Update migration and rename the previous map "land grab"

This commit is contained in:
real_tabasco_sauce
2024-11-19 22:38:29 -08:00
committed by wowgetoffyourcellphone
parent 98b042a90a
commit 087f62d062
6 changed files with 540 additions and 101 deletions
@@ -0,0 +1,408 @@
Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
function* GenerateMap(mapSettings)
{
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 heightHill = 18;
const heightOffsetBump = 2;
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 clIsland = g_Map.createTileClass();
const startAngle = randomAngle();
const playerIDs = sortAllPlayers();
const [playerPosition, playerAngle] = playerPlacementCustomAngle(
fractionToTiles(0.35),
mapCenter,
i => startAngle - Math.PI * (i + 1) / (numPlayers + 1));
g_Map.log("Creating player islands and docks");
for (let i = 0; i < numPlayers; ++i)
{
createArea(
new ClumpPlacer(diskArea(defaultPlayerBaseRadius()), 0.8, 0.1, Infinity,
playerPosition[i]),
[
new LayeredPainter([tWater, tShore, tMainTerrain], [1, 4]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
new TileClassPainter(clIsland),
new TileClassPainter(isNomad() ? clLand : clPlayer)
]);
if (isNomad())
continue;
const dockLocation =
findLocationInDirectionBasedOnHeight(playerPosition[i], mapCenter, -3, 2.6, 3);
g_Map.placeEntityPassable(oDock, playerIDs[i], dockLocation, playerAngle[i] + Math.PI);
}
yield 10;
placePlayerBases({
"PlayerPlacement": [playerIDs, playerPosition],
"PlayerTileClass": clPlayer,
"BaseResourceClass": clBaseResource,
"Walls": false,
// No city patch
"StartingAnimal": {
},
"Berries": {
"template": oFruitBush
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
]
},
"Treasures": {
"types": [
{
"template": oWoodTreasure,
"count": 14
}
]
},
"Trees": {
"template": oTree1,
"count": scaleByMapSize(12, 30)
},
"Decoratives": {
"template": aGrassShort
}
});
yield 15;
g_Map.log("Create the continent body");
const continentPosition =
Vector2D.add(mapCenter, new Vector2D(0, fractionToTiles(0.38)).rotate(-startAngle)).round();
createArea(
new ClumpPlacer(diskArea(fractionToTiles(0.4)), 0.8, 0.08, Infinity, continentPosition),
[
new LayeredPainter([tWater, tShore, tMainTerrain], [4, 2]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
new TileClassPainter(clLand)
],
avoidClasses(clIsland, 8));
yield 20;
g_Map.log("Creating shore jaggedness");
createAreas(
new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, Infinity),
[
new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
new TileClassPainter(clLand)
],
[
borderClasses(clLand, 6, 3),
avoidClasses(clIsland, 8)
],
scaleByMapSize(2, 15) * 20,
150);
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
yield 25;
g_Map.log("Creating bumps");
createAreas(
new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, Infinity),
new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetBump, 2),
[avoidClasses(clIsland, 10), stayClasses(clLand, 3)],
scaleByMapSize(100, 200)
);
yield 30;
g_Map.log("Creating hills");
createAreas(
new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, Infinity),
[
new LayeredPainter([tCliff, tHill], [2]),
new SmoothElevationPainter(ELEVATION_SET, heightHill, 2),
new TileClassPainter(clHill)
],
[avoidClasses(clIsland, 10, clHill, 15), stayClasses(clLand, 7)],
scaleByMapSize(1, 4) * numPlayers
);
yield 34;
g_Map.log("Creating forests");
const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
const types = [
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
];
const forestSize = forestTrees / (scaleByMapSize(2, 8) * numPlayers) *
(currentBiome() == "generic/savanna" ? 2 : 1);
const num = Math.floor(forestSize / types.length);
for (const type of types)
createAreas(
new ClumpPlacer(forestTrees / num, 0.1, 0.1, Infinity),
[
new LayeredPainter(type, [2]),
new TileClassPainter(clForest)
],
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 7)],
num);
yield 38;
g_Map.log("Creating dirt patches");
for (const size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
createAreas(
new ClumpPlacer(size, 0.3, 0.06, 0.5),
[
new LayeredPainter(
[
[tMainTerrain, tTier1Terrain],
[tTier1Terrain, tTier2Terrain],
[tTier2Terrain, tTier3Terrain]
],
[1, 1]),
new TileClassPainter(clDirt)
],
[
avoidClasses(
clForest, 0,
clHill, 0,
clDirt, 5,
clIsland, 0),
stayClasses(clLand, 7)
],
scaleByMapSize(15, 45));
