0ad/binaries/data/mods/public/maps/random/rmgen/wall_builder.js
2013-12-18 18:32:25 +00:00

1014 lines
58 KiB
JavaScript

////////////////////////////////////////////////////////////////////
// This file contains functionality to place walls on random maps //
////////////////////////////////////////////////////////////////////
// To do:
// Check if all wall placement methods work with wall elements with entity === undefined (some still might raise errors in that case)
// Rename wall elements to fit the entity names so that entity = "structures/" + "civ + "_" + wallElement.type in the common case (as far as possible)
// Perhaps add Roman army camp to style palisades and add upgraded/balanced default palisade fortress types matching civ default fortresses strength
// Perhaps add further wall elements cornerInHalf, cornerOutHalf (banding PI/4) and adjust default fortress types to better fit in the octagonal territory of a civil center
// Perhaps swap angle and width in WallElement class(?) definition
// Adjust argument order to be always the same:
// Coordinates (center/start/target)
// Wall element arguments (wall/wallPart/fortressType/cornerElement)
// playerId (optional, default is 0/gaia)
// wallStyle (optional, default is the players civ/"palisades for gaia")
// angle/orientation (optional, default is 0)
// other (all optional) arguments especially those hard to define (wallPartsAssortment, maybe make an own function for it)
// Some arguments don't clearly match to this concept:
// endWithFirst (wall or other)
// skipFirstWall (wall or other)
// gateOccurence (wall or other)
// numCorners (wall or other)
// skipFirstWall (wall or other)
// maxAngle (angle or other)
// maxBendOff (angle or other, unused ATM!!!)
// irregularity
// maxTrys
// Add treasures to wall style "others"
// Adjust documentation
// Perhaps rename "endLeft" to "start" and "endRight" to "end"
// ?Use available civ-type wall elements rather than palisades: Remove "endLeft" and "endRight" as default wall elements and adjust default palisade fortress types?
// ?Remove "endRight", "endLeft" and adjust generic fortress types palisades?
// ?Think of something to enable splitting walls into two walls so more complex walls can be build and roads can have branches/crossroads?
// ?Readjust placement angle for wall elements with bending when used in linear/circular walls by their bending?
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// WallElement class definition
//
// Concept: If placed unrotated the wall's course is towards positive Y (top) with "outside" right (+X) and "inside" left (-X) like unrotated entities has their drop-points right (in rmgen)
// The course of the wall will be changed by corners (bending != 0) and so the "inside"/"outside" direction
//
// type Descriptive string, example: "wallLong". NOTE: Not really needed. Mainly for custom wall elements and to get the wall element type in code
// entity Optional. Template name string of the entity to be placed, example: "structures/cart_wall_long". Default is undefined (No entity placed)
// angle Optional. The angle (float) added to place the entity so "outside" is right when the wall element is placed unrotated. Default is 0
// width Optional. How far this wall element lengthens the wall (float), if unrotated the Y space needed. Default is 0
// indent Optional. The lateral indentation of the entity, drawn "inside" (positive values) or pushed "outside" (negative values). Default is 0
// bending Optional. How the course of the wall is changed after this element, positive is bending "in"/left/counter clockwise (like entity placement)
// NOTE: Bending is not supported by all placement functions (see there)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function WallElement(type, entity, angle, width, indent, bending)
{
this.type = type;
// Default wall element type documentation:
// Lengthening straight blocking (mainly left/right symmetric) wall elements (Walls and wall fortifications)
// "wall" A blocking straight wall element that mainly lengthens the wall, self-explanatory
// "wallShort" self-explanatory
// "wallLong" self-explanatory
// "tower" A blocking straight wall element with damage potential (but for palisades) that slightly lengthens the wall, example: wall tower, palisade tower(No attack)
// "wallFort" A blocking straight wall element with massive damage potential that lengthens the wall, example: fortress, palisade fort
// Lengthening straight non/custom blocking (mainly left/right symmetric) wall elements (Gates and entries)
// "gate" A blocking straight wall element with passability determined by owner, example: gate (Functionality not yet implemented)
// "entry" A non-blocking straight wall element (same width as gate) but without an actual template or just a flag/column/obelisk
// "entryTower" A non-blocking straight wall element (same width as gate) represented by a single (maybe indented) template, example: defence tower, wall tower, outpost, watchtower
// "entryFort" A non-blocking straight wall element represented by a single (maybe indented) template, example: fortress, palisade fort
// Bending wall elements (Wall corners)
// "cornerIn" A wall element bending the wall by PI/2 "inside" (left, +, see above), example: wall tower, palisade curve
// "cornerOut" A wall element bending the wall by PI/2 "outside" (right, -, see above), example: wall tower, palisade curve
// "cornerHalfIn" A wall element bending the wall by PI/4 "inside" (left, +, see above), example: wall tower, palisade curve. NOTE: Not yet implemented
// "cornerHalfOut" A wall element bending the wall by PI/4 "outside" (right, -, see above), example: wall tower, palisade curve. NOTE: Not yet implemented
// Zero length straight indented (mainly left/right symmetric) wall elements (Outposts/watchtowers and non-defensive base structures)
// "outpost" A zero-length wall element without bending far indented so it stands outside the wall, example: outpost, defence tower, watchtower
// "house" A zero-length wall element without bending far indented so it stands inside the wall that grants population bonus, example: house, hut, longhouse
// "barracks" A zero-length wall element without bending far indented so it stands inside the wall that grants unit production, example: barracks, tavern, ...
this.entity = entity;
this.angle = (angle !== undefined) ? angle : 0*PI;
this.width = (width !== undefined) ? width : 0;
this.indent = (indent !== undefined) ? indent : 0;
this.bending = (bending !== undefined) ? bending : 0*PI;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Fortress class definition
//
// A "fortress" here is a closed wall build of multiple wall elements attached together defined in Fortress.wall
// It's mainly the abstract shape defined in a Fortress instances wall because different styles can be used for it (see wallStyles)
//
// type Descriptive string, example: "tiny". Not really needed (WallTool.wallTypes["type string"] is used). Mainly for custom wall elements
// wall Optional. Array of wall element strings. Can be set afterwards. Default is an epty array.
