Added new cantabrian_generated.

This was SVN commit r3178.
This commit is contained in:
Matei
2005-11-27 01:10:10 +00:00
parent 67e253544d
commit e92c36bc36
10 changed files with 153 additions and 82 deletions
@@ -4,26 +4,32 @@ const SIZE = 208;
const NUM_PLAYERS = 4;
const tGrass = "grass1_a";
const tCliff = "cliff_mountain";
const tForest = "grass_forest_floor_oak|wrld_flora_oak";
const tGrassDirt75 = "grass dirt 75";
const tGrassDirt50 = "grass dirt 50";
const tGrassDirt25 = "grass dirt 25";
const tDirt = "dirt_brown_b";
const tShore = "sand";
const tShoreBlend = "grass_sand_50";
const tWater = "water_2";
const tWaterDeep = "water_3";
const tGrass = ["grass1_a", "grass_highlands_a", "grass1_a"];
const tGrassForest = "grass_forest_floor_oak";
const tCliff = ["cliff_greekb", "cliff_greekb", "cliff_greekb_moss"];
const tForest = "forrestfloor|wrld_flora_oak";
const tGrassDirt75 = "sand_grass_75";
const tGrassDirt50 = "sand_grass_50";
const tGrassDirt25 = "sand_grass_25";
const tDirt = "sand_path";
const tGrassPatch = "grass1_dense";
const tShore = "sand_path";
const tShoreBlend = "sand_grass_50";
const tWater = "sand_path";
const oTree = "wrld_flora_oak";
const oTreeLarge = "flora/trees/oak_large.xml";
const oBerryBush = "wrld_flora_berrybush";
const oSheep = "wrld_fauna_sheep";
const oDeer = "wrld_fauna_deer";
const oMine = "wrld_rock_light";
const oGrass = "props/flora/grass_tufts_a.xml";
const oReeds = "props/flora/reeds_a.xml";
const oDecorativeRock = "geology/gray1.xml";
const oGrass = "props/flora/grass_field_lush_tall.xml";
const oGrassShort = "props/flora/grass_field_lush_short.xml";
const oReeds = "props/flora/reeds_pond_dry.xml";
const oRockLarge = "geology/stone_granite_large.xml";
const oRockMedium = "geology/stone_granite_med.xml";
const oBushMedium = "props/flora/bush_tempe_me.xml";
const oBushSmall = "props/flora/bush_tempe_sm.xml";
// some utility functions to save typing
@@ -42,7 +48,7 @@ function avoidClasses(/*class1, dist1, class2, dist2, etc*/) {
// initialize map
println("Initializing map...");
init(SIZE, tGrass, 10);
init(SIZE, tGrass, 7);
// create tile classes
@@ -57,24 +63,24 @@ clBaseResource = createTileClass();
// place players
playerX = new Array(NUM_PLAYERS);
playerY = new Array(NUM_PLAYERS);
playerAngle = new Array(NUM_PLAYERS);
playerX = new Array(NUM_PLAYERS+1);
playerY = new Array(NUM_PLAYERS+1);
playerAngle = new Array(NUM_PLAYERS+1);
startAngle = randFloat() * 2 * PI;
for(i=0; i<NUM_PLAYERS; i++) {
for(i=1; i<=NUM_PLAYERS; i++) {
playerAngle[i] = startAngle + i*2*PI/NUM_PLAYERS;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerY[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for(i=0; i<NUM_PLAYERS; i++) {
for(i=1; i<=NUM_PLAYERS; i++) {
println("Creating base for player " + i + "...");
// some constants
radius = 17;
cliffRadius = 2;
elevation = 30;
elevation = 20;
// get the x and y in tiles
fx = fractionToTiles(playerX[i]);
@@ -86,9 +92,9 @@ for(i=0; i<NUM_PLAYERS; i++) {
size = PI * radius * radius;
// create the hill
placer = new ClumpPlacer(size, 0.9, 0.5, 0, ix, iy);
placer = new ClumpPlacer(size, 0.95, 0.6, 0, ix, iy);
terrainPainter = new LayeredPainter(
[cliffRadius+1], // widths
[cliffRadius], // widths
[tCliff, tGrass] // terrains
);
elevationPainter = new SmoothElevationPainter(
@@ -103,23 +109,26 @@ for(i=0; i<NUM_PLAYERS; i++) {
rampDist = radius - 1;
rampX = round(fx + rampDist * cos(rampAngle));
rampY = round(fy + rampDist * sin(rampAngle));
placer = new ClumpPlacer(80, 0.9, 0.5, 0, rampX, rampY);
painter = [new TerrainPainter(tGrass), new SmoothElevationPainter(ELEVATION_SET, (elevation-10)/3+10, 5)];
placer = new ClumpPlacer(100, 0.9, 0.5, 0, rampX, rampY);
painter = new SmoothElevationPainter(ELEVATION_SET, elevation-6, 5);
createArea(placer, painter, null);
placer = new ClumpPlacer(75, 0.9, 0.5, 0, rampX, rampY);
painter = new TerrainPainter(tGrass);
createArea(placer, painter, null);