yield 42;
g_Map.log("Creating grass patches");
for (const size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
createAreas(
new ClumpPlacer(size, 0.3, 0.06, 0.5),
new TerrainPainter(tTier4Terrain),
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clIsland, 0), stayClasses(clLand, 7)],
scaleByMapSize(15, 45));
yield 46;
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, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
scaleByMapSize(4, 16), 100
);
yield 50;
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, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
scaleByMapSize(4, 16), 100
);
yield 54;
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, 10, clMetal, 10, clRock, 5, clHill, 1),
stayClasses(clLand, 7)
],
scaleByMapSize(4, 16), 100
);
yield 58;
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, 6)],
scaleByMapSize(16, 262), 50
);
yield 62;
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, 6)],
scaleByMapSize(8, 131), 50
);
yield 66;
g_Map.log("Creating deer");
group = new SimpleGroup(
[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
true, clFood
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
3 * numPlayers, 50
);
yield 70;
g_Map.log("Creating sheep");
group = new SimpleGroup(
[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)],
true, clFood
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
3 * numPlayers, 50
);
yield 74;
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, 7)],
randIntInclusive(1, 4) * numPlayers + 2, 50
);
yield 78;
g_Map.log("Creating fish");
createObjectGroupsDeprecated(
new SimpleGroup([new SimpleObject(oFish, 2, 3, 0, 2)], true, clFood),
0,
avoidClasses(clLand, 2, clPlayer, 2, clHill, 0, clFood, 14),
60 * numPlayers, 60
);
yield 82;
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
[
avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6),
stayClasses(clLand, 9)
],
clForest,
stragglerTrees);
yield 86;
const planetm = currentBiome() == "generic/india" ? 8 : 1;
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, 6)],
planetm * scaleByMapSize(13, 200)
);
yield 94;
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
);
yield 98;
setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
setSunRotation(randomAngle());
setSunElevation(randFloat(1/5, 1/3) * Math.PI);
setWaterWaviness(2);
placePlayersNomad(clPlayer,
[
stayClasses(clIsland, 4),
avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)
]);
return g_Map;
}
@@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Land Grab",
"Script" : "land_grab.js",
"Description" : "Players start in small islands in the eastern part of the map. There is a big continent in the west ready for expansion.",
"Keywords": ["naval"],
"Preview" : "land_grab.png",
"SupportedBiomes": "generic/",
"CircularMap" : true
}
}
@@ -2,8 +2,7 @@ Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
function* GenerateMap(mapSettings)
{
function* GenerateMap(mapSettings) {
setBiome(mapSettings.Biome);
const tMainTerrain = g_Terrains.mainTerrain;
@@ -42,16 +41,8 @@ function* GenerateMap(mapSettings)
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 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;
@@ -67,40 +58,49 @@ function* GenerateMap(mapSettings)
const clPlayer = g_Map.createTileClass();
const clHill = g_Map.createTileClass();
const clForest = g_Map.createTileClass();
const clForestIsland = g_Map.createTileClass();
const clDirt = g_Map.createTileClass();
const clRock = g_Map.createTileClass();
const clMetal = g_Map.createTileClass();
const clFood = g_Map.createTileClass();
const clIslandHunt = g_Map.createTileClass();
const clBaseResource = g_Map.createTileClass();
const clLand = g_Map.createTileClass();
const clIsland = g_Map.createTileClass();
const startAngle = randomAngle();
const playerIDs = sortAllPlayers();
const [playerPosition, playerAngle] = playerPlacementCustomAngle(
fractionToTiles(0.35),
mapCenter,
i => startAngle - Math.PI * (i + 1) / (numPlayers + 1));
const pattern = g_MapSettings.PlayerPlacement;
g_Map.log("Creating player islands and docks");
for (let i = 0; i < numPlayers; ++i)
{
const teamDist = {
"circle": 0.42,
"river": 0.65,
"stronghold": 0.44
}[pattern];
const playerDist = {
"circle": 0.1,
"river": 0.1,
"stronghold": 0.06
}[pattern];
const [playerIDs, playerPosition] =
playerPlacementByPattern(