// Example: ["entrance", "wall", "cornerIn", "wall", "gate", "wall", "entrance", "wall", "cornerIn", "wall", "gate", "wall", "cornerIn", "wall"]
// centerToFirstElement Optional. Object with properties "x" and "y" representing a vector from the visual center to the first wall element. Default is undefined
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function Fortress(type, wall, centerToFirstElement)
{
this.type = type; // Only usefull to get the type of the actual fortress
this.wall = (wall !== undefined) ? wall : [];
this.centerToFirstElement = undefined;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// wallStyles data structure for default wall styles
//
// A wall style is an associative array with all wall elements of that style in it associated with the wall element type string
// wallStyles holds all the wall styles within an associative array with the civ string or another descriptive strings as key
// Examples: "athen", "rome_siege", "palisades", "fence", "road"
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
var wallStyles = {};
// Generic civ dependent wall style definition. "rome_siege" needs some tweek...
var wallScaleByType = {"athen" : 1.5, "brit" : 1.5, "cart" : 1.8, "celt" : 1.5, "gaul" : 1.5, "hele" : 1.5, "iber" : 1.5, "mace" : 1.5, "maur": 1.5, "pers" : 1.5, "ptol" : 1.5, "rome" : 1.5, "spart" : 1.5, "rome_siege" : 1.5};
for (var style in wallScaleByType)
{
var civ = style;
if (style == "rome_siege")
civ = "rome";
wallStyles[style] = {};
// Default wall elements
wallStyles[style]["tower"] = new WallElement("tower", "structures/" + style + "_wall_tower", PI, wallScaleByType[style]);
wallStyles[style]["endLeft"] = new WallElement("endLeft", "structures/" + style + "_wall_tower", PI, wallScaleByType[style]); // Same as tower. To be compatible with palisades...
wallStyles[style]["endRight"] = new WallElement("endRight", "structures/" + style + "_wall_tower", PI, wallScaleByType[style]); // Same as tower. To be compatible with palisades...
wallStyles[style]["cornerIn"] = new WallElement("cornerIn", "structures/" + style + "_wall_tower", 5*PI/4, 0, 0.35*wallScaleByType[style], PI/2); // 2^0.5 / 4 ~= 0.35 ~= 1/3
wallStyles[style]["cornerOut"] = new WallElement("cornerOut", "structures/" + style + "_wall_tower", 3*PI/4, 0.71*wallScaleByType[style], 0, -PI/2); // // 2^0.5 / 2 ~= 0.71 ~= 2/3
wallStyles[style]["wallShort"] = new WallElement("wallShort", "structures/" + style + "_wall_short", 0*PI, 2*wallScaleByType[style]);
wallStyles[style]["wall"] = new WallElement("wall", "structures/" + style + "_wall_medium", 0*PI, 4*wallScaleByType[style]);
wallStyles[style]["wallMedium"] = new WallElement("wall", "structures/" + style + "_wall_medium", 0*PI, 4*wallScaleByType[style]);
wallStyles[style]["wallLong"] = new WallElement("wallLong", "structures/" + style + "_wall_long", 0*PI, 6*wallScaleByType[style]);
// Gate and entrance wall elements
var gateWidth = 6*wallScaleByType[style];
wallStyles[style]["gate"] = new WallElement("gate", "structures/" + style + "_wall_gate", PI, gateWidth);
wallStyles[style]["entry"] = new WallElement("entry", undefined, 0*PI, gateWidth);
wallStyles[style]["entryTower"] = new WallElement("entryTower", "structures/" + civ + "_defense_tower", PI, gateWidth, -4*wallScaleByType[style]);
wallStyles[style]["entryFort"] = new WallElement("entryFort", "structures/" + civ + "_fortress", 0*PI, 8*wallScaleByType[style], 6*wallScaleByType[style]);
// Defensive wall elements with 0 width outside the wall
wallStyles[style]["outpost"] = new WallElement("outpost", "structures/" + civ + "_outpost", PI, 0, -4*wallScaleByType[style]);
wallStyles[style]["defenseTower"] = new WallElement("defenseTower", "structures/" + civ + "_defense_tower", PI, 0, -4*wallScaleByType[style]);
// Base buildings wall elements with 0 width inside the wall
wallStyles[style]["barracks"] = new WallElement("barracks", "structures/" + civ + "_barracks", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["civilCentre"] = new WallElement("civilCentre", "structures/" + civ + "_civil_centre", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["farmstead"] = new WallElement("farmstead", "structures/" + civ + "_farmstead", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["field"] = new WallElement("field", "structures/" + civ + "_field", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["fortress"] = new WallElement("fortress", "structures/" + civ + "_fortress", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["house"] = new WallElement("house", "structures/" + civ + "_house", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["market"] = new WallElement("market", "structures/" + civ + "_market", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["storehouse"] = new WallElement("storehouse", "structures/" + civ + "_storehouse", PI, 0, 4.5*wallScaleByType[style]);
wallStyles[style]["temple"] = new WallElement("temple", "structures/" + civ + "_temple", PI, 0, 4.5*wallScaleByType[style]);
// Generic space/gap wall elements
wallStyles[style]["space1"] = new WallElement("space1", undefined, 0*PI, wallScaleByType[style]);
wallStyles[style]["space2"] = new WallElement("space2", undefined, 0*PI, 2*wallScaleByType[style]);
wallStyles[style]["space3"] = new WallElement("space3", undefined, 0*PI, 3*wallScaleByType[style]);
wallStyles[style]["space4"] = new WallElement("space4", undefined, 0*PI, 4*wallScaleByType[style]);
}
// Add wall fortresses for all generic styles
wallStyles["athen"]["wallFort"] = new WallElement("wallFort", "structures/athen_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */);
wallStyles["brit"]["wallFort"] = new WallElement("wallFort", "structures/brit_fortress", PI, 2.8);