// create the central dirt patch
placer = new ClumpPlacer(PI*4*4, 0.3, 0.1, 0, ix, iy);
placer = new ClumpPlacer(PI*3.5*3.5, 0.3, 0.1, 0, ix, iy);
painter = new LayeredPainter(
[1,1,1], // widths
[tGrassDirt75, tGrassDirt50, tGrassDirt25, tDirt] // terrains
);
createArea(placer, painter, null);
// create the TC and the villies
// create the TC and the "villies"
group = new SimpleGroup(
[ // elements (type, count, distance)
new SimpleObject("hele_cc", 1,1, 0,0),
new SimpleObject("hele_isp_b", 3,3, 5,5)
new SimpleObject("hele_ijv_b", 3,3, 5,5)
],
true, null, ix, iy
);
@@ -132,7 +141,7 @@ for(i=0; i<NUM_PLAYERS; i++) {
bbY = round(fy + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,2)],
true, clBaseResource, bbX, bbY
true, clBaseResource, bbX, bbY
);
createObjectGroup(group, 0);
@@ -145,49 +154,60 @@ for(i=0; i<NUM_PLAYERS; i++) {
mX = round(fx + mDist * cos(mAngle));
mY = round(fy + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMine, 3,3, 0,2)],
true, clBaseResource, mX, mY
[new SimpleObject(oMine, 4,4, 0,2)],
true, clBaseResource, mX, mY
);
createObjectGroup(group, 0);
// create starting straggler trees
group = new SimpleGroup(
[new SimpleObject(oTree, 3,3, 6,12)],
true, null, ix, iy
[new SimpleObject(oTree, 3,3, 8,12)],
true, clBaseResource, ix, iy
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,1));
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
for(j=0; j<10; j++) {
gAngle = randFloat()*2*PI;
gDist = 6 + randInt(9);
gX = round(fx + gDist * cos(gAngle));
gY = round(fy + gDist * sin(gAngle));
group = new SimpleGroup([new SimpleObject(oGrassShort, 3,6, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gY);
createObjectGroup(group, 0);
}
}
// create lakes
println("Creating lakes...");
placer = new ClumpPlacer(170, 0.6, 0.1, 0);
placer = new ClumpPlacer(140, 0.8, 0.1, 0);
terrainPainter = new LayeredPainter(
[1,1], // widths
[tShoreBlend, tShore, tWaterDeep] // terrains
[tShoreBlend, tShore, tWater] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 5, 2);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -3, 3);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 2, clWater, 13),
round(1.5 * NUM_PLAYERS)
avoidClasses(clPlayer, 2, clWater, 20),
round(1.3 * NUM_PLAYERS)
);
// create bumps
println("Creating bumps...");
placer = new ClumpPlacer(10, 0.3, 0.06, 0);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 3, 2);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(placer, painter,
avoidClasses(clWater, 2),
SIZE*SIZE/150
avoidClasses(clWater, 2, clPlayer, 0),
SIZE*SIZE/100
);
// create hills
println("Creating hills...");
placer = new ClumpPlacer(30, 0.2, 0.1, 0);
terrainPainter = new LayeredPainter(
[2], // widths
[tCliff, tGrass] // terrains
[3], // widths
[tCliff, [tGrass,tGrass,tGrassDirt75]] // terrains
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 25, 2);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 17, 2);
createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 2, clWater, 5, clHill, 15),
2 * NUM_PLAYERS
@@ -195,22 +215,37 @@ createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill)],
// create forests
println("Creating forests...");
placer = new ClumpPlacer(25, 0.2, 0.05, 0);
painter = new LayeredPainter([2], [[tGrass, tForest], tForest]);
placer = new ClumpPlacer(32, 0.1, 0.1, 0);
painter = new LayeredPainter([2], [[tGrassForest, tGrass, tForest],
[tGrassForest, tForest]]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 0),
7 * NUM_PLAYERS
6 * NUM_PLAYERS
);
// create dirt patches
println("Creating dirt patches...");
var sizes = [20,40,60];
var sizes = [8,14,20];
for(i=0; i<sizes.length; i++) {
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
painter = new LayeredPainter([1,1], [tGrassDirt75,tGrassDirt50,tGrassDirt25]);
painter = new LayeredPainter([1,1], [
[tGrass,tGrassDirt75],[tGrassDirt75,tGrassDirt50],
[tGrassDirt50,tGrassDirt25]]);