pattern,
fractionToTiles(teamDist),
fractionToTiles(playerDist),
startAngle,
undefined);
g_Map.log("Creating player islands");
for (let i = 0; i < numPlayers; ++i) {
createArea(
new ClumpPlacer(diskArea(defaultPlayerBaseRadius()), 0.8, 0.1, Infinity,
playerPosition[i]),
new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 1.75), 0.8, 0.1, Infinity, playerPosition[i]),
[
new LayeredPainter([tWater, tShore, tMainTerrain], [1, 4]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
new TileClassPainter(clIsland),
new TileClassPainter(isNomad() ? clLand : clPlayer)
]);
if (isNomad())
continue;
const dockLocation =
findLocationInDirectionBasedOnHeight(playerPosition[i], mapCenter, -3, 2.6, 3);
g_Map.placeEntityPassable(oDock, playerIDs[i], dockLocation, playerAngle[i] + Math.PI);
}
yield 10;
@@ -121,14 +121,6 @@ function* GenerateMap(mapSettings)
{ "template": oStoneLarge }
]
},
"Treasures": {
"types": [
{
"template": oWoodTreasure,
"count": 14
}
]
},
"Trees": {
"template": oTree1,
"count": scaleByMapSize(12, 30)
@@ -140,21 +132,20 @@ function* GenerateMap(mapSettings)
yield 15;
g_Map.log("Create the continent body");
const continentPosition =
Vector2D.add(mapCenter, new Vector2D(0, fractionToTiles(0.38)).rotate(-startAngle)).round();
const continentPosition = Vector2D.add(mapCenter, new Vector2D(0, fractionToTiles(0))).round();
createArea(
new ClumpPlacer(diskArea(fractionToTiles(0.4)), 0.8, 0.08, Infinity, continentPosition),
new ClumpPlacer(diskArea(fractionToTiles(0.30)), 0.8, 0.08, Infinity, continentPosition),
[
new LayeredPainter([tWater, tShore, tMainTerrain], [4, 2]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
new TileClassPainter(clLand)
],
avoidClasses(clIsland, 8));
yield 20;
avoidClasses(clIsland, 22));
Engine.SetProgress(20);
g_Map.log("Creating shore jaggedness");
createAreas(
new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, Infinity),
new ClumpPlacer(scaleByMapSize(10, 65), 0.2, 0.1, Infinity),
[
new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
@@ -162,7 +153,7 @@ function* GenerateMap(mapSettings)
],
[
borderClasses(clLand, 6, 3),
avoidClasses(clIsland, 8)
avoidClasses(clIsland, 16)
],
scaleByMapSize(2, 15) * 20,
150);
@@ -188,44 +179,40 @@ function* GenerateMap(mapSettings)
new SmoothElevationPainter(ELEVATION_SET, heightHill, 2),
new TileClassPainter(clHill)
],
[avoidClasses(clIsland, 10, clHill, 15), stayClasses(clLand, 7)],
[avoidClasses(clIsland, 10, clHill, 50), stayClasses(clLand, 12)],
scaleByMapSize(1, 4) * numPlayers
);
yield 34;
g_Map.log("Creating forests");
const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
const types = [
var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
var types = [
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
];
const forestSize = forestTrees / (scaleByMapSize(2, 8) * numPlayers) *
var size = forestTrees / (scaleByMapSize(2, 8) * numPlayers) *
(currentBiome() == "generic/savanna" ? 2 : 1);
const num = Math.floor(forestSize / types.length);
for (const type of types)
var num = Math.floor(size / types.length);
for (let type of types)
createAreas(
new ClumpPlacer(forestTrees / num, 0.1, 0.1, Infinity),
[
new LayeredPainter(type, [2]),
new TileClassPainter(clForest)
],
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 7)],
[avoidClasses(clForest, 10, clHill, 2), stayClasses(clLand, 7)],
num);
yield 38;
g_Map.log("Creating dirt patches");
for (const size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
for (let size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
createAreas(
new ClumpPlacer(size, 0.3, 0.06, 0.5),
[
new LayeredPainter(
[
[tMainTerrain, tTier1Terrain],
[tTier1Terrain, tTier2Terrain],
[tTier2Terrain, tTier3Terrain]
],
[[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]],
[1, 1]),
new TileClassPainter(clDirt)
],
@@ -242,43 +229,58 @@ function* GenerateMap(mapSettings)
yield 42;
g_Map.log("Creating grass patches");
for (const size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
for (let size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
createAreas(
new ClumpPlacer(size, 0.3, 0.06, 0.5),
new TerrainPainter(tTier4Terrain),
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clIsland, 0), stayClasses(clLand, 7)],
scaleByMapSize(15, 45));
yield 46;
Engine.SetProgress(46);