wallStyles["cart"]["wallFort"] = new WallElement("wallFort", "structures/cart_fortress", PI, 5.1, 1.6);
wallStyles["celt"]["wallFort"] = new WallElement("wallFort", "structures/celt_fortress_g", PI, 4.2, 1.5);
wallStyles["gaul"]["wallFort"] = new WallElement("wallFort", "structures/gaul_fortress", PI, 4.2, 1.5);
wallStyles["hele"]["wallFort"] = new WallElement("wallFort", "structures/hele_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */);
wallStyles["iber"]["wallFort"] = new WallElement("wallFort", "structures/iber_fortress", PI, 5, 0.2);
wallStyles["mace"]["wallFort"] = new WallElement("wallFort", "structures/mace_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */);
wallStyles["maur"]["wallFort"] = new WallElement("wallFort", "structures/maur_fortress", PI, 5.5);
wallStyles["pers"]["wallFort"] = new WallElement("wallFort", "structures/pers_fortress", PI, 5.6/*5.5*/, 1.9/*1.7*/);
wallStyles["ptol"]["wallFort"] = new WallElement("wallFort", "structures/ptol_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */);
wallStyles["rome"]["wallFort"] = new WallElement("wallFort", "structures/rome_fortress", PI, 6.3, 2.1);
wallStyles["spart"]["wallFort"] = new WallElement("wallFort", "structures/spart_fortress", 2*PI/2 /* PI/2 */, 5.1 /* 5.6 */, 1.9 /* 1.9 */);
// Adjust "rome_siege" style
wallStyles["rome_siege"]["wallFort"] = new WallElement("wallFort", "structures/rome_army_camp", PI, 7.2, 2);
wallStyles["rome_siege"]["entryFort"] = new WallElement("entryFort", "structures/rome_army_camp", PI, 12, 7);
wallStyles["rome_siege"]["house"] = new WallElement("house", "structures/rome_tent", PI, 0, 4);
// Add special wall styles not well to implement generic (and to show how custom styles can be added)
// Add wall style "palisades"
wallScaleByType["palisades"] = 0.55;
wallStyles["palisades"] = {};
wallStyles["palisades"]["wall"] = new WallElement("wall", "other/palisades_rocks_medium", 0*PI, 2.3);
wallStyles["palisades"]["wallMedium"] = new WallElement("wall", "other/palisades_rocks_medium", 0*PI, 2.3);
wallStyles["palisades"]["wallLong"] = new WallElement("wall", "other/palisades_rocks_long", 0*PI, 3.5);
wallStyles["palisades"]["wallShort"] = new WallElement("wall", "other/palisades_rocks_short", 0*PI, 1.2);
wallStyles["palisades"]["tower"] = new WallElement("tower", "other/palisades_rocks_tower", -PI/2, 0.7);
wallStyles["palisades"]["wallFort"] = new WallElement("wallFort", "other/palisades_rocks_fort", PI, 1.7);
wallStyles["palisades"]["gate"] = new WallElement("gate", "other/palisades_rocks_gate", PI, 3.6);
wallStyles["palisades"]["entry"] = new WallElement("entry", undefined, wallStyles["palisades"]["gate"].angle, wallStyles["palisades"]["gate"].width);
wallStyles["palisades"]["entryTower"] = new WallElement("entryTower", "other/palisades_rocks_watchtower", 0*PI, wallStyles["palisades"]["gate"].width, -3);
wallStyles["palisades"]["entryFort"] = new WallElement("entryFort", "other/palisades_rocks_fort", PI, 6, 3);
wallStyles["palisades"]["cornerIn"] = new WallElement("cornerIn", "other/palisades_rocks_curve", 3*PI/4, 2.1, 0.7, PI/2);
wallStyles["palisades"]["cornerOut"] = new WallElement("cornerOut", "other/palisades_rocks_curve", 5*PI/4, 2.1, -0.7, -PI/2);
wallStyles["palisades"]["outpost"] = new WallElement("outpost", "other/palisades_rocks_outpost", PI, 0, -2);
wallStyles["palisades"]["house"] = new WallElement("house", "other/celt_hut", PI, 0, 5);
wallStyles["palisades"]["barracks"] = new WallElement("barracks", "other/celt_tavern", PI, 0, 5);
wallStyles["palisades"]["endRight"] = new WallElement("endRight", "other/palisades_rocks_end", -PI/2, 0.2);
wallStyles["palisades"]["endLeft"] = new WallElement("endLeft", "other/palisades_rocks_end", PI/2, 0.2);
// Add special wall style "road"
// NOTE: This is not a wall style in the common sense. Use with care!
wallStyles["road"] = {};
wallStyles["road"]["short"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_short.xml", PI/2, 4.5);
wallStyles["road"]["long"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_long.xml", PI/2, 9.5);
wallStyles["road"]["cornerLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_corner.xml", -PI/2, 4.5-2*1.25, 1.25, PI/2); // Correct width by -2*indent to fit xStraicht/corner
wallStyles["road"]["cornerRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_corner.xml", 0*PI, 4.5-2*1.25, -1.25, -PI/2); // Correct width by -2*indent to fit xStraicht/corner
wallStyles["road"]["curveLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_curve_small.xml", -PI/2, 4.5+2*0.2, -0.2, PI/2); // Correct width by -2*indent to fit xStraicht/corner
wallStyles["road"]["curveRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_curve_small.xml", 0*PI, 4.5+2*0.2, 0.2, -PI/2); // Correct width by -2*indent to fit xStraicht/corner
wallStyles["road"]["start"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_end.xml", PI/2, 2);
wallStyles["road"]["end"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_end.xml", -PI/2, 2);
wallStyles["road"]["xStraight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_x.xml", 0*PI, 4.5);
wallStyles["road"]["xLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_x.xml", 0*PI, 4.5, 0, PI/2);
wallStyles["road"]["xRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_x.xml", 0*PI, 4.5, 0, -PI/2);
wallStyles["road"]["tLeft"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_T.xml", PI, 4.5, 1.25);
wallStyles["road"]["tRight"] = new WallElement("road", "actor|props/special/eyecandy/road_temperate_intersect_T.xml", 0*PI, 4.5, -1.25);
// Add special wall element collection "other"
// NOTE: This is not a wall style in the common sense. Use with care!
