Add random map Wild Lake. Patch by FeXoR. Reviewed by elexis and Imarok.

Differential Revision: https://code.wildfiregames.com/D548
This was SVN commit r19704.
This commit is contained in:
FeXoR
2017-06-01 08:46:00 +00:00
parent 61261d14fc
commit ca654e3f79
3 changed files with 988 additions and 0 deletions
@@ -0,0 +1,973 @@
RMS.LoadLibrary("rmgen");
RMS.LoadLibrary("heightmap");
InitMap();
let genStartTime = Date.now();
/**
* Returns an approximation of the heights of the tiles between the vertices, a tile centered heightmap
* A tile centered heightmap is one smaller in width and height than an ordinary heightmap
* It is meant to e.g. texture a map by height (x/y coordinates correspond to those of the terrain texture map)
* Don't use this to override g_Map height (Potentially breaks the map)!
* @param {array} [heightmap=g_Map.height] - A reliefmap the tile centered version should be build from
*/
function getTileCenteredHeightmap(heightmap = g_Map.height)
{
let max_x = heightmap.length - 1;
let max_y = heightmap[0].length - 1;
let tchm = [];
for (let x = 0; x < max_x; ++x)
{
tchm[x] = new Float32Array(max_y);
for (let y = 0; y < max_y; ++y)
tchm[x][y] = 0.25 * (heightmap[x][y] + heightmap[x + 1][y] + heightmap[x][y + 1] + heightmap[x + 1][y + 1]);
}
return tchm;
}
/**
* Returns an inclination map corresponding to the tiles between the heightmaps vertices:
* array of heightmap width-1 arrays of height-1 vectors (associative arrays) of the from:
* {"x": x_slope, "y": y_slope] so a 2D Vector pointing to the hightest incline (with the length the incline in the vectors direction)
* The x and y coordinates of a tile in the terrain texture map correspond to those of the inclination map
* @param {array} [heightmap=g_Map.height] - The reliefmap the inclination map is to be generated from
*/
function getInclineMap(heightmap)
{
heightmap = (heightmap || g_Map.height);
let max_x = heightmap.length - 1;
let max_y = heightmap[0].length - 1;
let inclineMap = [];
for (let x = 0; x < max_x; ++x)
{
inclineMap[x] = [];
for (let y = 0; y < max_y; ++y)
{
let dx = heightmap[x + 1][y] - heightmap[x][y];
let dy = heightmap[x][y + 1] - heightmap[x][y];
let next_dx = heightmap[x + 1][y + 1] - heightmap[x][y + 1];
let next_dy = heightmap[x + 1][y + 1] - heightmap[x + 1][y];
inclineMap[x][y] = { "x" : 0.5 * (dx + next_dx), "y" : 0.5 * (dy + next_dy) };
}
}
return inclineMap;
}
/**
* Returns a slope map (same form as the a heightmap with one less width and height)
* Not normalized. Only returns the steepness (float), not the direction of incline.
* The x and y coordinates of a tile in the terrain texture map correspond to those of the slope map
* @param {array} [inclineMap=getInclineMap(g_Map.height)] - A map with the absolute inclination for each tile
*/
function getSlopeMap(inclineMap = getInclineMap(g_Map.height))
{
let max_x = inclineMap.length;
let slopeMap = [];
for (let x = 0; x < max_x; ++x)
{
let max_y = inclineMap[x].length;
slopeMap[x] = new Float32Array(max_y);
for (let y = 0; y < max_y; ++y)
slopeMap[x][y] = Math.pow(inclineMap[x][y].x * inclineMap[x][y].x + inclineMap[x][y].y * inclineMap[x][y].y, 0.5);
}
return slopeMap;
}
/**
* Returns the order to go through the points for the shortest closed path (array of indices)
* @param {array} [points] - Points to be sorted of the form {"x": x_value, "y": y_value}
*/
function getOrderOfPointsForShortestClosePath(points)
{
let order = [];
let distances = [];
if (points.length <= 3)
{
for (let i = 0; i < points.length; ++i)
order.push(i);
return order;
}
// Just add the first 3 points
let pointsToAdd = deepcopy(points);
for (let i = 0; i < 3; ++i)
{
order.push(i);
pointsToAdd.shift(i);
if (i)
distances.push(getDistance(points[order[i]].x, points[order[i]].y, points[order[i - 1]].x, points[order[i - 1]].y));
