forked from 0ad/0ad
646 lines
12 KiB
JavaScript
646 lines
12 KiB
JavaScript
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Constant definitions
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/////////////////////////////////////////////////////////////////////////////////////////////
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const PI = Math.PI;
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const TWO_PI = 2 * Math.PI;
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const TERRAIN_SEPARATOR = "|";
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const SEA_LEVEL = 20.0;
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const CELL_SIZE = 4;
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const HEIGHT_UNITS_PER_METRE = 732;
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const MIN_MAP_SIZE = 128;
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const MAX_MAP_SIZE = 512;
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const FALLBACK_CIV = "athen";
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Utility functions
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/////////////////////////////////////////////////////////////////////////////////////////////
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function fractionToTiles(f)
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{
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return getMapSize() * f;
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}
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function tilesToFraction(t)
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{
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return t / getMapSize();
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}
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function fractionToSize(f)
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{
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return getMapArea() * f;
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}
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function sizeToFraction(s)
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{
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return s / getMapArea();
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}
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function scaleByMapSize(min, max)
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{
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return min + ((max-min) * (getMapSize()-MIN_MAP_SIZE) / (MAX_MAP_SIZE-MIN_MAP_SIZE));
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}
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function cos(x)
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{
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return Math.cos(x);
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}
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function sin(x)
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{
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return Math.sin(x);
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}
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function abs(x) {
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return Math.abs(x);
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}
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function round(x)
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{
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return Math.round(x);
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}
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function lerp(a, b, t)
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{
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return a + (b-a) * t;
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}
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function sqrt(x)
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{
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return Math.sqrt(x);
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}
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function ceil(x)
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{
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return Math.ceil(x);
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}
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function floor(x)
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{
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return Math.floor(x);
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}
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function max(a, b)
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{
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return a > b ? a : b;
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}
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function min(a, b)
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{
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return a < b ? a : b;
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}
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function println(x)
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{
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print(x);
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print("\n");
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}
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function argsToArray(x)
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{
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var numArgs = x.length;
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if (numArgs != 1)
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{
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var ret = new Array(numArgs);
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for (var i=0; i < numArgs; i++)
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{
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ret[i] = x[i];
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}
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return ret;
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}
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else
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{
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return x[0];
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}
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}
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function chooseRand()
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{
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if (arguments.length==0)
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{
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throw("chooseRand: requires at least 1 argument");
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}
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var ar = argsToArray(arguments);
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return ar[randInt(ar.length)];
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}
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// "Inside-out" implementation of Fisher-Yates shuffle
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function shuffleArray(source)
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{
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if (!source.length)
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return [];
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var result = [source[0]];
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for (var i = 1; i < source.length; i++)
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{
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var j = randInt(0, i);
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result[i] = result[j];
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result[j] = source[i];
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}
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return result;
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}
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function createAreas(centeredPlacer, painter, constraint, num, retryFactor)
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{
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if (retryFactor === undefined)
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{
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retryFactor = 10;
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}
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var maxFail = num * retryFactor;
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var good = 0;
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var bad = 0;
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var result = [];
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var halfSize = getMapSize()/2;
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while(good < num && bad <= maxFail)
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{
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if (isCircularMap())
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{ // Polar coordinates
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var r = halfSize * Math.sqrt(randFloat()); // uniform distribution
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var theta = randFloat(0, 2 * PI);
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centeredPlacer.x = Math.floor(r * Math.cos(theta)) + halfSize;
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centeredPlacer.z = Math.floor(r * Math.sin(theta)) + halfSize;
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}
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else
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{ // Rectangular coordinates
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centeredPlacer.x = randInt(getMapSize());
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centeredPlacer.z = randInt(getMapSize());
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}
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var area = g_Map.createArea(centeredPlacer, painter, constraint);
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if (area !== undefined)
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{
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good++;
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result.push(area);
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}
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else
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{
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bad++;
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}
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}
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return result;
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}
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function createAreasInAreas(centeredPlacer, painter, constraint, num, retryFactor, areas)
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{
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if (retryFactor === undefined)
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{
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retryFactor = 10;
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}
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var maxFail = num * retryFactor;
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var good = 0;
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var bad = 0;
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var result = [];
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var numAreas = areas.length;
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while(good < num && bad <= maxFail && numAreas)
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{
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// Choose random point from area
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var i = randInt(numAreas);
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var size = areas[i].points.length;
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var pt = areas[i].points[randInt(size)];
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centeredPlacer.x = pt.x;
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centeredPlacer.z = pt.z;
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var area = g_Map.createArea(centeredPlacer, painter, constraint);
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if (area !== undefined)
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{
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good++;
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result.push(area);
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}
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else
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{