wallStyles["other"] = {};
wallStyles["other"]["fence"] = new WallElement("fence", "other/fence_long", -PI/2, 3.1);
wallStyles["other"]["fence_medium"] = new WallElement("fence", "other/fence_long", -PI/2, 3.1);
wallStyles["other"]["fence_short"] = new WallElement("fence_short", "other/fence_short", -PI/2, 1.5);
wallStyles["other"]["fence_stone"] = new WallElement("fence_stone", "other/fence_stone", -PI/2, 2.5);
wallStyles["other"]["palisade"] = new WallElement("palisade", "other/palisades_rocks_short", 0, 1.2);
wallStyles["other"]["column"] = new WallElement("column", "other/column_doric", 0, 1);
wallStyles["other"]["obelisk"] = new WallElement("obelisk", "other/obelisk", 0, 2);
wallStyles["other"]["spike"] = new WallElement("spike", "other/palisades_angle_spike", -PI/2, 1);
wallStyles["other"]["bench"] = new WallElement("bench", "other/bench", PI/2, 1.5);
wallStyles["other"]["benchForTable"] = new WallElement("benchForTable", "other/bench", 0, 0.5);
wallStyles["other"]["table"] = new WallElement("table", "other/table_rectangle", 0, 1);
wallStyles["other"]["table_square"] = new WallElement("table_square", "other/table_square", PI/2, 1);
wallStyles["other"]["flag"] = new WallElement("flag", "special/rallypoint", PI, 1);
wallStyles["other"]["standing_stone"] = new WallElement("standing_stone", "gaia/special_ruins_standing_stone", PI, 1);
wallStyles["other"]["settlement"] = new WallElement("settlement", "gaia/special_settlement", PI, 6);
wallStyles["other"]["gap"] = new WallElement("gap", undefined, 0, 2);
wallStyles["other"]["gapSmall"] = new WallElement("gapSmall", undefined, 0, 1);
wallStyles["other"]["gapLarge"] = new WallElement("gapLarge", undefined, 0, 4);
wallStyles["other"]["cornerIn"] = new WallElement("cornerIn", undefined, 0, 0, 0, PI/2);
wallStyles["other"]["cornerOut"] = new WallElement("cornerOut", undefined, 0, 0, 0, -PI/2);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// fortressTypes data structure for some default fortress types
//
// A fortress type is just an instance of the Fortress class with actually something in it
// fortressTypes holds all the fortresses within an associative array with a descriptive string as key (e.g. matching the map size)
// Examples: "tiny", "veryLarge"
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
var fortressTypes = {};
// Setup some default fortress types
// Add fortress type "tiny"
fortressTypes["tiny"] = new Fortress("tiny");
var wallPart = ["gate", "tower", "wallShort", "cornerIn", "wallShort", "tower"];
fortressTypes["tiny"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "small"
fortressTypes["small"] = new Fortress("small");
var wallPart = ["gate", "tower", "wall", "cornerIn", "wall", "tower"];
fortressTypes["small"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "medium"
fortressTypes["medium"] = new Fortress("medium");
var wallPart = ["gate", "tower", "wallLong", "cornerIn", "wallLong", "tower"];
fortressTypes["medium"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "normal"
fortressTypes["normal"] = new Fortress("normal");
var wallPart = ["gate", "tower", "wall", "cornerIn", "wall", "cornerOut", "wall", "cornerIn", "wall", "tower"];
fortressTypes["normal"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "large"
fortressTypes["large"] = new Fortress("large");
var wallPart = ["gate", "tower", "wallLong", "cornerIn", "wallLong", "cornerOut", "wallLong", "cornerIn", "wallLong", "tower"];
fortressTypes["large"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "veryLarge"
fortressTypes["veryLarge"] = new Fortress("veryLarge");
var wallPart = ["gate", "tower", "wall", "cornerIn", "wall", "cornerOut", "wallLong", "cornerIn", "wallLong", "cornerOut", "wall", "cornerIn", "wall", "tower"];
fortressTypes["veryLarge"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "giant"
fortressTypes["giant"] = new Fortress("giant");
var wallPart = ["gate", "tower", "wallLong", "cornerIn", "wallLong", "cornerOut", "wallLong", "cornerIn", "wallLong", "cornerOut", "wallLong", "cornerIn", "wallLong", "tower"];
fortressTypes["giant"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Setup some better looking semi default fortresses for "palisades" style
var fortressTypeKeys = ["tiny", "small", "medium", "normal", "large", "veryLarge", "giant"];
for (var i = 0; i < fortressTypeKeys.length; i++)
{
var newKey = fortressTypeKeys[i] + "Palisades";
var oldWall = fortressTypes[fortressTypeKeys[i]].wall;
fortressTypes[newKey] = new Fortress(newKey);
var fillTowersBetween = ["wallShort", "wall", "wallLong", "endLeft", "endRight", "cornerIn", "cornerOut"];
for (var j = 0; j < oldWall.length; j++)
{
fortressTypes[newKey].wall.push(oldWall[j]); // Only works if the first element is not in fillTowersBetween (e.g. entry or gate like it should be)
if (j+1 < oldWall.length)
if (fillTowersBetween.indexOf(oldWall[j]) > -1 && fillTowersBetween.indexOf(oldWall[j+1]) > -1) // ... > -1 means "exists" here
fortressTypes[newKey].wall.push("tower");
}
}
// Setup some balanced (to civ type fortresses) semi default fortresses for "palisades" style
// TODO
// Add some "fortress types" for roads (will only work with style "road")
// ["start", "short", "xRight", "xLeft", "cornerLeft", "xStraight", "long", "xLeft", "xRight", "cornerRight", "tRight", "tLeft", "xRight", "xLeft", "curveLeft", "xStraight", "curveRight", "end"];
var wall = ["short", "curveLeft", "short", "curveLeft", "short", "curveLeft", "short", "curveLeft"];
fortressTypes["road01"] = new Fortress("road01", wall);
var wall = ["short", "cornerLeft", "short", "cornerLeft", "short", "cornerLeft", "short", "cornerLeft"];
fortressTypes["road02"] = new Fortress("road02", wall);
var wall = ["xStraight", "curveLeft", "xStraight", "curveLeft", "xStraight", "curveLeft", "xStraight", "curveLeft"];
fortressTypes["road03"] = new Fortress("road03", wall);
var wall = ["start", "curveLeft", "tRight", "cornerLeft", "tRight", "curveRight", "short", "xRight", "curveLeft", "xRight", "short", "cornerLeft", "tRight", "short",
"curveLeft", "short", "tRight", "cornerLeft", "short", "xRight", "curveLeft", "xRight", "short", "curveRight", "tRight", "cornerLeft", "tRight", "curveLeft", "end"];
fortressTypes["road04"] = new Fortress("road04", wall);
var wall = ["start", "tLeft", "short", "xRight",
"curveLeft", "xRight", "tRight", "cornerLeft", "tRight",
"curveLeft", "short", "tRight", "cornerLeft", "xRight",
"cornerLeft", "xRight", "short", "tRight", "curveLeft", "end"];
fortressTypes["road05"] = new Fortress("road05", wall);
///////////////////////////////
// Define some helper functions
///////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// getWallAlignment
//
// Returns a list of objects containing all information to place all the wall elements entities with placeObject (but the player ID)
// Placing the first wall element at startX/startY placed with an angle given by orientation
// An alignment can be used to get the "center" of a "wall" (more likely used for fortresses) with getCenterToFirstElement
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function getWallAlignment(startX, startY, wall, style, orientation)
{
// Graciously handle arguments
if (wall === undefined)
wall = [];
if (!wallStyles.hasOwnProperty(style))
{
warn("Function getWallAlignment: Unknown style: " + style + ' (falling back to "athen")');
style = "athen";
}
orientation = (orientation || 0);
var alignment = [];
var wallX = startX;
var wallY = startY;
for (var i = 0; i < wall.length; i++)
{
var element = wallStyles[style][wall[i]];
if (element === undefined && i == 0)
warn("No valid wall element: " + wall[i]);
// Indentation
var placeX = wallX - element.indent * cos(orientation);
var placeY = wallY - element.indent * sin(orientation);
// Add wall elements entity placement arguments to the alignment
alignment.push({"x": placeX, "y": placeY, "entity": element.entity, "angle":orientation + element.angle});
// Preset vars for the next wall element
if (i+1 < wall.length)
{
orientation += element.bending;
var nextElement = wallStyles[style][wall[i+1]];
if (nextElement === undefined)
warn("No valid wall element: " + wall[i+1]);
var distance = (element.width + nextElement.width)/2;
// Corrections for elements with indent AND bending
var indent = element.indent;
var bending = element.bending;
if (bending !== 0 && indent !== 0)
{
// Indent correction to adjust distance
distance += indent*sin(bending);
// Indent correction to normalize indentation
wallX += indent * cos(orientation);
wallY += indent * sin(orientation);
}
// Set the next coordinates of the next element in the wall without indentation adjustment
wallX -= distance * sin(orientation);
wallY += distance * cos(orientation);
}
}
return alignment;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// getCenterToFirstElement
//
// Center calculation works like getting the center of mass assuming all wall elements have the same "weight"
//
// It returns the vector from the center to the first wall element
// Used to get centerToFirstElement of fortresses by default
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function getCenterToFirstElement(alignment)
{
var centerToFirstElement = {"x": 0, "y": 0};
for (var i = 0; i < alignment.length; i++)
{
centerToFirstElement.x -= alignment[i].x/alignment.length;
centerToFirstElement.y -= alignment[i].y/alignment.length;
}
return centerToFirstElement;
}
//////////////////////////////////////////////////////////////////
// getWallLength
//
// NOTE: Does not support bending wall elements like corners!