}
distances.push(getDistance(
points[order[0]].x,
points[order[0]].y,
points[order[order.length - 1]].x,
points[order[order.length - 1]].y));
// Add remaining points so the path lengthens the least
let numPointsToAdd = pointsToAdd.length;
for (let i = 0; i < numPointsToAdd; ++i)
{
let indexToAddTo;
let minEnlengthen = Infinity;
let minDist1 = 0;
let minDist2 = 0;
for (let k = 0; k < order.length; ++k)
{
let dist1 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[k]].x, points[order[k]].y);
let dist2 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[(k + 1) % order.length]].x, points[order[(k + 1) % order.length]].y);
let enlengthen = dist1 + dist2 - distances[k];
if (enlengthen < minEnlengthen)
{
indexToAddTo = k;
minEnlengthen = enlengthen;
minDist1 = dist1;
minDist2 = dist2;
}
}
order.splice(indexToAddTo + 1, 0, i + 3);
distances.splice(indexToAddTo, 1, minDist1, minDist2);
pointsToAdd.shift();
}
return order;
}
function getGrad(wrapped = true, scalarField = g_Map.height)
{
let vectorField = [];
let max_x = scalarField.length;
let max_y = scalarField[0].length;
if (!wrapped)
{
max_x -= 1;
max_y -= 1;
}
for (let x = 0; x < max_x; ++x)
{
vectorField.push([]);
for (let y = 0; y < max_y; ++y)
{
vectorField[x].push({
"x" : scalarField[(x + 1) % max_x][y] - scalarField[x][y],
"y" : scalarField[x][(y + 1) % max_y] - scalarField[x][y]
});
}
}
return vectorField;
}
function splashErodeMap(strength = 1, heightmap = g_Map.height)
{
let max_x = heightmap.length;
let max_y = heightmap[0].length;
let dHeight = getGrad(heightmap);
for (let x = 0; x < max_x; ++x)
{
let next_x = (x + 1) % max_x;
let prev_x = (x + max_x - 1) % max_x;
for (let y = 0; y < max_y; ++y)
{
let next_y = (y + 1) % max_y;
let prev_y = (y + max_y - 1) % max_y;
let slopes = [- dHeight[x][y].x, - dHeight[x][y].y, dHeight[prev_x][y].x, dHeight[x][prev_y].y];
let sumSlopes = 0;
for (let i = 0; i < slopes.length; ++i)
if (slopes[i] > 0)
sumSlopes += slopes[i];
let drain = [];
for (let i = 0; i < slopes.length; ++i)
{
drain.push(0);
if (slopes[i] > 0)
drain[i] += min(strength * slopes[i] / sumSlopes, slopes[i]);
}
let sumDrain = 0;
for (let i = 0; i < drain.length; ++i)
sumDrain += drain[i];
// Apply changes to maps
heightmap[x][y] -= sumDrain;
heightmap[next_x][y] += drain[0];
heightmap[x][next_y] += drain[1];
heightmap[prev_x][y] += drain[2];
heightmap[x][prev_y] += drain[3];
}
}
}
/**
* Meant to place e.g. resource spots within a height range
* @param {object} [heightRange] - The height range in which to place the entities (An associative array with keys "min" and "max" each containing a float)
* @param {object} [avoidPoints=[]] - An array of objects of the form { "x" : int, "y" : int, "dist" : int }, points that will be avoided in the given dist e.g. start locations
* @param {object} [avoidClass=undefined] - TileClass to be avoided
* @param {integer} [minDistance=20] - How many tile widths the entities to place have to be away from each other, start locations and the map border
* @param {object} [heightmap=g_Map.height] - The reliefmap the entities should be distributed on
* @param {integer} [maxTries=2 * g_Map.size] - How often random player distributions are rolled to be compared (256 to 1024)
* @param {boolean} [isCircular=g_MapSettings.CircularMap] - If the map is circular or rectangular
*/
function getPointsByHeight(heightRange, avoidPoints = [], avoidClass = undefined, minDistance = 20, maxTries = 2 * g_Map.size, heightmap = g_Map.height, isCircular = g_MapSettings.CircularMap)
{
let points = [];
let placements = deepcopy(avoidPoints);
let validVertices = [];
let r = 0.5 * (heightmap.length - 1); // Map center x/y as well as radius
let avoidMap;
if (avoidClass !== undefined)
avoidMap = g_Map.tileClasses[avoidClass].inclusionCount;
