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0ad/binaries/data/mods/public/maps/random/rivers.js
T
elexis 68e8b34d39 Add some missing hill avoidance for nomad placement.
Patch By: (-_-) aka smiley
Differential Revision: https://code.wildfiregames.com/D1417
This was SVN commit r21663.
2018-04-05 11:08:01 +00:00

291 lines
8.0 KiB
JavaScript

Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
setSelectedBiome();
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;
var tShore = g_Terrains.shore;
var tWater = g_Terrains.water;
if (currentBiome() == "generic/tropic")
{
tShore = "tropic_dirt_b_plants";
tWater = "tropic_dirt_b";
}
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 aGrass = g_Decoratives.grass;
const aGrassShort = g_Decoratives.grassShort;
const aReeds = g_Decoratives.reeds;
const aLillies = g_Decoratives.lillies;
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 = -3;
const heightShallows = -1;
const heightLand = 1;
var g_Map = new RandomMap(heightLand, tMainTerrain);
const numPlayers = getNumPlayers();
const mapSize = g_Map.getSize();
const mapCenter = g_Map.getCenter();
var clPlayer = g_Map.createTileClass();
var clHill = g_Map.createTileClass();
var clForest = g_Map.createTileClass();
var clWater = g_Map.createTileClass();
var clDirt = g_Map.createTileClass();
var clRock = g_Map.createTileClass();
var clMetal = g_Map.createTileClass();
var clFood = g_Map.createTileClass();
var clBaseResource = g_Map.createTileClass();
var clShallow = g_Map.createTileClass();
var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
placePlayerBases({
"PlayerPlacement": [playerIDs, playerPosition],
"PlayerTileClass": clPlayer,
"BaseResourceClass": clBaseResource,
"CityPatch": {
"outerTerrain": tRoadWild,
"innerTerrain": tRoad
},
"Chicken": {
},
"Berries": {
"template": oFruitBush
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
]
},
"Trees": {
"template": oTree1,
"count": 2
},
"Decoratives": {
"template": aGrassShort
}
});
g_Map.log("Creating central lake");
createArea(
new ClumpPlacer(diskArea(fractionToTiles(0.075)), 0.7, 0.1, Infinity, mapCenter),
[
new LayeredPainter([tShore, tWater], [1]),
new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
new TileClassPainter(clWater)
]);
g_Map.log("Creating rivers between opponents");
let numRivers = isNomad() ? randIntInclusive(4, 8) : numPlayers;
let rivers = distributePointsOnCircle(numRivers, startAngle + Math.PI / numRivers, fractionToTiles(0.5), mapCenter)[0];
for (let i = 0; i < numRivers; ++i)
{
if (isNomad() ? randBool() : areAllies(playerIDs[i], playerIDs[(i + 1) % numPlayers]))
continue;
let shallowLocation = randFloat(0.2, 0.7);
let shallowWidth = randFloat(0.12, 0.21);
paintRiver({
"parallel": true,
"start": rivers[i],
"end": mapCenter,
"width": scaleByMapSize(10, 30),
"fadeDist": 5,
"deviation": 0,
"heightLand": heightLand,
"heightRiverbed": heightSeaGround,
"minHeight": heightSeaGround,
"meanderShort": 10,
"meanderLong": 0,
"waterFunc": (position, height, riverFraction) => {
clWater.add(position);
let isShallow = height < heightShallows &&
riverFraction > shallowLocation &&
riverFraction < shallowLocation + shallowWidth;
let newHeight = isShallow ? heightShallows : Math.max(height, heightSeaGround);
if (g_Map.getHeight(position) < newHeight)
return;
g_Map.setHeight(position, newHeight);
createTerrain(height >= 0 ? tShore : tWater).place(position);
if (isShallow)
clShallow.add(position);
}
});
}
Engine.SetProgress(40);
createBumps(avoidClasses(clWater, 2, clPlayer, 20));
if (randBool())
createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
else
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
createForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
clForest,
forestTrees);
Engine.SetProgress(50);
g_Map.log("Creating dirt patches");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
[1,1],
avoidClasses(clWater, 3, 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)],
tTier4Terrain,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45),
clDirt);
Engine.SetProgress(55);
g_Map.log("Creating stone mines");
createMines(
[
[new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
clRock);
g_Map.log("Creating metal mines");
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
clMetal
);
Engine.SetProgress(65);
var planetm = 1;
if (currentBiome() == "generic/tropic")
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)],
[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)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(8, 131),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200)
],
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0));
createDecoration(
[
[new SimpleObject(aReeds, 1, 3, 0, 1)],
[new SimpleObject(aLillies, 1, 2, 0, 1)]
],
[
scaleByMapSize(800, 12800),
scaleByMapSize(800, 12800)
],
stayClasses(clShallow, 0));
Engine.SetProgress(70);
createFood(
[
[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
],
[
3 * numPlayers,
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
clFood);
createFood(
[
[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
],
[
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
clFood);
createFood(
[
[new SimpleObject(oFish, 2, 3, 0, 2)]
],
[
25 * numPlayers
],
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
clFood);
Engine.SetProgress(85);
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6),
clForest,
stragglerTrees);
placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clFood, 2, clHill, 4));
setWaterWaviness(3.0);
setWaterType("lake");
g_Map.ExportMap();