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0ad/binaries/data/mods/public/maps/random/gulf_of_bothnia.js
T
phosit df5cdbe8f1 Load map scripts as modules
Because its a function `GenerateMap` is renamed to `generateMap`.

Allows to rewrite the libraries as modules and to remove the costum
`Engine.LoadLibrary` mechanism in the future.
2025-06-14 09:10:47 +02:00

298 lines
8.4 KiB
JavaScript

Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
export function* generateMap(mapSettings)
{
TILE_CENTERED_HEIGHT_MAP = true;
setBiome(mapSettings.Biome);
const isLakeFrozen = g_Environment.Water.Frozen;
const tPrimary = g_Terrains.mainTerrain;
const tForestFloor = g_Terrains.forestFloor1;
const tCliff = g_Terrains.cliff;
const tSecondary = g_Terrains.tier1Terrain;
const tPatch1 = g_Terrains.tier2Terrain;
const tPatch2 = g_Terrains.tier3Terrain;
const tRoad = g_Terrains.road;
const tRoadWild = g_Terrains.roadWild;
const tShore = g_Terrains.shore;
const tWater = g_Terrains.water;
const oTree1 = g_Gaia.tree1;
const oTree2 = g_Gaia.tree2;
const oTree3 = g_Gaia.tree3;
const oTree4 = g_Gaia.tree4;
const oTree5 = g_Gaia.tree5;
const oBerryBush = g_Gaia.fruitBush;
const oStoneLarge = g_Gaia.stoneLarge;
const oStoneSmall = g_Gaia.stoneSmall;
const oMetalLarge = g_Gaia.metalLarge;
const oMetalSmall = g_Gaia.metalSmall;
const oMainHunt = g_Gaia.mainHuntableAnimal;
const oSecHunt = g_Gaia.secondaryHuntableAnimal;
const oFish = g_Gaia.fish;
const aGrass = g_Decoratives.grass;
const aGrassShort = g_Decoratives.grassShort;
const aRockLarge = g_Decoratives.rockLarge;
const aRockMedium = g_Decoratives.rockMedium;
const aBushMedium = g_Decoratives.bushMedium;
const aBushSmall = g_Decoratives.bushSmall;
const heightSeaGround = g_Heights.seaGround;
const heightShore = g_Heights.shore;
const heightLand = g_Heights.land;
const fishCount = g_ResourceCounts.fish;
const huntCount = g_ResourceCounts.hunt;
const berriesCount = g_ResourceCounts.berries;
const bushCount = g_ResourceCounts.bush;
const pForest1 = [
tForestFloor + TERRAIN_SEPARATOR + oTree1,
tForestFloor + TERRAIN_SEPARATOR + oTree2, tForestFloor];
const pForest2 = [
tForestFloor + TERRAIN_SEPARATOR + oTree4,
tForestFloor + TERRAIN_SEPARATOR + oTree5, tForestFloor];
globalThis.g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = g_Map.getSize();
const mapCenter = g_Map.getCenter();
const clPlayer = g_Map.createTileClass();
const clHill = g_Map.createTileClass();
const clForest = g_Map.createTileClass();
const clLake = g_Map.createTileClass();
const clWater = isLakeFrozen ? g_Map.createTileClass() : clLake;
const clDirt = g_Map.createTileClass();
const clRock = g_Map.createTileClass();
const clMetal = g_Map.createTileClass();
const clFood = g_Map.createTileClass();
const clBaseResource = g_Map.createTileClass();
const startAngle = randomAngle();
placePlayerBases({
"PlayerPlacement": [sortAllPlayers(), ...playerPlacementCustomAngle(
fractionToTiles(0.35),
mapCenter,
i => startAngle + 1/3 * Math.PI * (1 + 2 * (numPlayers == 1 ? 1 :
2 * i / (numPlayers - 1))))],
"PlayerTileClass": clPlayer,
"BaseResourceClass": clBaseResource,
"CityPatch": {
"outerTerrain": tRoadWild,
"innerTerrain": tRoad
},
"StartingAnimal": {
},
"Berries": {
"template": oBerryBush
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
]
},
"Trees": {
"template": oTree1,
"count": 2
},
"Decoratives": {
"template": aRockMedium
}
});
yield 20;
g_Map.log("Creating the gulf");
const gulfLakePositions = [
{ "numCircles": 200, "x": fractionToTiles(0), "radius": fractionToTiles(0.175) },
{ "numCircles": 120, "x": fractionToTiles(0.3), "radius": fractionToTiles(0.2) },
{ "numCircles": 100, "x": fractionToTiles(0.5), "radius": fractionToTiles(0.225) }
];
for (const gulfLake of gulfLakePositions)
{
const position =
Vector2D.add(mapCenter, new Vector2D(gulfLake.x, 0).rotate(-startAngle)).round();
createArea(
new ChainPlacer(
2,
Math.floor(scaleByMapSize(5, 16)),
Math.floor(scaleByMapSize(35, gulfLake.numCircles)),
Infinity,