for (let x = minDistance; x < heightmap.length - minDistance; ++x)
{
for (let y = minDistance; y < heightmap[0].length - minDistance; ++y)
{
if (avoidClass !== undefined && // Avoid adjecting tiles in avoidClass
(avoidMap[max(x - 1, 0)][y] > 0 ||
avoidMap[x][max(y - 1, 0)] > 0 ||
avoidMap[min(x + 1, avoidMap.length - 1)][y] > 0 ||
avoidMap[x][min(y + 1, avoidMap[0].length - 1)] > 0))
continue;
if (heightmap[x][y] > heightRange.min && heightmap[x][y] < heightRange.max && // Has correct height
(!isCircular || r - getDistance(x, y, r, r) >= minDistance)) // Enough distance to map border
validVertices.push({ "x": x, "y": y , "dist": minDistance });
}
}
for (let tries = 0; tries < maxTries; ++tries)
{
let point = pickRandom(validVertices);
if (placements.every(p => getDistance(p.x, p.y, point.x, point.y) > max(minDistance, p.dist)))
{
points.push(point);
placements.push(point);
}
if (tries != 0 && tries % 100 == 0) // Time Check
log(points.length + " points found after " + tries + " tries after " + ((Date.now() - genStartTime) / 1000) + "s");
}
return points;
}
/**
* getArray - To ensure a terrain texture is contained within an array
*/
function getArray(stringOrArrayOfStrings)
{
if (typeof stringOrArrayOfStrings == "string")
return [stringOrArrayOfStrings];
return stringOrArrayOfStrings;
}
/**
* Biome settings
*/
randomizeBiome()
// Terrain, entities and actors
let wildLakeBiome = [
// 0 Deep water
{
"texture": getArray(g_Terrains.water),
"actor": [[g_Gaia.fish], 0.01],
"textureHS": getArray(g_Terrains.water),
"actorHS": [[g_Gaia.fish], 0.03]
},
// 1 Shallow water
{
"texture": getArray(g_Terrains.water),
"actor": [[g_Decoratives.lillies, g_Decoratives.reeds], 0.3],
"textureHS": getArray(g_Terrains.water),
"actorHS": [[g_Decoratives.lillies], 0.1]
},
// 2 Shore
{
"texture": getArray(g_Terrains.shore),
"actor": [
[
g_Gaia.tree1, g_Gaia.tree1,
g_Gaia.tree2, g_Gaia.tree2,
g_Gaia.mainHuntableAnimal,
g_Decoratives.grass, g_Decoratives.grass,
g_Decoratives.rockMedium, g_Decoratives.rockMedium,
g_Decoratives.bushMedium, g_Decoratives.bushMedium
],
0.3
],
"textureHS": getArray(g_Terrains.cliff),
"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
},
// 3 Low ground
{
"texture": getArray(g_Terrains.tier1Terrain),
"actor": [
[
g_Decoratives.grass,
g_Decoratives.grassShort,
g_Decoratives.rockLarge,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium,
g_Decoratives.bushSmall
],
0.2
],
"textureHS": getArray(g_Terrains.cliff),
"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
},
// 4 Mid ground. Player and path height
{
"texture": getArray(g_Terrains.mainTerrain),
"actor": [
[
g_Decoratives.grass,
g_Decoratives.grassShort,
g_Decoratives.rockLarge,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium,
g_Decoratives.bushSmall
],
0.2
],
"textureHS": getArray(g_Terrains.cliff),
"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
},
// 5 High ground
{
"texture": getArray(g_Terrains.tier2Terrain),
"actor": [
[
g_Decoratives.grass,
g_Decoratives.grassShort,
g_Decoratives.rockLarge,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium,
g_Decoratives.bushSmall
],
0.2
],
"textureHS": getArray(g_Terrains.cliff),
"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
},
// 6 Lower hilltop forest border
{
"texture": getArray(g_Terrains.dirt),
"actor": [
[
g_Gaia.tree1,
g_Gaia.tree3,
g_Gaia.fruitBush,
g_Gaia.secondaryHuntableAnimal,
g_Decoratives.grass,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium
],
0.3
],
"textureHS": getArray(g_Terrains.cliff),
"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
},
// 7 Hilltop forest
{
"texture": getArray(g_Terrains.forestFloor1),
"actor": [
[
g_Gaia.tree1,
g_Gaia.tree2,
g_Gaia.tree3,
g_Gaia.tree4,
g_Gaia.tree5,
g_Decoratives.tree,
g_Decoratives.grass,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium
],
