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0ad/binaries/data/mods/public/maps/random/islands.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

402 lines
12 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 tMainTerrain = g_Terrains.mainTerrain;
const tForestFloor1 = g_Terrains.forestFloor1;
const tForestFloor2 = g_Terrains.forestFloor2;
const tCliff = g_Terrains.cliff;
const tTier1Terrain = g_Terrains.tier1Terrain;
const tTier2Terrain = g_Terrains.tier2Terrain;
const tTier3Terrain = g_Terrains.tier3Terrain;
const tHill = g_Terrains.hill;
const tRoad = g_Terrains.road;
const tRoadWild = g_Terrains.roadWild;
const tTier4Terrain = g_Terrains.tier4Terrain;
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 oFruitBush = g_Gaia.fruitBush;
const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
const oFish = g_Gaia.fish;
const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
const oStoneLarge = g_Gaia.stoneLarge;
const oStoneSmall = g_Gaia.stoneSmall;
const oMetalLarge = g_Gaia.metalLarge;
const oWoodTreasure = "gaia/treasure/wood";
const oDock = "skirmish/structures/default_dock";
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 pForest1 = [
tForestFloor2 + TERRAIN_SEPARATOR + oTree1,
tForestFloor2 + TERRAIN_SEPARATOR + oTree2,
tForestFloor2
];
const pForest2 = [
tForestFloor1 + TERRAIN_SEPARATOR + oTree4,
tForestFloor1 + TERRAIN_SEPARATOR + oTree5,
tForestFloor1
];
const heightSeaGround = -5;
const heightLand = 3;
const heightOffsetBump = 2;
const heightHill = 18;
globalThis.g_Map = new RandomMap(heightSeaGround, tWater);
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 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 clLand = g_Map.createTileClass();
const playerIslandRadius = scaleByMapSize(20, 29);
const [playerIDs, playerPosition, playerAngle] = playerPlacementCircle(fractionToTiles(0.35));
if (!isNomad())
{
g_Map.log("Creating player islands and docks");
for (let i = 0; i < numPlayers; i++)
{
createArea(
new ClumpPlacer(diskArea(playerIslandRadius), 0.8, 0.1, Infinity,
playerPosition[i]),
[
new LayeredPainter([tMainTerrain, tMainTerrain, tMainTerrain], [1, 6]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 6),
new TileClassPainter(clLand),
new TileClassPainter(clPlayer)
]);
const dockLocation = findLocationInDirectionBasedOnHeight(playerPosition[i],
mapCenter, -3, heightLand - 0.5, heightLand);
g_Map.placeEntityPassable(oDock, playerIDs[i], dockLocation, playerAngle[i] + Math.PI);
}
}
g_Map.log("Creating big islands");
createAreas(
new ChainPlacer(
Math.floor(scaleByMapSize(4, 8)),
Math.floor(scaleByMapSize(8, 14)),
Math.floor(scaleByMapSize(25, 60)),
0.07),
[
new TerrainPainter(tMainTerrain),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 6),
new TileClassPainter(clLand)
],
avoidClasses(clLand, scaleByMapSize(8, 12)),
scaleByMapSize(4, 14));
g_Map.log("Creating small islands");
createAreas(
new ChainPlacer(
Math.floor(scaleByMapSize(4, 7)),
Math.floor(scaleByMapSize(7, 10)),
Math.floor(scaleByMapSize(16, 40)),
0.07),
[
new TerrainPainter(tMainTerrain),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 6),
new TileClassPainter(clLand)
],
avoidClasses(clLand, scaleByMapSize(8, 12)),
scaleByMapSize(6, 54));
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
placePlayerBases({
"PlayerPlacement": [playerIDs, playerPosition],
// PlayerTileClass marked above
"BaseResourceClass": clBaseResource,
"Walls": "towers",
"CityPatch": {
"radius": playerIslandRadius / 3,
"outerTerrain": tRoadWild,
"innerTerrain": tRoad
},
"StartingAnimal": {
},
"Berries": {
"template": oFruitBush
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
]
},
"Treasures": {
"types": [
{
"template": oWoodTreasure,
"count": 14
}
]
},
"Trees": {
"template": oTree1,
"count": 5
},
"Decoratives": {
"template": aGrassShort
}
});
g_Map.log("Creating bumps");
createAreas(
new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, Infinity),
new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetBump, 2),
[avoidClasses(clPlayer, 0), stayClasses(clLand, 3)],
scaleByMapSize(20, 100));
g_Map.log("Creating hills");
createAreas(
new ChainPlacer(1, Math.floor(scaleByMapSize(4, 6)), Math.floor(scaleByMapSize(16, 40)), 0.5),
[
new LayeredPainter([tCliff, tHill], [2]),
new SmoothElevationPainter(ELEVATION_SET, heightHill, 2),
new TileClassPainter(clHill)
],
[avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)],
scaleByMapSize(4, 13));
g_Map.log("Creating forests");
const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
const types = [
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
];
