0ad/binaries/data/mods/public/maps/random/archipelago.js

391 lines
11 KiB
JavaScript

RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var random_terrain = randomizeBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
const tForestFloor2 = rBiomeT3();
const tCliff = rBiomeT4();
const tTier1Terrain = rBiomeT5();
const tTier2Terrain = rBiomeT6();
const tTier3Terrain = rBiomeT7();
const tHill = rBiomeT8();
const tTier4Terrain = rBiomeT9();
const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTier5Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
const tShore = rBiomeT14();
const tWater = rBiomeT15();
// gaia entities
const oTree1 = rBiomeE1();
const oTree2 = rBiomeE2();
const oTree3 = rBiomeE3();
const oTree4 = rBiomeE4();
const oTree5 = rBiomeE5();
const oFruitBush = rBiomeE6();
const oChicken = rBiomeE7();
const oMainHuntableAnimal = rBiomeE8();
const oFish = rBiomeE9();
const oSecondaryHuntableAnimal = rBiomeE10();
const oStoneLarge = rBiomeE11();
const oStoneSmall = rBiomeE12();
const oMetalLarge = rBiomeE13();
const oWood = "gaia/special_treasure_wood";
// decorative props
const aGrass = rBiomeA1();
const aGrassShort = rBiomeA2();
const aReeds = rBiomeA3();
const aLillies = rBiomeA4();
const aRockLarge = rBiomeA5();
const aRockMedium = rBiomeA6();
const aBushMedium = rBiomeA7();
const aBushSmall = rBiomeA8();
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const 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 clLand = 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 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 + "...");
// some constants
var radius = scaleByMapSize(22,31);
var shoreRadius = 4;
var elevation = 3;
var hillSize = PI * radius * radius;
// 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);
// create the main island
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 10)), floor(scaleByMapSize(25, 60)), 1, ix, iz, 0, [floor(radius)]);
var terrainPainter = new LayeredPainter(
[tMainTerrain , tMainTerrain, tMainTerrain], // terrains
[1, shoreRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
shoreRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
// 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(oFruitBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create woods
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 13;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oWood, 14,14, 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 = 12;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting trees
var num = floor(hillSize / 100);
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(oTree1, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
// create islands
log("Creating islands...");
placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, undefined, undefined, scaleByMapSize(30,70));
terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
null,
scaleByMapSize(1, 5)*randInt(5,10)
);
//painting the terrain
paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain);
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
//creating the city patches for the players
for (var i = 0; i < numPlayers; i++)
{
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
}
// create bumps
createBumps([avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 5)]);
// create hills
if (randInt(1,2) == 1)
createHills([tMainTerrain, tCliff, tHill], [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], clHill, scaleByMapSize(1, 4) * numPlayers);
else
createMountains(tCliff, [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], clHill, scaleByMapSize(1, 4) * numPlayers);
// create forests
createForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0), stayClasses(clLand, 4)],
clForest,
1.0,
random_terrain
);
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
[1,1],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 12), stayClasses(clLand, 7)]
);
// create grass patches
log("Creating grass patches...");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tTier4Terrain,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 12), stayClasses(clLand, 7)]
);
RMS.SetProgress(55);
log("Creating stone mines...");
// create stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
[avoidClasses(clForest, 1, clPlayer, 7, clRock, 10, clHill, 1), stayClasses(clLand, 6)]
)
log("Creating metal mines...");
// create large metal quarries
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
[avoidClasses(clForest, 1, clPlayer, 7, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 6)],
clMetal
)
RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain==7)
planetm = 8;
createDecoration
(
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
[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)],
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(8, 131),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200)
],
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)]
);
RMS.SetProgress(70);
// create animals
createFood
(
[
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
],
[avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20), stayClasses(clLand, 3)]
);
// create fruits
createFood
(
[
[new SimpleObject(oFruitBush, 5,7, 0,4)]
],
[
3 * numPlayers
],
[avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 10), stayClasses(clLand, 3)]
);
// create fish
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
25 * numPlayers
],
avoidClasses(clLand, 2, clFood, 20)
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
createStragglerTrees(types, [avoidClasses(clForest, 7, clHill, 1, clPlayer, 3, clMetal, 1, clRock, 1), stayClasses(clLand, 7)]);
setWaterWaviness(4.0);
setWaterType("ocean");
// Export map data
ExportMap();