position,
0,
[Math.floor(gulfLake.radius)]),
[
new TerrainPainter(tPrimary),
new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
new TileClassPainter(clLake)
],
avoidClasses(clPlayer, scaleByMapSize(20, 28)));
}
if (isLakeFrozen)
{
const areas = createAreas(
new ChainPlacer(
1,
4,
scaleByMapSize(16, 40),
0.3),
[
new ElevationPainter(-6),
new TileClassPainter(clWater)
],
stayClasses(clLake, 2),
scaleByMapSize(10, 40));
createObjectGroupsByAreas(
new SimpleGroup([new SimpleObject(oFish, 1, 2, 0, 2)], true, clFood),
0,
stayClasses(clWater, 1),
2*scaleByMapSize(fishCount.min, fishCount.max),
20,
areas);
}
paintTerrainBasedOnHeight(heightShore, heightLand, Elevation_ExcludeMin_ExcludeMax, tShore);
paintTerrainBasedOnHeight(-Infinity, heightShore, Elevation_ExcludeMin_IncludeMax, tWater);
createBumps(avoidClasses(clLake, 2, clPlayer, 10));
if (randBool())
createHills(
[tPrimary, tCliff, tCliff],
avoidClasses(clPlayer, 20, clHill, 15, clLake, 0),
clHill,
scaleByMapSize(1, 4) * numPlayers,
undefined,
undefined,
undefined,
0.5,
18,
4);
else
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clLake, 0), clHill,
scaleByMapSize(1, 4) * numPlayers, Math.floor(scaleByMapSize(20, 40)));
const [forestTrees, stragglerTrees] = getTreeCounts(500, 3000, 0.7);
createDefaultForests(
[tForestFloor, tForestFloor, tForestFloor, pForest1, pForest2],
avoidClasses(clPlayer, 20, clForest, 16, clHill, 0, clLake, 2),
clForest,
forestTrees);
yield 60;
g_Map.log("Creating dirt patches");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tPrimary, tSecondary], [tSecondary, tPatch1], [tPatch1, tPatch2]],
[1, 1],
avoidClasses(clLake, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45),
clDirt);
g_Map.log("Creating grass patches");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tPatch1,
avoidClasses(clLake, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45),
clDirt);
yield 65;
g_Map.log("Creating metal mines");
createBalancedMetalMines(
oMetalSmall,
oMetalLarge,
clMetal,
avoidClasses(clLake, 2, clForest, 0, clPlayer, scaleByMapSize(15, 25), clHill, 1),
0.9
);
g_Map.log("Creating stone mines");
createBalancedStoneMines(
oStoneSmall,
oStoneLarge,
clRock,
avoidClasses(clLake, 2, clForest, 0, clPlayer, scaleByMapSize(15, 25), clHill, 1, clMetal, 10),
0.9
);
yield 70;
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)],
[new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)],
[new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
],
[
scaleByMapAreaAbsolute(16),
scaleByMapAreaAbsolute(8),
scaleByMapSize(bushCount.min, bushCount.max),
scaleByMapSize(bushCount.min, bushCount.max),
scaleByMapSize(bushCount.min, bushCount.max)
],
avoidClasses(clLake, 0, clForest, 0, clPlayer, 5, clHill, 0, clBaseResource, 5));
yield 75;
createFood(
[
[new SimpleObject(oMainHunt, 5, 7, 0, 4)],
[new SimpleObject(oSecHunt, 2, 3, 0, 2)]
],
[
scaleByMapSize(huntCount.min / 2, huntCount.max / 2),
scaleByMapSize(huntCount.min / 2, huntCount.max / 2)
],
avoidClasses(clLake, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
clFood);
createFood(
[[new SimpleObject(oBerryBush, 5, 7, 0, 4)]],
[scaleByMapSize(berriesCount.min, berriesCount.max)],
avoidClasses(clLake, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
clFood);
if (!isLakeFrozen)
{
// actually it would work without an error without this if statement
// but since this placer would fail most of the time on the frozen
// lake -> save some time by just skipping it
// fish are already placed when creating the holes in the ice
createFood(
[[new SimpleObject(oFish, 2, 3, 0, 2)]],
[4*scaleByMapSize(fishCount.min, fishCount.max)],
[avoidClasses(clFood, 12), stayClasses(clWater, 2)],
clFood);
}
yield 85;
createStragglerTrees(
[oTree3],
avoidClasses(clLake, 3, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6),
clForest,
stragglerTrees);
// Avoid the lake, even if frozen
placePlayersNomad(clPlayer,
avoidClasses(clLake, 4, clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
return g_Map;
}