0.5
],
"textureHS": getArray(g_Terrains.cliff),
"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
}
];
// Mercenary camps
var mercenaryCampGuards = [
// Temperate 1 mace
[
{ "Template" : "structures/merc_camp_egyptian" },
{ "Template" : "units/mace_infantry_javelinist_b", "Count" : 4 },
{ "Template" : "units/mace_cavalry_spearman_e", "Count" : 3 },
{ "Template" : "units/mace_infantry_archer_a", "Count" : 4 },
{ "Template" : "units/mace_champion_infantry_a", "Count" : 3 }
],
// Snowy 2 brit
[
{ "Template" : "structures/ptol_mercenary_camp" },
{ "Template" : "units/brit_infantry_javelinist_b", "Count" : 4 },
{ "Template" : "units/brit_cavalry_swordsman_e", "Count" : 3 },
{ "Template" : "units/brit_infantry_slinger_a", "Count" : 4 },
{ "Template" : "units/brit_champion_infantry", "Count" : 3 }
],
// Desert 3 pers
[
{ "Template" : "structures/ptol_mercenary_camp" },
{ "Template" : "units/pers_infantry_javelinist_b", "Count" : 4 },
{ "Template" : "units/pers_cavalry_swordsman_e", "Count" : 3 },
{ "Template" : "units/pers_infantry_archer_a", "Count" : 4 },
{ "Template" : "units/pers_champion_infantry", "Count" : 3 }
],
// Alpine 4 rome
[
{ "Template" : "structures/ptol_mercenary_camp" },
{ "Template" : "units/rome_infantry_swordsman_b", "Count" : 4 },
{ "Template" : "units/rome_cavalry_spearman_e", "Count" : 3 },
{ "Template" : "units/rome_infantry_javelinist_a", "Count" : 4 },
{ "Template" : "units/rome_champion_infantry", "Count" : 3 }
],
// Mediterranean 5 iber
[
{ "Template" : "structures/merc_camp_egyptian" },
{ "Template" : "units/iber_infantry_javelinist_b", "Count" : 4 },
{ "Template" : "units/iber_cavalry_spearman_e", "Count" : 3 },
{ "Template" : "units/iber_infantry_slinger_a", "Count" : 4 },
{ "Template" : "units/iber_champion_infantry", "Count" : 3 }
],
// Savanna 6 sele
[
{ "Template" : "structures/merc_camp_egyptian" },
{ "Template" : "units/sele_infantry_javelinist_b", "Count" : 4 },
{ "Template" : "units/sele_cavalry_spearman_merc_e", "Count" : 3 },
{ "Template" : "units/sele_infantry_spearman_a", "Count" : 4 },
{ "Template" : "units/sele_champion_infantry_swordsman", "Count" : 3 }
],
// Tropic 7 ptol
[
{ "Template" : "structures/merc_camp_egyptian" },
{ "Template" : "units/ptol_infantry_javelinist_b", "Count" : 4 },
{ "Template" : "units/ptol_cavalry_archer_e", "Count" : 3 },
{ "Template" : "units/ptol_infantry_slinger_a", "Count" : 4 },
{ "Template" : "units/ptol_champion_infantry_pikeman", "Count" : 3 }
],
// Autumn 8 gaul
[
{ "Template" : "structures/ptol_mercenary_camp" },
{ "Template" : "units/gaul_infantry_javelinist_b", "Count" : 4 },
{ "Template" : "units/gaul_cavalry_swordsman_e", "Count" : 3 },
{ "Template" : "units/gaul_infantry_slinger_a", "Count" : 4 },
{ "Template" : "units/gaul_champion_infantry", "Count" : 3 }
]
];
/**
* Resource spots and other points of interest
*/
// Mines
function placeMine(point, centerEntity,
decorativeActors = [
g_Decoratives.grass, g_Decoratives.grassShort,
g_Decoratives.rockLarge, g_Decoratives.rockMedium,
g_Decoratives.bushMedium, g_Decoratives.bushSmall
]
)
{
placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
let quantity = randInt(11, 23);
let dAngle = TWO_PI / quantity;
for (let i = 0; i < quantity; ++i)
{
let angle = dAngle * randFloat(i, i + 1);
let dist = randFloat(2, 5);
placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), pickRandom(decorativeActors), 0, randFloat(0, 2 * PI));
}
}
// Groves, only Wood
let groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium];
let clGrove = createTileClass();
function placeGrove(point,
groveEntities = [
g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1,
g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2,
g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3,
g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5
