palms";
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var tGrassA = "desert_grass_a_sand";
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var tGrassB = "desert_grass_a";
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var tGrassC = "medit_dirt_dry";
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var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
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var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
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var tDirt = ["desert_dirt_rough", "desert_dirt_rough_2"];
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var tRoad = "desert_shore_stones";;
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var tRoadWild = "desert_grass_a_stones";;
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// gaia entities
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var oTamarix = "gaia/flora_tree_tamarix";
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var oPalm = "gaia/flora_tree_date_palm";
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var oPine = "gaia/flora_tree_aleppo_pine";
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var oBush = "gaia/flora_bush_grapes";
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var oChicken = "gaia/fauna_chicken";
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var oCamel = "gaia/fauna_camel";
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var oGazelle = "gaia/fauna_gazelle";
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var oLion = "gaia/fauna_lion";
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var oLioness = "gaia/fauna_lioness";
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var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
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var oStoneSmall = "gaia/geology_stone_desert_small";
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var oMetalLarge = "gaia/geology_metal_desert_slabs";
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// decorative props
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var aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
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var aWaterFlower = "actor|props/flora/water_lillies.xml";
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var aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
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var aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
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var aRock = "actor|geology/stone_desert_med.xml";
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var rba6 = "actor|geology/stone_desert_med";
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var aBushA = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushB = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushes = [aBushA, aBushB];
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var aSand = "actor|particle/blowing_sand.xml";
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var pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, tForestFloor];
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var pForestT = [tGrassPForest + TERRAIN_SEPARATOR + oTamarix,tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clGrass = createTileClass();
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// scale radius of player area by map size
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var radius = scaleByMapSize(15,25);
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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// calculate size based on the radius
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var size = PI * radius * radius;
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// create the player area
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var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
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createArea(placer, paintClass(clPlayer), null);
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// create the grass patches
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var grassRadius = scaleByMapSize(13 ,30);
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placer = new ClumpPlacer(PI*grassRadius*grassRadius, 0.3, 0.2, 10, ix, iz);
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var painter = new LayeredPainter([tGrassA, tGrassB], [3]);
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createArea(placer, [painter, paintClass(clGrass)], null);
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// create the city patch
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var cityRadius = 10;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [3]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,2)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 11;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2), new RandomObject(aBushes, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create starting trees
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var num = 3;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject([oPalm, oTamarix][randInt(0,1)], num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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RMS.SetProgress(10);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clPlayer, 13),
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scaleByMapSize(300, 800)
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);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 3, clGrass, 1, clHill, 10),
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scaleByMapSize(1, 4) * numPlayers * 3
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);
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RMS.SetProgress(25);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 400;
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const MAX_TREES = 2000;
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const P_FOREST = 0.7;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrass, tForestFloor, pForestP], [tForestFloor, pForestP]],
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[[tGrass, tGrassPForest, pForestT], [tGrassPForest, pForestT]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 1, clGrass, 1, clWater, 3, clForest, 10, clHill, 1),
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num
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);
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}
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RMS.SetProgress(40);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(5, 32), scaleByMapSize(6, 48), scaleByMapSize(7, 80)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[tGrassC ,tDirt], // terrains
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[1] // widths
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);
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createAreas(
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placer,
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painter,
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avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
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scaleByMapSize(50, 90)
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);
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}
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RMS.SetProgress(60);
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// create big patches
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log("Creating big patches...");
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var sizes = [scaleByMapSize(10, 60), scaleByMapSize(15, 90), scaleByMapSize(20, 120)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[tGrassC ,tDirt], // terrains
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[1] // widths
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);
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createAreas(
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placer,
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painter,
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avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
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scaleByMapSize(30, 90)
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);
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}
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RMS.SetProgress(70);
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log("Creating stone mines...");
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// create large stone quarries
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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);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
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scaleByMapSize(2,8), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
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scaleByMapSize(2,8), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clGrass, 1)],
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scaleByMapSize(2,8), 100
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);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRock, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(16, 262), 50
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);
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//create bushes
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log("Creating bushes...");
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group = new SimpleGroup(
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[new SimpleObject(aBushB, 1,2, 0,1), new SimpleObject(aBushA, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(50, 500), 50
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);
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RMS.SetProgress(80);
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// create gazelle
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log("Creating gazelle...");
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group = new SimpleGroup(
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[new SimpleObject(oGazelle, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
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3 * numPlayers, 50
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);
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// create lions
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log("Creating lions...");
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group = new SimpleGroup(
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[new SimpleObject(oLion, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
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3 * numPlayers, 50
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);
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// create camels
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log("Creating camels...");
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group = new SimpleGroup(
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[new SimpleObject(oCamel, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
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3 * numPlayers, 50
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);
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RMS.SetProgress(85);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oPalm, oTamarix, oPine]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1),
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num
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);
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}
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// create inner straggler trees
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log("Creating straggler trees...");
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var types = [oPalm, oTamarix, oPine]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1), stayClasses(clGrass, 3)],
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num
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);
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}
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// Set environment
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setSkySet("sunny");
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setSunColour(0.746, 0.718, 0.539);
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setWaterColour(0.292, 0.347, 0.691);
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setWaterTint(0.550, 0.543, 0.437);
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setWaterReflectionTint(0.562, 0.511, 0.425);
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setWaterMurkiness(0.83);
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setWaterReflectionTintStrength(0.377);
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// Export map data
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ExportMap(); |