createAreas(placer, [painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
SIZE*SIZE/6000
SIZE*SIZE/4000
);
}
// create grass patches
println("Creating grass patches...");
var sizes = [5,9,13];
for(i=0; i<sizes.length; i++) {
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
painter = new TerrainPainter(tGrassPatch);
createAreas(placer, painter,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
SIZE*SIZE/4000
);
}
@@ -223,27 +258,36 @@ createObjectGroups(group, 0,
3 * NUM_PLAYERS, 100
);
// create decorative rocks for hills
println("Creating decorative rocks...");
group = new SimpleGroup([new SimpleObject(oDecorativeRock, 1,1, 0,0)], true);
// create small decorative rocks
println("Creating large decorative rocks...");
group = new SimpleGroup([new SimpleObject(oRockMedium, 1,3, 0,1)], true);
createObjectGroups(group, 0,
new BorderTileClassConstraint(clHill, 0, 2),
5 * NUM_PLAYERS, 100
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
SIZE*SIZE/1000, 50
);
// create large decorative rocks
println("Creating large decorative rocks...");
group = new SimpleGroup([new SimpleObject(oRockLarge, 1,2, 0,1),
new SimpleObject(oRockMedium, 1,3, 0,2)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
SIZE*SIZE/2000, 50
);
// create deer
println("Creating deer...");
group = new SimpleGroup([new SimpleObject(oDeer, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 15),
2 * NUM_PLAYERS, 50
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
3 * NUM_PLAYERS, 50
);
// create sheep
println("Creating sheep...");
group = new SimpleGroup([new SimpleObject(oSheep, 2,3, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 15),
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
3 * NUM_PLAYERS, 50
);
@@ -251,22 +295,40 @@ createObjectGroups(group, 0,
println("Creating straggler trees...");
group = new SimpleGroup([new SimpleObject(oTree, 1,1, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clPlayer, 0),
SIZE*SIZE/700
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1),
SIZE*SIZE/1100
);
// create grass tufts
println("Creating grass tufts...");
group = new SimpleGroup([new SimpleObject(oGrass, 6,10, 0,2)]);
// create small grass tufts
println("Creating small grass tufts...");
group = new SimpleGroup([new SimpleObject(oGrassShort, 3,6, 0,1, -PI/8,PI/8)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 0, clDirt, 0),
SIZE*SIZE/800
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
SIZE*SIZE/90
);
// create large grass tufts
println("Creating large grass tufts...");
group = new SimpleGroup([new SimpleObject(oGrass, 20,30, 0,1.8, -PI/8,PI/8),
new SimpleObject(oGrassShort, 20,30, 1.2,2.5, -PI/8,PI/8)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
SIZE*SIZE/900
);
// create bushes
println("Creating bushes...");
group = new SimpleGroup([new SimpleObject(oBushSmall, 2,4, 0,2)]);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
SIZE*SIZE/2000, 50
);
// create reeds
println("Creating reeds...");
group = new SimpleGroup([new SimpleObject(oReeds, 2,3, 0,2)]);
group = new SimpleGroup([new SimpleObject(oReeds, 5,10, 0,1.5, -PI/8,PI/8)]);
createObjectGroups(group, 0,
new BorderTileClassConstraint(clWater, 1, 2),
5 * NUM_PLAYERS, 50
);
[new BorderTileClassConstraint(clWater, 3, 0), new StayInTileClassConstraint(clWater, 1)],
10 * NUM_PLAYERS, 100
);
@@ -231,12 +231,15 @@ function BorderTileClassConstraint(tileClass, distanceInside, distanceOutside) {
// Object groups
function SimpleObject(type, minCount, maxCount, minDistance, maxDistance) {
function SimpleObject(type, minCount, maxCount, minDistance, maxDistance,
minAngle, maxAngle) {
this.type = type;
this.minCount = minCount;
this.maxCount = maxCount;
this.minDistance = minDistance;
this.maxDistance = maxDistance;
this.minAngle = minAngle!=undefined ? minAngle : 0;
this.maxAngle = maxAngle!=undefined ? maxAngle : 2*PI;
}
function SimpleGroup(elements, avoidSelf, tileClass, x, y) {