forked from 0ad/0ad
351 lines
11 KiB
JavaScript
351 lines
11 KiB
JavaScript
// constants
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const SIZE = 208;
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const NUM_PLAYERS = 4;
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const tGrass = ["grass1_a", "grass_highlands_a", "grass1_a"];
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const tGrassForest = "grass_forest_floor_oak";
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const tCliff = ["cliff_greekb", "cliff_greekb", "cliff_greekb_moss"];
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const tForest = "forrestfloor|flora_tree_oak";
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const tGrassDirt75 = "sand_grass_75";
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const tGrassDirt50 = "sand_grass_50";
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const tGrassDirt25 = "sand_grass_25";
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const tDirt = "sand_path";
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const tGrassPatch = "grass1_dense";
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const tShore = "sand_path";
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const tShoreBlend = "sand_grass_50";
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const tWater = "sand_path";
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const oTree = "flora_tree_oak";
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const oTreeLarge = "flora/trees/oak_large.xml";
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const oBerryBush = "flora_bush_berry";
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const oSheep = "fauna_sheep";
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const oDeer = "fauna_deer";
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const oMine = "geology_stone_light";
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const oGrass = "props/flora/grass_field_lush_tall.xml";
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const oGrassShort = "props/flora/grass_field_lush_short.xml";
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const oReeds = "props/flora/reeds_pond_dry.xml";
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const oRockLarge = "geology/stone_granite_large.xml";
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const oRockMedium = "geology/stone_granite_med.xml";
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const oBushMedium = "props/flora/bush_tempe_me.xml";
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const oBushSmall = "props/flora/bush_tempe_sm.xml";
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// some utility functions to save typing
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function paintClass(cl) {
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return new TileClassPainter(cl);
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}
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function avoidClasses(/*class1, dist1, class2, dist2, etc*/) {
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var ar = new Array(arguments.length/2);
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for(var i=0; i<arguments.length/2; i++) {
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ar[i] = new AvoidTileClassConstraint(arguments[2*i], arguments[2*i+1]);
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}
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return ar;
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}
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// initialize map
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println("Initializing map...");
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init(SIZE, tGrass, 8);
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// create tile classes
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clPlayer = createTileClass();
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clHill = createTileClass();
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clForest = createTileClass();
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clWater = createTileClass();
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clSettlement = createTileClass();
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clDirt = createTileClass();
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clRock = createTileClass();
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clFood = createTileClass();
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clBaseResource = createTileClass();
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// place players
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playerX = new Array(NUM_PLAYERS+1);
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playerY = new Array(NUM_PLAYERS+1);
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playerAngle = new Array(NUM_PLAYERS+1);
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startAngle = randFloat() * 2 * PI;
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for(i=1; i<=NUM_PLAYERS; i++) {
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playerAngle[i] = startAngle + i*2*PI/NUM_PLAYERS;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerY[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for(i=1; i<=NUM_PLAYERS; i++) {
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println("Creating base for player " + i + "...");
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// some constants
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radius = 17;
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cliffRadius = 2;
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elevation = 20;
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// get the x and y in tiles
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fx = fractionToTiles(playerX[i]);
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fy = fractionToTiles(playerY[i]);
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ix = round(fx);
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iy = round(fy);
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// calculate size based on the radius
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size = PI * radius * radius;
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// create the hill
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placer = new ClumpPlacer(size, 0.95, 0.6, 0, ix, iy);
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terrainPainter = new LayeredPainter(
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[cliffRadius], // widths
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[tCliff, tGrass] // terrains
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);
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elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
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// create the ramp
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rampAngle = playerAngle[i] + PI + (2*randFloat()-1)*PI/8;
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rampDist = radius - 1;
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rampX = round(fx + rampDist * cos(rampAngle));
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rampY = round(fy + rampDist * sin(rampAngle));
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placer = new ClumpPlacer(100, 0.9, 0.5, 0, rampX, rampY);
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painter = new SmoothElevationPainter(ELEVATION_SET, elevation-6, 5);
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createArea(placer, painter, null);
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placer = new ClumpPlacer(75, 0.9, 0.5, 0, rampX, rampY);
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painter = new TerrainPainter(tGrass);
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createArea(placer, painter, null);
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// create the central dirt patch
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placer = new ClumpPlacer(PI*3.5*3.5, 0.3, 0.1, 0, ix, iy);
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painter = new LayeredPainter(
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[1,1,1], // widths
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[tGrassDirt75, tGrassDirt50, tGrassDirt25, tDirt] // terrains
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);
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createArea(placer, painter, null);
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// create the TC and the "villies"
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group = new SimpleGroup(
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[ // elements (type, count, distance)
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new SimpleObject("hele_civil_centre", 1,1, 0,0),
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new SimpleObject("hele_infantry_javelinist_b", 3,3, 5,5)
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],
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true, null, ix, iy
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);
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createObjectGroup(group, i);
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// Create the Settlement under the TC
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group = new SimpleGroup(
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[new SimpleObject("special_settlement", 1,1, 0,0)],
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true, null, ix, iy
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);
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createObjectGroup(group, 0);
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// create berry bushes
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bbAngle = randFloat()*2*PI;
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bbDist = 9;
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bbX = round(fx + bbDist * cos(bbAngle));
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bbY = round(fy + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,2)],
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true, clBaseResource, bbX, bbY
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);
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createObjectGroup(group, 0);
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// create mines
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mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3) {
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mAngle = randFloat()*2*PI;
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}
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mDist = 9;
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mX = round(fx + mDist * cos(mAngle));
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mY = round(fy + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMine, 4,4, 0,2)],
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true, clBaseResource, mX, mY
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);
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createObjectGroup(group, 0);
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// create starting straggler trees
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group = new SimpleGroup(
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[new SimpleObject(oTree, 3,3, 8,12)],