// e.g. used by placeIrregularPolygonalWall
//////////////////////////////////////////////////////////////////
function getWallLength(wall, style)
{
// Graciously handle arguments
if (wall === undefined)
wall = [];
if (!wallStyles.hasOwnProperty(style))
{
warn("Function getWallLength: Unknown style: " + style + ' (falling back to "athen")');
style = "athen";
}
var length = 0;
for (var i = 0; i < wall.length; i++)
{
length += wallStyles[style][wall[i]].width;
}
return length;
}
/////////////////////////////////////////////
// Define the different wall placer functions
/////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placeWall
//
// Places a wall with wall elements attached to another like determined by WallElement properties.
//
// startX, startY Where the first wall element should be placed
// wall Array of wall element type strings. Example: ["endLeft", "wallLong", "tower", "wallLong", "endRight"]
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
// playerId Optional. Number of the player the wall will be placed for. Default is 0 (gaia)
// orientation Optional. Angle the first wall element is placed. Default is 0
// 0 means "outside" or "front" of the wall is right (positive X) like placeObject
// It will then be build towards top/positive Y (if no bending wall elements like corners are used)
// Raising orientation means the wall is rotated counter-clockwise like placeObject
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placeWall(startX, startY, wall, style, playerId, orientation)
{
// Graciously handle arguments
if (wall === undefined)
wall = [];
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
orientation = (orientation || 0);
// Get wall alignment
var AM = getWallAlignment(startX, startY, wall, style, orientation);
// Place the wall
for (var iWall = 0; iWall < wall.length; iWall++)
{
var entity = AM[iWall].entity;
if (entity !== undefined)
placeObject(AM[iWall].x, AM[iWall].y, entity, playerId, AM[iWall].angle);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placeCustomFortress
//
// Place a fortress (mainly a closed wall build like placeWall) centered at centerX/centerY
// The fortress wall should always start with the main entrance (like "entry" or "gate") to get the orientation right (like placeObject)
//
// fortress An instance of Fortress with a wall defined
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
// playerId Optional. Number of the player the wall will be placed for. Default is 0 (gaia)
// orientation Optional. Angle the first wall element (should be a gate or entrance) is placed. Default is 0
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placeCustomFortress(centerX, centerY, fortress, style, playerId, orientation)
{
// Graciously handle arguments
fortress = (fortress || fortressTypes["medium"]);
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
orientation = (orientation || 0);
// Calculate center if fortress.centerToFirstElement is undefined (default)
var centerToFirstElement = fortress.centerToFirstElement;
if (centerToFirstElement === undefined)
centerToFirstElement = getCenterToFirstElement(getWallAlignment(0, 0, fortress.wall, style));
// Placing the fortress wall
var startX = centerX + centerToFirstElement.x * cos(orientation) - centerToFirstElement.y * sin(orientation);
var startY = centerY + centerToFirstElement.y * cos(orientation) + centerToFirstElement.x * sin(orientation);
placeWall(startX, startY, fortress.wall, style, playerId, orientation)
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placeFortress
//
// Like placeCustomFortress just it takes type (a fortress type string, has to be in fortressTypes) instead of an instance of Fortress
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placeFortress(centerX, centerY, type, style, playerId, orientation)
{
// Graciously handle arguments
type = (type || "medium");
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
orientation = (orientation || 0);
// Call placeCustomFortress with the given arguments
placeCustomFortress(centerX, centerY, fortressTypes[type], style, playerId, orientation);
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placeLinearWall
//
// Places a straight wall from a given coordinate to an other repeatedly using the wall parts.
//
// startX/startY Coordinate of the approximate beginning of the wall (Not the place of the first wall element)
// targetX/targetY Coordinate of the approximate ending of the wall (Not the place of the last wall element)
// wallPart Optional. An array of NON-BENDING wall element type strings. Default is ["tower", "wallLong"]
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
// playerId Optional. Integer number of the player. Default is 0 (gaia)
// endWithFirst Optional. A boolean value. If true the 1st wall element in the wallPart array will finalize the wall. Default is true
//
// TODO: Maybe add angle offset for more generic looking?