],
groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium], groveTileClass = undefined,
groveTerrainTexture = getArray(g_Terrains.forestFloor1)
)
{
placeObject(point.x, point.y, pickRandom(["structures/gaul_outpost", "gaia/flora_tree_oak_new"]), 0, randFloat(0, 2 * PI));
let quantity = randInt(20, 30);
let dAngle = TWO_PI / quantity;
for (let i = 0; i < quantity; ++i)
{
let angle = dAngle * randFloat(i, i + 1);
let dist = randFloat(2, 5);
let objectList = groveEntities;
if (i % 3 == 0)
objectList = groveActors;
let x = point.x + dist * Math.cos(angle);
let y = point.y + dist * Math.sin(angle);
placeObject(x, y, pickRandom(objectList), 0, randFloat(0, 2 * PI));
if (groveTileClass)
createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter(groveTerrainTexture), paintClass(groveTileClass)]);
else
createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter(groveTerrainTexture)]);
}
}
// Food, fences with domestic animals
let farmEntities = [
// Temperate 1 mace
{ "building" : "structures/mace_farmstead", "animal" : "gaia/fauna_pig" },
// Snowy 2 brit
{ "building" : "structures/brit_farmstead", "animal" : "gaia/fauna_sheep" },
// Desert 3 pers
{ "building" : "structures/pers_farmstead", "animal" : "gaia/fauna_camel" },
// Alpine 4 rome
{ "building" : "structures/rome_farmstead", "animal" : "gaia/fauna_sheep" },
// Mediterranean 5 iber
{ "building" : "structures/iber_farmstead", "animal" : "gaia/fauna_pig" },
// Savanna 6 sele
{ "building" : "structures/sele_farmstead", "animal" : "gaia/fauna_horse" },
// Tropic 7 ptol
{ "building" : "structures/ptol_farmstead", "animal" : "gaia/fauna_camel" },
// Autumn 8 gaul
{ "building" : "structures/gaul_farmstead", "animal" : "gaia/fauna_horse" }
];
wallStyles.other.sheepIn = new WallElement("sheepIn", farmEntities[g_BiomeID - 1].animal, PI / 4, -1.5, 0.75, PI/2);
wallStyles.other.foodBin = new WallElement("foodBin", "gaia/special_treasure_food_bin", PI/2, 1.5);
wallStyles.other.sheep = new WallElement("sheep", farmEntities[g_BiomeID - 1].animal, 0, 0, 0.75);
wallStyles.other.farm = new WallElement("farm", farmEntities[g_BiomeID - 1].building, PI, 0, -3);
let fences = [
new Fortress("fence", ["foodBin", "farm", "bench", "sheepIn", "fence", "sheepIn", "fence", "sheepIn", "fence"]),
new Fortress("fence", ["foodBin", "farm", "fence", "sheepIn", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn", "fence"]),
new Fortress("fence", [
"foodBin", "farm", "cornerIn", "bench", "cornerOut", "fence_short", "sheepIn", "fence", "sheepIn",
"fence", "sheepIn", "fence_short", "sheep", "fence"
]),
new Fortress("fence", [
"foodBin", "farm", "cornerIn", "fence_short", "cornerOut", "bench", "sheepIn", "fence", "sheepIn",
"fence", "sheepIn", "fence_short", "sheep", "fence"
]),
new Fortress("fence", [
"foodBin", "farm", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn",
"fence_short", "sheep", "fence", "sheepIn", "fence_short", "sheep", "fence"
])
];
let num = fences.length;
for (let i = 0; i < num; ++i)
fences.push(new Fortress("fence", deepcopy(fences[i].wall).reverse()));
// Camps with fire and gold treasure
function placeCamp(point,
centerEntity = "actor|props/special/eyecandy/campfire.xml",
otherEntities = ["gaia/special_treasure_metal", "gaia/special_treasure_standing_stone",
"units/brit_infantry_slinger_b", "units/brit_infantry_javelinist_b", "units/gaul_infantry_slinger_b", "units/gaul_infantry_javelinist_b", "units/gaul_champion_fanatic",
"actor|props/special/common/waypoint_flag.xml", "actor|props/special/eyecandy/barrel_a.xml", "actor|props/special/eyecandy/basket_celt_a.xml", "actor|props/special/eyecandy/crate_a.xml", "actor|props/special/eyecandy/dummy_a.xml", "actor|props/special/eyecandy/handcart_1.xml", "actor|props/special/eyecandy/handcart_1_broken.xml", "actor|props/special/eyecandy/sack_1.xml", "actor|props/special/eyecandy/sack_1_rough.xml"
