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

294 lines
9.6 KiB
JavaScript

RMS.LoadLibrary("rmgen");
//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 tDirt = rBiomeT9();
const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTier4Terrain = 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";
const oFood = "gaia/special_treasure_food_bin";
// 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 aTree = rBiomeA9();
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();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clHill2 = 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 clWomen = createTileClass();
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);
placeTerrain(ix, iz, tMainTerrain);
}
}
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ClumpPlacer(mapArea * 0.065 * lSize, 0.7, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
3 // 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 = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var attackerX = new Array(numPlayers);
var attackerZ = 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 + 0.3*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.3*sin(playerAngle[i]);
attackerX[i] = 0.5 + 0.45*cos(playerAngle[i]);
attackerZ[i] = 0.5 + 0.45*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;
// place the attacker spawning trigger point
var ax = round(fractionToTiles(attackerX[i]));
var az = round(fractionToTiles(attackerZ[i]));
placeObject(ax, az, "special/trigger_point_A", id, PI);
addToClass(ax, az, clPlayer);
addToClass(round(fractionToTiles((attackerX[i] + playerX[i]) / 2)), round(fractionToTiles((attackerZ[i] + playerZ[i]) / 2)), clPlayer);
// 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);
// Place default civ starting entities
var uDist = 6;
var uSpace = 2;
placeObject(fx, fz, "skirmish/structures/default_civil_centre", id, BUILDING_ANGlE);
var uAngle = BUILDING_ANGlE - PI / 2;
var count = 4;
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, "skirmish/units/default_infantry_melee_b", id, uAngle);
}
// create grass tufts
var num = radius * radius * 3.14 / 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));
var group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
var tang = startAngle + (i+0.5)*TWO_PI/numPlayers;
var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.5*cos(tang)), fractionToTiles(0.5 + 0.5*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[1] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
//creating female citizens
var femaleLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 3.5], 1, 3);
if (femaleLocation !== undefined)
{
placeObject(femaleLocation[0], femaleLocation[1], "skirmish/units/default_support_female_citizen", id, playerAngle[i] + PI);
addToClass(floor(femaleLocation[0]), floor(femaleLocation[1]), clWomen);
}
}
paintTerrainBasedOnHeight(3.12, 29, 1, tCliff);
paintTileClassBasedOnHeight(3.12, 29, 1, clHill);
// create trigger points for treasures
group = new SimpleGroup( [new SimpleObject("special/trigger_point_B", 1,1, 0,0)], true, clWomen);
createObjectGroups(group, 0,
[avoidClasses(clForest, 5, clPlayer, 5, clHill, 5), stayClasses(clLand, 5)],
scaleByMapSize(40, 140), 100
);
// create bumps
createBumps([avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 5)]);
// create hills
if (randInt(1,2) == 1)
createHills([tMainTerrain, tCliff, tHill], [avoidClasses(clPlayer, 20, clHill, 5, clBaseResource, 3, clWomen, 5), stayClasses(clLand, 5)], clHill, scaleByMapSize(10, 60) * numPlayers);
else
createMountains(tCliff, [avoidClasses(clPlayer, 20, clHill, 5, clBaseResource, 3, clWomen, 5), stayClasses(clLand, 5)], clHill, scaleByMapSize(10, 60) * numPlayers);
createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 5, clBaseResource, 3, clWomen, 5, clLand, 5), clHill, scaleByMapSize(15, 90) * numPlayers, undefined, undefined, undefined, undefined, 55);
// create forests
createForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
[avoidClasses(clPlayer, 20, clForest, 5, clHill, 0, clBaseResource,2, clWomen, 5), 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, 5, clPlayer, 12, clWomen, 5), stayClasses(clLand, 5)]
);
// create grass patches
log("Creating grass patches...");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tTier4Terrain,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12, clWomen, 5), stayClasses(clLand, 5)]
);
// 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(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)]
);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
createStragglerTrees(types, [avoidClasses(clForest, 7, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)]);
// Export map data
ExportMap();