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

455 lines
12 KiB
JavaScript

RMS.LoadLibrary("rmgen");
const tGrass = ["medit_grass_field_a", "medit_grass_field_b"];;
const tForestFloorC = "medit_plants_dirt";
const tForestFloorP = "medit_grass_shrubs";
const tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
const tGrassA = "medit_grass_field_b";
const tGrassB = "medit_grass_field_brown";
const tGrassC = "medit_grass_field_dry";
const tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
const tDirt = ["medit_dirt", "medit_dirt_b"];
const tRoad = "medit_city_tile";
const tRoadWild = "medit_city_tile";
const tGrassPatch = "medit_grass_shrubs";
const tShoreBlend = "medit_sand";
const tShore = "sand_grass_25";
const tWater = "medit_sand_wet";
// gaia entities
const oPoplar = "gaia/flora_tree_poplar";
const oApple = "gaia/flora_tree_apple";
const oCarob = "gaia/flora_tree_carob";
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";
// decorative props
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aLillies = "actor|props/flora/water_lillies.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";
// terrain + entity (for painting)
const pForestP = [tForestFloorP + TERRAIN_SEPARATOR + oPoplar, tForestFloorP];
const pForestC = [tForestFloorC + TERRAIN_SEPARATOR + oCarob, tForestFloorC];
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();
var clUpperLand = createTileClass();
var clRiver = createTileClass();
var clShallow = createTileClass();
//Create the continent body
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.7);
var ix = round(fx);
var iz = round(fz);
var placer = new RectPlacer(0, floor(mapSize * 0.70), mapSize - 1, mapSize - 1);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tGrass], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clUpperLand)], null);
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.49)]);
var terrainPainter = new LayeredPainter(
[tGrass, tGrass, tGrass], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = primeSortPlayers(sortPlayers(playerIDs));
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = 0;
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle - 0.23*(i+(i%2))*TWO_PI/numPlayers - (i%2)*PI/2;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.7 + 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
fx = fractionToTiles(playerX[i]);
fz = fractionToTiles(playerZ[i]);
ix = round(fx);
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;
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, {'iberWall' : false});
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 6;
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 = 8;
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 = 10;
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);
var hillSize = PI * radius * radius;
// create starting trees
var num = 2;
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(oPoplar, 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);
}
}
RMS.SetProgress(20);
const WATER_WIDTH = 0.07;
log("Creating river");
var theta = randFloat(0, 1);
var seed = randFloat(2,3);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
var h = 0;
var distToWater = 0;
h = 32 * (z - 0.5);
// add the rough shape of the water
var km = 12/scaleByMapSize(35, 160);
var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed);
var zk = z*randFloat(0.995,1.005);
var xk = x*randFloat(0.995,1.005);
if (-3.0 < getHeight(ix, iz)){
if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2)))
{
if (xk < cu+((1.05-WATER_WIDTH)/2))
{
h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk));
if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
{
h=-1.5;
addToClass(ix, iz, clShallow);
}
}
else if (xk > (cu+(0.95+WATER_WIDTH)/2))
{
h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2)));
if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
{
h=-1.5;
addToClass(ix, iz, clShallow);
}
}
else
{
if (((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8))){
h = -1.5;
addToClass(ix, iz, clShallow);
}
else
{
h = -3.0;
}
}
setHeight(ix, iz, h);
addToClass(ix, iz, clRiver);
placeTerrain(ix, iz, tWater);
}
}
}
}
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
// create bumps
createBumps([avoidClasses(clWater, 2, clPlayer, 20, clRiver, 1), stayClasses(clLand, 3)]);
// create forests
createForests(
[tGrass, tForestFloorP, tForestFloorC, pForestC, pForestP],
[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
clForest,
1.0,
0
);
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]],
[1,1],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)]
);
// create grass patches
log("Creating grass patches...");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tGrassPatch,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), 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, 20, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)]
)
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, 1, clRiver, 1), stayClasses(clLand, 5)],
clMetal
)
RMS.SetProgress(65);
// 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(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)]
);
// create water decoration in the shallow parts
createDecoration
(
[[new SimpleObject(aReeds, 1,3, 0,1)],
[new SimpleObject(aLillies, 1,2, 0,1)]
],
[
scaleByMapSize(800, 12800),
scaleByMapSize(800, 12800)
],
stayClasses(clShallow, 0)
);
RMS.SetProgress(70);
// create animals
createFood
(
[
[new SimpleObject(oDeer, 5,7, 0,4)],
[new SimpleObject(oSheep, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
],
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)]
);
// create fruits
createFood
(
[
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
],
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRiver, 1), stayClasses(clLand, 3)]
);
// create fish
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
25 * numPlayers
],
avoidClasses(clLand, 2, clRiver, 1)
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oPoplar, oCarob, oApple]; // some variation
createStragglerTrees(types, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)]);
setSkySet("cumulus");
setWaterColour(0.443,0.412,0.322);
setWaterTint(0.647,0.82,0.949);
setWaterWaviness(4.0);
setWaterType("lake");
setWaterMurkiness(0.70);
setFogFactor(0.3);
setFogThickness(0.25);
setPPEffect("hdr");
setPPContrast(0.62);
setPPSaturation(0.51);
setPPBloom(0.12);
// Export map data
ExportMap();