]
)
{
placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
let quantity = randInt(5, 11);
let dAngle = TWO_PI / quantity;
for (let i = 0; i < quantity; ++i)
{
let angle = dAngle * randFloat(i, i + 1);
let dist = randFloat(1, 3);
placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), pickRandom(otherEntities), 0, randFloat(0, 2 * PI));
}
}
function placeStartLocationResources(
point,
foodEntities = [g_Gaia.fruitBush, g_Gaia.chicken],
groveEntities = [
g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1,
g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2,
g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3,
g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5
],
groveTerrainTexture = getArray(g_Terrains.forestFloor1),
averageDistToCC = 10,
dAverageDistToCC = 2
)
{
function getRandDist()
{
return averageDistToCC + randFloat(-dAverageDistToCC, dAverageDistToCC)
}
let currentAngle = randFloat(0, TWO_PI);
// Stone
let dAngle = TWO_PI * 2 / 9;
let angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4);
placeMine({ "x": point.x + averageDistToCC * Math.cos(angle), "y": point.y + averageDistToCC * Math.sin(angle) }, g_Gaia.stoneLarge);
currentAngle += dAngle;
// Wood
let quantity = 80;
dAngle = TWO_PI / quantity / 3;
for (let i = 0; i < quantity; ++i)
{
angle = currentAngle + randFloat(0, dAngle);
let dist = getRandDist();
let objectList = groveEntities;
if (i % 2 == 0)
objectList = groveActors;
let x = point.x + dist * Math.cos(angle);
let y = point.y + dist * Math.sin(angle);
placeObject(x, y, pickRandom(objectList), 0, randFloat(0, 2 * PI));
createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter(groveTerrainTexture), paintClass(clGrove)]);
currentAngle += dAngle;
}
// Metal
dAngle = TWO_PI * 2 / 9;
angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4);
placeMine({ "x": point.x + averageDistToCC * Math.cos(angle), "y": point.y + averageDistToCC * Math.sin(angle) }, g_Gaia.metalLarge);
currentAngle += dAngle;
// Berries and domestic animals
quantity = 15;
dAngle = TWO_PI / quantity * 2 / 9;
for (let i = 0; i < quantity; ++i)
{
angle = currentAngle + randFloat(0, dAngle);
let dist = getRandDist();
placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), pickRandom(foodEntities), 0, randFloat(0, 2 * PI));
currentAngle += dAngle;
}
}
log("Functions loaded after " + ((Date.now() - genStartTime) / 1000) + "s");
/**
* Base terrain shape generation and settings
*/
// Height range by map size
let heightScale = (g_Map.size + 256) / 768 / 4;
let heightRange = { "min": MIN_HEIGHT * heightScale, "max": MAX_HEIGHT * heightScale };
// Water coverage
let averageWaterCoverage = 1/5; // NOTE: Since terrain generation is quite unpredictable actual water coverage might vary much with the same value
let waterHeight = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); // Water height in environment and the engine
let waterHeightAdjusted = waterHeight + MIN_HEIGHT; // Water height as terrain height
setWaterHeight(waterHeight);
// Generate base terrain shape
let lowH = heightRange.min;
let medH = (heightRange.min + heightRange.max) / 2;
let higH = heightRange.max;
// Lake
let initialHeightmap = [
[medH, medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH, medH],
[medH, medH, lowH, lowH, medH, medH],
[medH, medH, lowH, lowH, medH, medH],
[medH, medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH, medH],
];
if (g_Map.size < 256)
{
initialHeightmap = [
[medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH],
[medH, medH, lowH, medH, medH],
[medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH]
];
}
if (g_Map.size >= 384)
{
initialHeightmap = [
[medH, medH, medH, medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH, medH, medH, medH],