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placeLinearWall(startX, startY, targetX, targetY, wallPart, style, playerId, endWithFirst)
{
// Setup optional arguments to the default
wallPart = (wallPart || ["tower", "wallLong"]);
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
endWithFirst = typeof endWithFirst == "undefined" ? true : endWithFirst;
// Check arguments
for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++)
{
var bending = wallStyles[style][wallPart[elementIndex]].bending;
if (bending != 0)
warn("Bending is not supported by placeLinearWall but a bending wall element is used: " + wallPart[elementIndex] + " -> wallStyles[style][wallPart[elementIndex]].entity");
}
// Setup number of wall parts
var totalLength = getDistance(startX, startY, targetX, targetY);
var wallPartLength = 0;
for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++)
wallPartLength += wallStyles[style][wallPart[elementIndex]].width;
var numParts = 0;
if (endWithFirst == true)
numParts = ceil((totalLength - wallStyles[style][wallPart[0]].width) / wallPartLength);
else
numParts = ceil(totalLength / wallPartLength);
// Setup scale factor
var scaleFactor = 1;
if (endWithFirst == true)
scaleFactor = totalLength / (numParts * wallPartLength + wallStyles[style][wallPart[0]].width);
else
scaleFactor = totalLength / (numParts * wallPartLength);
// Setup angle
var wallAngle = getAngle(startX, startY, targetX, targetY); // NOTE: function "getAngle()" is about to be changed...
var placeAngle = wallAngle - PI/2;
// Place wall entities
var x = startX;
var y = startY;
for (var partIndex = 0; partIndex < numParts; partIndex++)
{
for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++)
{
var wallEle = wallStyles[style][wallPart[elementIndex]];
// Width correction
x += scaleFactor * wallEle.width/2 * cos(wallAngle);
y += scaleFactor * wallEle.width/2 * sin(wallAngle);
// Indent correction
var placeX = x - wallEle.indent * sin(wallAngle);
var placeY = y + wallEle.indent * cos(wallAngle);
// Placement
var entity = wallEle.entity;
if (entity !== undefined)
placeObject(placeX, placeY, entity, playerId, placeAngle + wallEle.angle);
x += scaleFactor * wallEle.width/2 * cos(wallAngle);
y += scaleFactor * wallEle.width/2 * sin(wallAngle);
}
}
if (endWithFirst == true)
{
var wallEle = wallStyles[style][wallPart[0]];
x += scaleFactor * wallEle.width/2 * cos(wallAngle);
y += scaleFactor * wallEle.width/2 * sin(wallAngle);
var entity = wallEle.entity;
if (entity !== undefined)
placeObject(x, y, entity, playerId, placeAngle + wallEle.angle);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placeCircularWall
//
// Place a circular wall of repeated wall elements given in the argument wallPart around centerX/centerY with the given radius
// The wall can be opened forming more an arc than a circle if maxAngle < 2*PI
// The orientation then determines where this open part faces (0 means right like unrotated building's drop-points)
//
// centerX/Y Coordinates of the circle's center
// radius How wide the circle should be (approximate, especially if maxBendOff != 0)
// wallPart Optional. An array of NON-BENDING wall element type strings. Default is ["tower", "wallLong"]
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
// playerId Optional. Integer number of the player. Default is 0 (gaia)
// orientation Optional. Where the open part of the (circular) arc should face (if maxAngle is < 2*PI). Default is 0
// maxAngle Optional. How far the wall should circumvent the center. Default is 2*PI (full circle)
// endWithFirst Optional. Boolean. If true the 1st wall element in the wallPart array will finalize the wall. Default is false for full circles, else true
// maxBendOff Optional. How irregular the circle should be. 0 means regular circle, PI/2 means very irregular. Default is 0 (regular circle)
//
// NOTE: Don't use wall elements with bending like corners!
// TODO: Perhaps add eccentricity and maxBendOff functionality (untill now an unused argument)
// TODO: Perhaps add functionality for spirals
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placeCircularWall(centerX, centerY, radius, wallPart, style, playerId, orientation, maxAngle, endWithFirst, maxBendOff)
{
// Setup optional arguments to the default
wallPart = (wallPart || ["tower", "wallLong"]);
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
orientation = (orientation || 0);
maxAngle = (maxAngle || 2*PI);
if (endWithFirst === undefined)
{
if (maxAngle >= 2*PI - 0.001) // Can this be done better?
endWithFirst = false;
else
endWithFirst = true;
}
maxBendOff = (maxBendOff || 0);
// Check arguments
if (maxBendOff > PI/2 || maxBendOff < 0)
warn("placeCircularWall maxBendOff sould satisfy 0 < maxBendOff < PI/2 (~1.5) but it is: " + maxBendOff);
for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++)
{
var bending = wallStyles[style][wallPart[elementIndex]].bending;
if (bending != 0)
warn("Bending is not supported by placeCircularWall but a bending wall element is used: " + wallPart[elementIndex]);
}
// Setup number of wall parts
var totalLength = maxAngle * radius;
var wallPartLength = 0;
for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++)
wallPartLength += wallStyles[style][wallPart[elementIndex]].width;
var numParts = 0;
if (endWithFirst == true)
{
numParts = ceil((totalLength - wallStyles[style][wallPart[0]].width) / wallPartLength);
}
else
{
numParts = ceil(totalLength / wallPartLength);
}
// Setup scale factor
var scaleFactor = 1;
if (endWithFirst == true)
scaleFactor = totalLength / (numParts * wallPartLength + wallStyles[style][wallPart[0]].width);
else
scaleFactor = totalLength / (numParts * wallPartLength);
// Place wall entities
var actualAngle = orientation + (2*PI - maxAngle) / 2;
var x = centerX + radius*cos(actualAngle);
var y = centerY + radius*sin(actualAngle);
for (var partIndex = 0; partIndex < numParts; partIndex++)
{
for (var elementIndex = 0; elementIndex < wallPart.length; elementIndex++)
{
var wallEle = wallStyles[style][wallPart[elementIndex]];
// Width correction
var addAngle = scaleFactor * wallEle.width / radius;
var targetX = centerX + radius * cos(actualAngle + addAngle);
var targetY = centerY + radius * sin(actualAngle + addAngle);
var placeX = x + (targetX - x)/2;
var placeY = y + (targetY - y)/2;
var placeAngle = actualAngle + addAngle/2;
// Indent correction
placeX -= wallEle.indent * cos(placeAngle);
placeY -= wallEle.indent * sin(placeAngle);
// Placement
var entity = wallEle.entity;
if (entity !== undefined)
placeObject(placeX, placeY, entity, playerId, placeAngle + wallEle.angle);
// Prepare for the next wall element
actualAngle += addAngle;
x = centerX + radius*cos(actualAngle);
y = centerY + radius*sin(actualAngle);
}
}
if (endWithFirst == true)
{
var wallEle = wallStyles[style][wallPart[0]];
var addAngle = scaleFactor * wallEle.width / radius;
var targetX = centerX + radius * cos(actualAngle + addAngle);
var targetY = centerY + radius * sin(actualAngle + addAngle);
var placeX = x + (targetX - x)/2;
var placeY = y + (targetY - y)/2;
var placeAngle = actualAngle + addAngle/2;
placeObject(placeX, placeY, wallEle.entity, playerId, placeAngle + wallEle.angle);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placePolygonalWall
//
// Place a polygonal wall of repeated wall elements given in the argument wallPart around centerX/centerY with the given radius
//
// centerX/Y Coordinates of the polygon's center
// radius How wide the circle should be in which the polygon fits
// wallPart Optional. An array of NON-BENDING wall element type strings. Default is ["wallLong", "tower"]
// cornerWallElement Optional. Wall element to be placed at the polygon's corners. Default is "tower"
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
// playerId Optional. Integer number of the player. Default is 0 (gaia)
// orientation Optional. Angle from the center to the first linear wall part placed. Default is 0 (towards positive X/right)
// numCorners Optional. How many corners the polygon will have. Default is 8 (matching a civ centers territory)
// skipFirstWall Optional. Boolean. If the first linear wall part will be left opened as entrance. Default is true
//
// NOTE: Don't use wall elements with bending like corners!