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bad++;
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}
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}
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return result;
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}
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function createObjectGroups(placer, player, constraint, num, retryFactor)
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{
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if (retryFactor === undefined)
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{
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retryFactor = 10;
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}
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var maxFail = num * retryFactor;
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var good = 0;
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var bad = 0;
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var halfSize = getMapSize()/2 - 3;
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while(good < num && bad <= maxFail)
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{
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if (isCircularMap())
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{ // Polar coordinates
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var r = halfSize * Math.sqrt(randFloat()); // uniform distribution
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var theta = randFloat(0, 2 * PI);
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placer.x = Math.floor(r * Math.cos(theta)) + halfSize;
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placer.z = Math.floor(r * Math.sin(theta)) + halfSize;
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}
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else
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{ // Rectangular coordinates
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placer.x = randInt(getMapSize());
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placer.z = randInt(getMapSize());
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}
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var result = createObjectGroup(placer, player, constraint);
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if (result !== undefined)
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{
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good++;
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}
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else
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{
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bad++;
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}
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}
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return good;
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}
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function createObjectGroupsByAreas(placer, player, constraint, num, retryFactor, areas)
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{
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if (retryFactor === undefined)
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{
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retryFactor = 10;
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}
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var maxFail = num * retryFactor;
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var good = 0;
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var bad = 0;
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var numAreas = areas.length;
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while(good < num && bad <= maxFail && numAreas)
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{
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// Choose random point from area
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var i = randInt(numAreas);
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var size = areas[i].points.length;
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var pt = areas[i].points[randInt(size)];
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placer.x = pt.x;
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placer.z = pt.z;
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var result = createObjectGroup(placer, player, constraint);
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if (result !== undefined)
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{
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good++;
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}
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else
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{
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bad++;
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}
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}
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return good;
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}
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function createTerrain(terrain)
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{
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if (terrain instanceof Array)
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{
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var terrainList = [];
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for (var i = 0; i < terrain.length; ++i)
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{
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terrainList.push(createTerrain(terrain[i]));
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}
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return new RandomTerrain(terrainList);
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}
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else
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{
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return createSimpleTerrain(terrain);
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}
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}
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function createSimpleTerrain(terrain)
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{
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if (typeof(terrain) == "string")
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{ // Split string by pipe | character, this allows specifying terrain + tree type in single string
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var params = terrain.split(TERRAIN_SEPARATOR, 2);
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if (params.length != 2)
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{
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return new SimpleTerrain(terrain);
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}
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else
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{
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return new SimpleTerrain(params[0], params[1]);
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}
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}
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else
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{
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throw("createSimpleTerrain expects string as input, received "+terrain);
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}
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}
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function placeObject(x, z, type, player, angle)
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{
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if (g_Map.validT(x, z, 3))
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g_Map.addObject(new Entity(type, player, x, z, angle));
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}
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function placeTerrain(x, z, terrain)
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{
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// convert terrain param into terrain object
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g_Map.placeTerrain(x, z, createTerrain(terrain));
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}
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function isCircularMap()
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{
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return (g_MapSettings.CircularMap ? true : false);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Access global map variable
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/////////////////////////////////////////////////////////////////////////////////////////////
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function createTileClass()
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{
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return g_Map.createTileClass();
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}
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function getTileClass(id)
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{
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// Check for valid class id
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if (!g_Map.validClass(id))
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{
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return undefined;
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}
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return g_Map.tileClasses[id];
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}
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function createArea(placer, painter, constraint)
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{
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return g_Map.createArea(placer, painter, constraint);
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}
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function createObjectGroup(placer, player, constraint)
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{
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return g_Map.createObjectGroup(placer, player, constraint);
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}
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function getMapSize()
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{
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return g_Map.size;
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}
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function getMapArea()
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{
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return g_Map.size*g_Map.size;
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}
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function getNumPlayers()
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{
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return g_MapSettings.PlayerData.length;
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}
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function getCivCode(player)
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{
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if (g_MapSettings.PlayerData[player].Civ)
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return g_MapSettings.PlayerData[player].Civ;
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warn("undefined civ specified for player " + (player + 1) + ", falling back to '" + FALLBACK_CIV + "'");
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return FALLBACK_CIV;
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}
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function areAllies(player1, player2)
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{
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if ((g_MapSettings.PlayerData[player1].Team === undefined) || (g_MapSettings.PlayerData[player2].Team === undefined) || (g_MapSettings.PlayerData[player2].Team == -1) || (g_MapSettings.PlayerData[player1].Team == -1))
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{
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return false;
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}
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else
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{
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return (g_MapSettings.PlayerData[player1].Team === g_MapSettings.PlayerData[player2].Team);
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}
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}
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function getPlayerTeam(player)
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{
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if (g_MapSettings.PlayerData[player].Team === undefined)