[medH, medH, medH, lowH, lowH, medH, medH, medH],
[medH, medH, medH, lowH, lowH, medH, medH, medH],
[medH, medH, medH, medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH, medH, medH, medH],
[medH, medH, medH, medH, medH, medH, medH, medH],
];
}
setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, initialHeightmap, 0.8);
// Apply simple erosion
for (let i = 0; i < 5; ++i)
splashErodeMap(0.1);
globalSmoothHeightmap();
// Final rescale
rescaleHeightmap(heightRange.min, heightRange.max);
RMS.SetProgress(25);
/**
* Prepare terrain texture placement
*/
let heighLimits = [
heightRange.min + 3/4 * (waterHeightAdjusted - heightRange.min), // 0 Deep water
waterHeightAdjusted, // 1 Shallow water
waterHeightAdjusted + 2/8 * (heightRange.max - waterHeightAdjusted), // 2 Shore
waterHeightAdjusted + 3/8 * (heightRange.max - waterHeightAdjusted), // 3 Low ground
waterHeightAdjusted + 4/8 * (heightRange.max - waterHeightAdjusted), // 4 Player and path height
waterHeightAdjusted + 6/8 * (heightRange.max - waterHeightAdjusted), // 5 High ground
waterHeightAdjusted + 7/8 * (heightRange.max - waterHeightAdjusted), // 6 Lower forest border
heightRange.max // 7 Forest
];
let playerHeightRange = { "min" : heighLimits[3], "max" : heighLimits[4] };
let resourceSpotHeightRange = { "min" : (heighLimits[2] + heighLimits[3]) / 2, "max" : (heighLimits[4] + heighLimits[5]) / 2 };
let playerHeight = (playerHeightRange.min + playerHeightRange.max) / 2; // Average player height
log("Terrain shape generation and biome presets after " + ((Date.now() - genStartTime) / 1000) + "s");
/**
* Get start locations
*/
let startLocations = getStartLocationsByHeightmap(playerHeightRange, 1000, 30);
// Sort start locations to form a "ring"
let startLocationOrder = getOrderOfPointsForShortestClosePath(startLocations);
let newStartLocations = [];
for (let i = 0; i < startLocations.length; ++i)
newStartLocations.push(startLocations[startLocationOrder[i]]);
startLocations = newStartLocations;
// Sort players by team
let playerIDs = [];
let teams = [];
for (let i = 0; i < g_MapSettings.PlayerData.length - 1; ++i)
{
playerIDs.push(i+1);
let t = g_MapSettings.PlayerData[i + 1].Team;
if (teams.indexOf(t) == -1 && t !== undefined)
teams.push(t);
}
playerIDs = sortPlayers(playerIDs);
// Minimize maximum distance between players within a team
if (teams.length)
{
let minDistance = Infinity;
let bestShift;
for (let s = 0; s < playerIDs.length; ++s)
{
let maxTeamDist = 0;
for (let pi = 0; pi < playerIDs.length - 1; ++pi)
{
let p1 = playerIDs[(pi + s) % playerIDs.length] - 1;
let t1 = getPlayerTeam(p1);
if (teams.indexOf(t1) === -1)
continue;
for (let pj = pi + 1; pj < playerIDs.length; ++pj)
{
let p2 = playerIDs[(pj + s) % playerIDs.length] - 1;
let t2 = getPlayerTeam(p2);
if (t2 != t1)
continue;
let l1 = startLocations[pi];
let l2 = startLocations[pj];
let dist = getDistance(l1.x, l1.y, l2.x, l2.y);
maxTeamDist = Math.max(dist, maxTeamDist);
}
}
if (maxTeamDist < minDistance)
{
minDistance = maxTeamDist;
bestShift = s;
}
}
if (bestShift)
{
let newPlayerIDs = [];
for (let i = 0; i < playerIDs.length; ++i)
newPlayerIDs.push(playerIDs[(i + bestShift) % playerIDs.length]);
playerIDs = newPlayerIDs;
}
}
log("Start location chosen after " + ((Date.now() - genStartTime) / 1000) + "s");
RMS.SetProgress(30);
/**
* Smooth Start Locations before height region calculation
*/
let playerBaseRadius = 35;
if (g_Map.size < 256)
playerBaseRadius = 25;
for (let p = 0; p < playerIDs.length; ++p)
rectangularSmoothToHeight(startLocations[p], playerBaseRadius, playerBaseRadius, playerHeight, 0.7);
/**
* Calculate tile centered height map after start position smoothing but before placing paths
* This has nothing to to with TILE_CENTERED_HEIGHT_MAP which should be false!