// TODO: Replace skipFirstWall with firstWallPart to enable gate/defended entrance placement
// TODO: Check some arguments
// TODO: Add eccentricity and perhaps make it just call placeIrregularPolygonalWall with irregularity = 0
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placePolygonalWall(centerX, centerY, radius, wallPart, cornerWallElement, style, playerId, orientation, numCorners, skipFirstWall)
{
// Setup optional arguments to the default
wallPart = (wallPart || ["wallLong", "tower"]);
cornerWallElement = (cornerWallElement || "tower"); // Don't use wide elements for this. Not supported well...
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
orientation = (orientation || 0);
numCorners = (numCorners || 8);
skipFirstWall = (skipFirstWall || true);
// Setup angles
var angleAdd = 2*PI/numCorners;
var angleStart = orientation - angleAdd/2;
// Setup corners
var corners = [];
for (var i = 0; i < numCorners; i++)
corners.push([centerX + radius*cos(angleStart + i*angleAdd), centerY + radius*sin(angleStart + i*angleAdd)]);
// Place Corners and walls
for (var i = 0; i < numCorners; i++)
{
var angleToCorner = getAngle(corners[i][0], corners[i][1], centerX, centerY);
placeObject(corners[i][0], corners[i][1], wallStyles[style][cornerWallElement].entity, playerId, angleToCorner);
if (!(skipFirstWall && i == 0))
{
placeLinearWall(
// Adjustment to the corner element width (approximately)
corners[i][0] + wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAdd/2), // startX
corners[i][1] - wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAdd/2), // startY
corners[(i+1)%numCorners][0] - wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAdd/2), // targetX
corners[(i+1)%numCorners][1] + wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAdd/2), // targetY
wallPart, style, playerId);
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placeIrregularPolygonalWall
//
// Place an irregular polygonal wall of some wall parts to choose from around centerX/centerY with the given radius
//
// centerX/Y Coordinates of the polygon's center
// radius How wide the circle should be in which the polygon fits
// cornerWallElement Optional. Wall element to be placed at the polygon's corners. Default is "tower"
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
// playerId Optional. Integer number of the player. Default is 0 (gaia)
// orientation Optional. Angle from the center to the first linear wall part placed. Default is 0 (towards positive X/right)
// numCorners Optional. How many corners the polygon will have. Default is 8 (matching a civ centers territory)
// irregularity Optional. How irregular the polygon will be. 0 means regular, 1 means VERY irregular. Default is 0.5
// skipFirstWall Optional. Boolean. If the first linear wall part will be left opened as entrance. Default is true
// wallPartsAssortment Optional. An array of wall part arrays to choose from for each linear wall connecting the corners. Default is hard to describe ^^
//
// NOTE: wallPartsAssortment is put to the end because it's hardest to set
// NOTE: Don't use wall elements with bending like corners!
// TODO: Replace skipFirstWall with firstWallPart to enable gate/defended entrance placement
// TODO: Check some arguments
// TODO: Perhaps add eccentricity
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placeIrregularPolygonalWall(centerX, centerY, radius, cornerWallElement, style, playerId, orientation, numCorners, irregularity, skipFirstWall, wallPartsAssortment)
{
// Setup optional arguments
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
// Generating a generic wall part assortment with each wall part including 1 gate lengthened by walls and towers
// NOTE: It might be a good idea to write an own function for that...
var defaultWallPartsAssortment = [["wallShort"], ["wall"], ["wallLong"], ["gate", "tower", "wallShort"]];
var centeredWallPart = ["gate"];
var extandingWallPartAssortment = [["tower", "wallLong"], ["tower", "wall"]];
defaultWallPartsAssortment.push(centeredWallPart);
for (var i = 0; i < extandingWallPartAssortment.length; i++)
{
var wallPart = centeredWallPart;
for (var j = 0; j < radius; j++)
{
if (j%2 == 0)
wallPart = wallPart.concat(extandingWallPartAssortment[i]);
else
{
extandingWallPartAssortment[i].reverse();
wallPart = extandingWallPartAssortment[i].concat(wallPart);
extandingWallPartAssortment[i].reverse();
}
defaultWallPartsAssortment.push(wallPart);
}
}
// Setup optional arguments to the default
wallPartsAssortment = (wallPartsAssortment || defaultWallPartsAssortment);
cornerWallElement = (cornerWallElement || "tower"); // Don't use wide elements for this. Not supported well...
style = (style || "palisades");
playerId = (playerId || 0);
orientation = (orientation || 0);
numCorners = (numCorners || randInt(5, 7));
irregularity = (irregularity || 0.5);
skipFirstWall = (skipFirstWall || false);
// Setup angles
var angleToCover = 2*PI;
var angleAddList = [];
for (var i = 0; i < numCorners; i++)
{
// Randomize covered angles. Variety scales down with raising angle though...
angleAddList.push(angleToCover/(numCorners-i) * (1 + randFloat(-irregularity, irregularity)));
angleToCover -= angleAddList[angleAddList.length - 1];
}
// Setup corners
var corners = [];
var angleActual = orientation - angleAddList[0]/2;
for (var i = 0; i < numCorners; i++)
{
corners.push([centerX + radius*cos(angleActual), centerY + radius*sin(angleActual)]);
if (i < numCorners - 1)
angleActual += angleAddList[i+1];
}
// Setup best wall parts for the different walls (a bit confusing naming...)
var wallPartLengths = [];
var maxWallPartLength = 0;
for (var partIndex = 0; partIndex < wallPartsAssortment.length; partIndex++)
{
var length = wallPartLengths[partIndex];
wallPartLengths.push(getWallLength(wallPartsAssortment[partIndex], style));
if (length > maxWallPartLength)
maxWallPartLength = length;
}
var wallPartList = []; // This is the list of the wall parts to use for the walls between the corners, not to confuse with wallPartsAssortment!