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true, clBaseResource, ix, iy
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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// create grass tufts
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for(j=0; j<10; j++) {
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gAngle = randFloat()*2*PI;
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gDist = 6 + randInt(9);
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gX = round(fx + gDist * cos(gAngle));
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gY = round(fy + gDist * sin(gAngle));
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group = new SimpleGroup([new SimpleObject(oGrassShort, 3,6, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gY);
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createObjectGroup(group, 0);
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}
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}
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// create lakes
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println("Creating lakes...");
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placer = new ClumpPlacer(140, 0.8, 0.1, 0);
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terrainPainter = new LayeredPainter(
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[1,1], // widths
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[tShoreBlend, tShore, tWater] // terrains
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -2, 3);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 2, clWater, 20),
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round(1.3 * NUM_PLAYERS)
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);
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// create bumps
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println("Creating bumps...");
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placer = new ClumpPlacer(10, 0.3, 0.06, 0);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(placer, painter,
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avoidClasses(clWater, 2, clPlayer, 0),
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SIZE*SIZE/100
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);
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// create hills
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println("Creating hills...");
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placer = new ClumpPlacer(30, 0.2, 0.1, 0);
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terrainPainter = new LayeredPainter(
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[3], // widths
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[tCliff, [tGrass,tGrass,tGrassDirt75]] // terrains
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 17, 2);
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createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 2, clWater, 5, clHill, 15),
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2 * NUM_PLAYERS
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);
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// create forests
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println("Creating forests...");
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placer = new ClumpPlacer(32, 0.1, 0.1, 0);
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painter = new LayeredPainter([2], [[tGrassForest, tGrass, tForest],
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[tGrassForest, tForest]]);
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createAreas(placer, [painter, paintClass(clForest)],
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avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 0),
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6 * NUM_PLAYERS
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);
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// create dirt patches
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println("Creating dirt patches...");
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var sizes = [8,14,20];
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for(i=0; i<sizes.length; i++) {
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
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painter = new LayeredPainter([1,1], [
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[tGrass,tGrassDirt75],[tGrassDirt75,tGrassDirt50],
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[tGrassDirt50,tGrassDirt25]]);
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createAreas(placer, [painter, paintClass(clDirt)],
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
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SIZE*SIZE/4000
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);
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}
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// create grass patches
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println("Creating grass patches...");
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var sizes = [5,9,13];
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for(i=0; i<sizes.length; i++) {
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
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painter = new TerrainPainter(tGrassPatch);
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createAreas(placer, painter,
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
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SIZE*SIZE/4000
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);
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}
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// create mines
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println("Creating mines...");
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group = new SimpleGroup([new SimpleObject(oMine, 4,6, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clRock, 13),
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new BorderTileClassConstraint(clHill, 0, 4)],
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3 * NUM_PLAYERS, 100
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);
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// create settlements
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println("Creating settlements...");
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group = new SimpleGroup([new SimpleObject("special_settlement", 1,1, 0,0)], true, clSettlement);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 15, clHill, 0, clRock, 5, clSettlement, 35),
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2 * NUM_PLAYERS, 50
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);
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// create small decorative rocks
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println("Creating large decorative rocks...");
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group = new SimpleGroup([new SimpleObject(oRockMedium, 1,3, 0,1)], true);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 0, clHill, 0, clSettlement, 3),
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SIZE*SIZE/1000, 50
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);
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// create large decorative rocks
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println("Creating large decorative rocks...");
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group = new SimpleGroup([new SimpleObject(oRockLarge, 1,2, 0,1),
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new SimpleObject(oRockMedium, 1,3, 0,2)], true);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 0, clHill, 0, clSettlement, 5),
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SIZE*SIZE/2000, 50
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);
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// create deer
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println("Creating deer...");
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group = new SimpleGroup([new SimpleObject(oDeer, 5,7, 0,4)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSettlement, 5),
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3 * NUM_PLAYERS, 50
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);
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// create sheep
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println("Creating sheep...");
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group = new SimpleGroup([new SimpleObject(oSheep, 2,3, 0,2)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSettlement, 5),
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3 * NUM_PLAYERS, 50
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);
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// create straggler trees
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println("Creating straggler trees...");
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group = new SimpleGroup([new SimpleObject(oTree, 1,1, 0,0)], true);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clSettlement, 2),
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SIZE*SIZE/1100
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);
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// create small grass tufts
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println("Creating small grass tufts...");
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group = new SimpleGroup([new SimpleObject(oGrassShort, 3,6, 0,1, -PI/8,PI/8)]);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
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SIZE*SIZE/90
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);
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// create large grass tufts
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println("Creating large grass tufts...");
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group = new SimpleGroup([new SimpleObject(oGrass, 20,30, 0,1.8, -PI/8,PI/8),
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new SimpleObject(oGrassShort, 20,30, 1.2,2.5, -PI/8,PI/8)]);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
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SIZE*SIZE/900
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);
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// create bushes
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println("Creating bushes...");
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group = new SimpleGroup([new SimpleObject(oBushSmall, 2,4, 0,2)]);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
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SIZE*SIZE/2000, 50
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);
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// create reeds
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println("Creating reeds...");
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group = new SimpleGroup([new SimpleObject(oReeds, 5,10, 0,1.5, -PI/8,PI/8)]);
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createObjectGroups(group, 0,
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[new BorderTileClassConstraint(clWater, 3, 0), new StayInTileClassConstraint(clWater, 1)],
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10 * NUM_PLAYERS, 100
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);
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