*/
let tchm = getTileCenteredHeightmap();
/**
* Add paths (If any)
*/
let clPath = createTileClass();
/**
* Divide tiles in areas by height and avoid paths
*/
let areas = [];
for (let h = 0; h < heighLimits.length; ++h)
areas.push([]);
for (let x = 0; x < tchm.length; ++x)
{
for (let y = 0; y < tchm[0].length; ++y)
{
if (g_Map.tileClasses[clPath].inclusionCount[x][y] > 0) // Avoid paths
continue;
let minHeight = heightRange.min;
for (let h = 0; h < heighLimits.length; ++h)
{
if (tchm[x][y] >= minHeight && tchm[x][y] <= heighLimits[h])
{
areas[h].push({ "x": x, "y": y });
break;
}
else
minHeight = heighLimits[h];
}
}
}
/**
* Get max slope of each area
*/
let slopeMap = getSlopeMap();
let minSlope = [];
let maxSlope = [];
for (let h = 0; h < heighLimits.length; ++h)
{
minSlope[h] = Infinity;
maxSlope[h] = 0;
for (let t = 0; t < areas[h].length; ++t)
{
let x = areas[h][t].x;
let y = areas[h][t].y;
let slope = slopeMap[x][y];
if (slope > maxSlope[h])
maxSlope[h] = slope;
if (slope < minSlope[h])
minSlope[h] = slope;
}
}
/**
* Paint areas by height and slope
*/
for (let h = 0; h < heighLimits.length; ++h)
{
for (let t = 0; t < areas[h].length; ++t)
{
let x = areas[h][t].x;
let y = areas[h][t].y;
let actor = undefined;
let texture = pickRandom(wildLakeBiome[h].texture);
if (slopeMap[x][y] < 0.5 * (minSlope[h] + maxSlope[h]))
{
if (randBool(wildLakeBiome[h].actor[1]))
actor = pickRandom(wildLakeBiome[h].actor[0]);
}
else
{
texture = pickRandom(wildLakeBiome[h].textureHS);
if (randBool(wildLakeBiome[h].actorHS[1]))
actor = pickRandom(wildLakeBiome[h].actorHS[0]);
}
g_Map.texture[x][y] = g_Map.getTextureID(texture);
if (actor)
placeObject(randFloat(x, x + 1), randFloat(y, y + 1), actor, 0, randFloat(0, 2 * PI));
}
}
log("Terrain texture placement finished after " + ((Date.now() - genStartTime) / 1000) + "s");
RMS.SetProgress(80);
/**
* Get resource spots after players start locations calculation and paths
*/
let avoidPoints = deepcopy(startLocations);
for (let i = 0; i < avoidPoints.length; ++i)
avoidPoints[i].dist = 30;
let resourceSpots = getPointsByHeight(resourceSpotHeightRange, avoidPoints, clPath);
log("Resource spots chosen after " + ((Date.now() - genStartTime) / 1000) + "s");
RMS.SetProgress(55);
/**
* Add start locations and resource spots after terrain texture and path painting
*/
for (let p = 0; p < playerIDs.length; ++p)
{
let point = startLocations[p];
placeCivDefaultEntities(point.x, point.y, playerIDs[p], { "iberWall": g_Map.size > 192 });
placeStartLocationResources(point);
}
let mercenaryCamps = ceil(g_Map.size / 256);
log("Maximum number of mercenary camps: " + uneval(mercenaryCamps));
for (let i = 0; i < resourceSpots.length; ++i)
{
let choice = i % 5;
if (choice == 0)
placeMine(resourceSpots[i], g_Gaia.stoneLarge);
if (choice == 1)
placeMine(resourceSpots[i], g_Gaia.metalLarge);
if (choice == 2)
placeGrove(resourceSpots[i]);
if (choice == 3)
{
placeCamp(resourceSpots[i]);
rectangularSmoothToHeight(resourceSpots[i], 5, 5, g_Map.height[resourceSpots[i].x][resourceSpots[i].y] - 10, 0.5);
}
if (choice == 4)
{
if (mercenaryCamps)
{
createStartingPlayerEntities(resourceSpots[i].x, resourceSpots[i].y, 0, mercenaryCampGuards[g_BiomeID - 1]);
rectangularSmoothToHeight(resourceSpots[i], 15, 15, g_Map.height[resourceSpots[i].x][resourceSpots[i].y], 0.5);
--mercenaryCamps;
}
else
{
placeCustomFortress(resourceSpots[i].x, resourceSpots[i].y, pickRandom(fences), "other", 0, randFloat(0, 2 * PI));
rectangularSmoothToHeight(resourceSpots[i], 10, 10, g_Map.height[resourceSpots[i].x][resourceSpots[i].y], 0.5);
}
}
}
log("Map generation finished after " + ((Date.now() - genStartTime) / 1000) + "s");
ExportMap();
@@ -0,0 +1,12 @@
{
"settings" : {
"Name" : "Wild Lake",
"Script" : "wild_lake.js",
"Preview" : "wild_lake.png",
"Description" : "A lake surrounded by hills.",
"CircularMap" : true,
"BaseTerrain" : "whiteness",
"Keywords": ["new"],
"BaseHeight" : 0
}
}