for (var i = 0; i < numCorners; i++)
{
var bestWallPart = []; // This is a simpel wall part not a wallPartsAssortment!
var bestWallLength = 99999999;
// NOTE: This is not exactly like the length the wall will be in the end. Has to be tweaked...
var wallLength = getDistance(corners[i][0], corners[i][1], corners[(i+1)%numCorners][0], corners[(i+1)%numCorners][1]);
var numWallParts = ceil(wallLength/maxWallPartLength);
for (var partIndex = 0; partIndex < wallPartsAssortment.length; partIndex++)
{
var linearWallLength = numWallParts*wallPartLengths[partIndex];
if (linearWallLength < bestWallLength && linearWallLength > wallLength)
{
bestWallPart = wallPartsAssortment[partIndex];
bestWallLength = linearWallLength;
}
}
wallPartList.push(bestWallPart);
}
// Place Corners and walls
for (var i = 0; i < numCorners; i++)
{
var angleToCorner = getAngle(corners[i][0], corners[i][1], centerX, centerY);
placeObject(corners[i][0], corners[i][1], wallStyles[style][cornerWallElement].entity, playerId, angleToCorner);
if (!(skipFirstWall && i == 0))
{
placeLinearWall(
// Adjustment to the corner element width (approximately)
corners[i][0] + wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAddList[i]/2), // startX
corners[i][1] - wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAddList[i]/2), // startY
corners[(i+1)%numCorners][0] - wallStyles[style][cornerWallElement].width/2 * sin(angleToCorner + angleAddList[(i+1)%numCorners]/2), // targetX
corners[(i+1)%numCorners][1] + wallStyles[style][cornerWallElement].width/2 * cos(angleToCorner + angleAddList[(i+1)%numCorners]/2), // targetY
wallPartList[i], style, playerId, false);
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// placeGenericFortress
//
// Places a generic fortress with towers at the edges connected with long walls and gates (entries until gates work)
// This is the default Iberian civ bonus starting wall
//
// centerX/Y The approximate center coordinates of the fortress
// radius The approximate radius of the wall to be placed
// playerId Optional. Integer number of the player. Default is 0 (gaia)
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
// irregularity Optional. Float between 0 (circle) and 1 (very spiky), default is 1/2
// gateOccurence Optional. Integer number, every n-th walls will be a gate instead. Default is 3
// maxTrys Optional. How often the function tries to find a better fitting shape at max. Default is 100
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function placeGenericFortress(centerX, centerY, radius, playerId, style, irregularity, gateOccurence, maxTrys)
{
// Setup optional arguments
radius = (radius || 20);
playerId = (playerId || 0);
if (!wallStyles.hasOwnProperty(style))
{
if (playerId == 0)
style = (style || "palisades");
else
style = (getCivCode(playerId-1));
}
irregularity = (irregularity || 1/2);
gateOccurence = (gateOccurence || 3);
maxTrys = (maxTrys || 100);
// Setup some vars
var startAngle = randFloat(0, 2*PI);
var actualOffX = radius*cos(startAngle);
var actualOffY = radius*sin(startAngle);
var actualAngle = startAngle;
var pointDistance = wallStyles[style]["wallLong"].width + wallStyles[style]["tower"].width;
// Searching for a well fitting point derivation
var tries = 0;
var bestPointDerivation = undefined;
var minOverlap = 1000;
var overlap = undefined;
while (tries < maxTrys && minOverlap > wallStyles[style]["tower"].width / 10)
{
var pointDerivation = [];
var distanceToTarget = 1000;
var targetReached = false;
while (!targetReached)
{
var indent = randFloat(-irregularity*pointDistance, irregularity*pointDistance);
var tmpAngle = getAngle(actualOffX, actualOffY,
(radius + indent)*cos(actualAngle + (pointDistance / radius)),
(radius + indent)*sin(actualAngle + (pointDistance / radius)));
actualOffX += pointDistance*cos(tmpAngle);
actualOffY += pointDistance*sin(tmpAngle);
actualAngle = getAngle(0, 0, actualOffX, actualOffY);
pointDerivation.push([actualOffX, actualOffY]);
distanceToTarget = getDistance(actualOffX, actualOffY, pointDerivation[0][0], pointDerivation[0][1]);
var numPoints = pointDerivation.length;
if (numPoints > 3 && distanceToTarget < pointDistance) // Could be done better...
{
targetReached = true;
overlap = pointDistance - getDistance(pointDerivation[numPoints - 1][0], pointDerivation[numPoints - 1][1], pointDerivation[0][0], pointDerivation[0][1]);
if (overlap < minOverlap)
{
minOverlap = overlap;
bestPointDerivation = pointDerivation;
}
}
}
tries++;
}
log("placeGenericFortress: Reduced overlap to " + minOverlap + " after " + tries + " tries");
// Place wall
for (var pointIndex = 0; pointIndex < bestPointDerivation.length; pointIndex++)
{
var startX = centerX + bestPointDerivation[pointIndex][0];
var startY = centerY + bestPointDerivation[pointIndex][1];
var targetX = centerX + bestPointDerivation[(pointIndex + 1) % bestPointDerivation.length][0];
var targetY = centerY + bestPointDerivation[(pointIndex + 1) % bestPointDerivation.length][1];
var angle = getAngle(startX, startY, targetX, targetY);
var wallElement = "wallLong";
if ((pointIndex + 1) % gateOccurence == 0)
wallElement = "gate";
var entity = wallStyles[style][wallElement].entity;
if (entity)
{
placeObject(startX + (getDistance(startX, startY, targetX, targetY)/2)*cos(angle), // placeX
startY + (getDistance(startX, startY, targetX, targetY)/2)*sin(angle), // placeY
entity, playerId, angle - PI/2 + wallStyles[style][wallElement].angle);
}
// Place tower
var startX = centerX + bestPointDerivation[(pointIndex + bestPointDerivation.length - 1) % bestPointDerivation.length][0];
var startY = centerY + bestPointDerivation[(pointIndex + bestPointDerivation.length - 1) % bestPointDerivation.length][1];
var angle = getAngle(startX, startY, targetX, targetY);
placeObject(centerX + bestPointDerivation[pointIndex][0], centerY + bestPointDerivation[pointIndex][1], wallStyles[style]["tower"].entity, playerId, angle - PI/2 + wallStyles[style]["tower"].angle);
}
}