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);
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, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
scaleByMapSize(4, 16), 100
[avoidClasses(clForest, 0, clRock, 18, clHill, 1), stayClasses(clLand, 4)],
scaleByMapSize(26, 30), 800
);
yield 50;
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, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
scaleByMapSize(4, 16), 100
);
yield 54;
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, 10, clMetal, 10, clRock, 5, clHill, 1),
stayClasses(clLand, 7)
],
scaleByMapSize(4, 16), 100
[avoidClasses(clForest, 0, clMetal, 18, clRock, 8, clHill, 1), stayClasses(clLand, 4)],
scaleByMapSize(28, 32), 800
);
g_Map.log("Creating small stone quarries");
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2, 5, 1, 3)], true, clRock);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 0, clMetal, 6, clRock, 12, clHill, 1), stayClasses(clLand, 4)],
scaleByMapSize(25, 30), 800
);
yield 54;
g_Map.log("Creating island forests");
var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
var types = [
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
];
var size = forestTrees / (scaleByMapSize(2, 8) * numPlayers) *
(currentBiome() == "generic/savanna" ? 2 : 3);
var num = Math.floor((size / types.length));
for (let type of types)
createAreas(
new ClumpPlacer(forestTrees / num, 0.1, 0.1, Infinity),
[
new LayeredPainter(type, [2]),
new TileClassPainter(clForestIsland)
],
[avoidClasses(clBaseResource, 11, clForestIsland, 6, clHill, 0), stayClasses(clIsland, 5)],
num);
yield 58;
g_Map.log("Creating small decorative rocks");
@@ -314,6 +316,19 @@ function* GenerateMap(mapSettings)
[avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
3 * numPlayers, 50
);
if (currentBiome() == "generic/savanna") {
g_Map.log("Creating Island Fauna");
group = new SimpleGroup(
[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
true, clIslandHunt
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clBaseResource, 6, clIslandHunt, 58), stayClasses(clIsland, 12)],
numPlayers * 20, 400
);
}
yield 70;
g_Map.log("Creating sheep");
@@ -342,21 +357,25 @@ function* GenerateMap(mapSettings)
createObjectGroupsDeprecated(
new SimpleGroup([new SimpleObject(oFish, 2, 3, 0, 2)], true, clFood),
0,
avoidClasses(clLand, 2, clPlayer, 2, clHill, 0, clFood, 14),
60 * numPlayers, 60
avoidClasses(clLand, 2, clPlayer, 2, clHill, 0, clFood, 10),
scaleByMapSize(500, 700), 500
);
yield 82;
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
[
avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6),
stayClasses(clLand, 9)
],
[avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 9)],
clForest,
stragglerTrees);
yield 86;
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
[avoidClasses(clForestIsland, 1, clBaseResource, 8), stayClasses(clIsland, 5)],
clForest,
stragglerTrees);
yield 85;
const planetm = currentBiome() == "generic/india" ? 8 : 1;
@@ -372,16 +391,13 @@ function* GenerateMap(mapSettings)
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)
]
[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, 6)],
planetm * scaleByMapSize(13, 200)
);
yield 94;
Engine.SetProgress(94);
g_Map.log("Creating bushes");
group = new SimpleGroup(
@@ -395,14 +411,10 @@ function* GenerateMap(mapSettings)
setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
setSunRotation(randomAngle());
setSunElevation(randFloat(1/5, 1/3) * Math.PI);
setSunElevation(randFloat(1 / 5, 1 / 3) * Math.PI);
setWaterWaviness(2);
placePlayersNomad(clPlayer,
[
stayClasses(clIsland, 4),
avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)
]);
placePlayersNomad(clPlayer, [stayClasses(clIsland, 4), avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)]);
return g_Map;
}
@@ -2,10 +2,15 @@
"settings" : {
"Name" : "Migration",
"Script" : "migration.js",
"Description" : "Players start in small islands in the eastern part of the map. There is a big continent in the west ready for expansion.",
"Description" : "Players start on islands towards the outside of the map and must move to take advantage of the middle island before their resources run out.",
"Keywords": ["naval"],
"Preview" : "migration.png",
"SupportedBiomes": "generic/",
"CircularMap" : true
"CircularMap" : true,
"PlayerPlacements": [
"circle",
"river",
"stronghold"
]
}
}