0ad/binaries/data/mods/public/maps/random/atlas_mountains.js
Spahbod 609e789cea Fixing the bug with the ramp in Cantabrian Highlands.
Applying the new improvements: Archipelago, Atlas Mountains, Cantabrian
Highlands.

This was SVN commit r14653.
2014-01-24 12:28:30 +00:00

364 lines
9.3 KiB
JavaScript

RMS.LoadLibrary("rmgen");
// terrain textures
const tGrass = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
const tForestFloor = "medit_grass_field_dry";
const tCliff = "medit_cliff_italia";
const tHill = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
const tGrassDirt = "medit_rocks_grass";
const tDirt = "medit_dirt";
const tRoad = "medit_city_tile";
const tRoadWild = "medit_city_tile";
const tGrass2 = "medit_rocks_grass_shrubs";
const tGrassPatch = "medit_grass_wild";
const tShoreBlend = "medit_sand";
const tShore = "medit_sand";
const tWater = "medit_sand";
// gaia entities
const oCarob = "gaia/flora_tree_carob";
const oAleppoPine = "gaia/flora_tree_aleppo_pine";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
const oStoneSmall = "gaia/geology_stone_mediterranean";
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
const oWood = "gaia/special_treasure_wood";
const oFood = "gaia/special_treasure_food_bin";
// decorative props
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBushMedium = "actor|props/flora/bush_medit_me.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
const aCarob = "actor|flora/trees/carob.xml";
const aAleppoPine = "actor|flora/trees/aleppo_pine.xml";
// terrain + entity (for painting)
const pForest1 = [tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor];
const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, tForestFloor];
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 clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clTreasure = createTileClass();
var clGrass = 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(15,25);
var cliffRadius = 2;
var elevation = 20;
// 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);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
var 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 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(oBerryBush, 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 = 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 = 4;
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(oCarob, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
var hillSize = PI * radius * radius;
// 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);
}
}
RMS.SetProgress(10);
// create bumps
createBumps(avoidClasses(clPlayer, 9));
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 8), clHill, scaleByMapSize(20, 120));
RMS.SetProgress(25);
// create forests
createForests(
[tGrass, tForestFloor, tForestFloor, pForest1, pForest2],
avoidClasses(clPlayer, 20, clForest, 14, clHill, 1),
clForest,
0.6,
0
);
RMS.SetProgress(40);
// create dirt patches
log("Creating dirt patches...");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[tGrassDirt,tDirt],
[2],
avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10)
);
// create grass patches
log("Creating grass patches...");
createLayeredPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
[tGrass2,tGrassPatch],
[1],
avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10, clGrass, 15)
);
RMS.SetProgress(50);
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, 20, clMetal, 10, clRock, 5, clHill, 2)
)
log("Creating metal mines...");
// create large metal quarries
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2),
clMetal
)
RMS.SetProgress(60);
// create decoration
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),
scaleByMapSize(13, 200),
scaleByMapSize(13, 200),
scaleByMapSize(13, 200)
],
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0)
);
RMS.SetProgress(75);
// create animals
createFood
(
[
[new SimpleObject(oSheep, 5,7, 0,4)],
[new SimpleObject(oDeer, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
]
);
// create fruits
createFood
(
[
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(3, 12) * numPlayers + 2
],
avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
// create food treasures
log("Creating food treasures...");
group = new SimpleGroup(
[new SimpleObject(oFood, 2,3, 0,2)],
true, clTreasure
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5),
3 * numPlayers, 50
);
// create wood treasures
log("Creating food treasures...");
group = new SimpleGroup(
[new SimpleObject(oWood, 2,3, 0,2)],
true, clTreasure
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 18, clHill, 1),
3 * numPlayers, 50
);
RMS.SetProgress(80);
// create straggler trees
var types = [oCarob, oAleppoPine]; // some variation
createStragglerTrees(types, avoidClasses(clForest, 1, clHill, 1, clPlayer, 10, clMetal, 1, clRock, 1, clTreasure, 1));
// create hill trees
log("Creating hill trees...");
var types = [aCarob, aAleppoPine]; // some variation
var num = floor(0.2 * g_numStragglerTrees / 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,
stayClasses(clHill, 2),
num
);
}
setFogFactor(0.2);
setFogThickness(0.14);
setPPEffect("hdr");
setPPContrast(0.45);
setPPSaturation(0.56);
setPPBloom(0.1);
// Export map data
ExportMap();