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{
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return -1;
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}
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else
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{
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return g_MapSettings.PlayerData[player].Team;
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}
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}
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function sortPlayers(source)
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{
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if (!source.length)
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return [];
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var result = new Array(0);
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var team = new Array(5);
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for (var q = 0; q < 5; q++)
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{
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team[q] = new Array(1);
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}
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for (var i = -1; i < 4; i++)
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{
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for (var j = 0; j < source.length; j++)
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{
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if (getPlayerTeam(j) == i)
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{
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team[i+1].unshift(j+1);
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}
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}
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team[i+1].pop();
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result=result.concat(shuffleArray(team[i+1]))
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}
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return result;
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}
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function primeSortPlayers(source)
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{
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if (!source.length)
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return [];
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var prime = new Array(source.length);
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for (var i = 0; i < round(source.length/2); i++)
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{
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prime[2*i]=source[i];
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prime[2*i+1]=source[source.length-1-i];
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}
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return prime;
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}
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function getStartingEntities(player)
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{
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var civ = getCivCode(player);
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if (!g_CivData[civ] || !g_CivData[civ].StartEntities || !g_CivData[civ].StartEntities.length)
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{
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warn("Invalid or unimplemented civ '"+civ+"' specified, falling back to '" + FALLBACK_CIV + "'");
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civ = FALLBACK_CIV;
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}
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return g_CivData[civ].StartEntities;
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}
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function getHeight(x, z)
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{
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return g_Map.getHeight(x, z);
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}
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function setHeight(x, z, height)
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{
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g_Map.setHeight(x, z, height);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Utility functions for classes
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Add point to given class by id
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function addToClass(x, z, id)
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{
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var tileClass = getTileClass(id);
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if (tileClass !== null)
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{
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tileClass.add(x, z);
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}
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}
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// Remove point from the given class by id
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function removeFromClass(x, z, id)
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{
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var tileClass = getTileClass(id);
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if (tileClass !== null)
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{
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tileClass.remove(x, z);
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}
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}
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// Create a painter for the given class
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function paintClass(id)
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{
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return new TileClassPainter(getTileClass(id));
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}
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// Create a painter for the given class
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function unPaintClass(id)
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{
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return new TileClassUnPainter(getTileClass(id));
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}
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// Create an avoid constraint for the given classes by the given distances
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function avoidClasses(/*class1, dist1, class2, dist2, etc*/)
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{
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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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{
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ar[i] = new AvoidTileClassConstraint(arguments[2*i], arguments[2*i+1]);
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}
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// Return single constraint
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if (ar.length == 1)
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{
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return ar[0];
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}
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else
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{
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return new AndConstraint(ar);
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}
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}
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// Create a stay constraint for the given classes by the given distances
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function stayClasses(/*class1, dist1, class2, dist2, etc*/)
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{
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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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{
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ar[i] = new StayInTileClassConstraint(arguments[2*i], arguments[2*i+1]);
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}
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// Return single constraint
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if (ar.length == 1)
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{
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return ar[0];
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}
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else
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{
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return new AndConstraint(ar);
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}
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}
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// Create a border constraint for the given classes by the given distances
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function borderClasses(/*class1, idist1, odist1, class2, idist2, odist2, etc*/)
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{
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var ar = new Array(arguments.length/3);
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for (var i = 0; i < arguments.length/3; i++)
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{
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ar[i] = new BorderTileClassConstraint(arguments[3*i], arguments[3*i+1], arguments[3*i+2]);
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}
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// Return single constraint
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if (ar.length == 1)
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{
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return ar[0];
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}
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else
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{
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return new AndConstraint(ar);
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}
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}
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// Checks if the given tile is in class "id"
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function checkIfInClass(x, z, id)
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{
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var tileClass = getTileClass(id);
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if (tileClass !== null)
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{
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if (tileClass.countMembersInRadius(x, z, 1) !== null)
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{
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return tileClass.countMembersInRadius(x, z, 1);
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}
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else
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{
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return 0;
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}
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}
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else
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{
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return 0;
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}
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}
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// Returns the distance between 2 points
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function getDistance(x1, z1, x2, z2)
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{
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return Math.pow(Math.pow(x1 - x2, 2) + Math.pow(z1 - z2, 2), 1/2);
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}
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// Returns the angle of the vector between point 1 and point 2. The angle is anticlockwise from the positive x axis.
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function getAngle(x1, z1, x2, z2)
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{
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return Math.atan2(z2 - z1, x2 - x1);
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}
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|
|
|
// Returns the gradient of the line between point 1 and 2 in the form dz/dx
|
|
function getGradient(x1, z1, x2, z2)
|
|
{
|
|
if (x1 == x2 && z1 == z2)
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return (z1-z2)/(x1-x2);
|
|
}
|
|
}
|
|
|
|
function getTerrainTexture(x, y)
|
|
{
|
|
return g_Map.getTexture(x, y);
|
|
}
|
|
|