if (currentBiome() != "generic/savanna")
{
const size = forestTrees / (scaleByMapSize(3, 6) * numPlayers);
const num = Math.floor(size / types.length);
for (const type of types)
createAreas(
new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)),
forestTrees / (num * Math.floor(scaleByMapSize(2, 5))), 0.5),
[
new LayeredPainter(type, [2]),
new TileClassPainter(clForest)
],
[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
num);
}
yield 50;
g_Map.log("Creating dirt patches");
const numberOfPatches = scaleByMapSize(15, 45) * (currentBiome() == "generic/savanna" ? 3 : 1);
for (const size of [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)])
createAreas(
new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
[
new LayeredPainter(
[
[tMainTerrain, tTier1Terrain],
[tTier1Terrain, tTier2Terrain],
[tTier2Terrain, tTier3Terrain]
], [1, 1]),
new TileClassPainter(clDirt)
],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
numberOfPatches);
g_Map.log("Creating grass patches");
for (const size of [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)])
createAreas(
new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
new TerrainPainter(tTier4Terrain),
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
numberOfPatches);
yield 55;
g_Map.log("Creating stone mines");
let group = new SimpleGroup(
[
new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1),
new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)
], true, clRock);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
scaleByMapSize(4, 16), 100
);
g_Map.log("Creating small stone quarries");
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2, 5, 1, 3)], true, clRock);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
scaleByMapSize(4, 16), 100
);
g_Map.log("Creating metal mines");
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1, 1, 0, 4)], true, clMetal);
createObjectGroupsDeprecated(group, 0,
[
avoidClasses(clForest, 1, clPlayer, 0, clMetal, 10, clRock, 5, clHill, 1),
stayClasses(clLand, 5)
],
scaleByMapSize(4, 16), 100
);
yield 65;
g_Map.log("Creating small decorative rocks");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1, 3, 0, 1)],
true
);
createObjectGroupsDeprecated(
group, 0,
[avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
scaleByMapSize(16, 262), 50
);
g_Map.log("Creating large decorative rocks");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
true
);
createObjectGroupsDeprecated(
group, 0,
[avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
scaleByMapSize(8, 131), 50
);
yield 70;
g_Map.log("Creating deer");
group = new SimpleGroup(
[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
true, clFood
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
3 * numPlayers, 50
);
yield 75;
g_Map.log("Creating sheep");
group = new SimpleGroup(
[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)],
true, clFood
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
3 * numPlayers, 50
);
g_Map.log("Creating fruit bush");
group = new SimpleGroup(
[new SimpleObject(oFruitBush, 5, 7, 0, 4)],
true, clFood
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
randIntInclusive(1, 4) * numPlayers + 2, 50
);
g_Map.log("Creating fish");
group = new SimpleGroup(
[new SimpleObject(oFish, 2, 3, 0, 2)],
true, clFood
);
createObjectGroupsDeprecated(group, 0,
avoidClasses(clLand, 4, clForest, 2, clPlayer, 2, clHill, 2, clFood, 14),
40 * numPlayers, 60
);
yield 85;
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
[
avoidClasses(clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6),
stayClasses(clLand, 6)
],
clForest,
stragglerTrees);
let planetm = 1;
if (currentBiome() == "generic/india")
planetm = 8;
g_Map.log("Creating small grass tufts");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1, 2, 0, 1, -Math.PI / 8, Math.PI / 8)]
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200)
);
yield 90;
g_Map.log("Creating large grass tufts");
group = new SimpleGroup(
[
new SimpleObject(aGrass, 2, 4, 0, 1.8, -Math.PI / 8, Math.PI / 8),
new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5, -Math.PI / 8, Math.PI / 8)
]
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
planetm * scaleByMapSize(13, 200)
);
yield 95;
g_Map.log("Creating bushes");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200), 50
);
placePlayersNomad(clPlayer,
[
stayClasses(clLand, 4),
avoidClasses(clHill, 2, clForest, 1, clMetal, 4, clRock, 4, clFood, 2)
]);
setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
setSunRotation(randomAngle());
setSunElevation(randFloat(1/5, 1/3) * Math.PI);
setWaterWaviness(2);
return g_Map;
}