Files
0ad/binaries/data/mods/public/maps/random/canyon.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

397 lines
10 KiB
JavaScript

Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
export 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 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 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 oFoodTreasure = "gaia/treasure/food_bin";
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 aTree = g_Decoratives.tree;
const pForest1 = [
tForestFloor2 + TERRAIN_SEPARATOR + oTree1,
tForestFloor2 + TERRAIN_SEPARATOR + oTree2,
tForestFloor2
];
const pForest2 = [
tForestFloor1 + TERRAIN_SEPARATOR + oTree4,
tForestFloor1 + TERRAIN_SEPARATOR + oTree5,
tForestFloor1
];
const heightLand = 3;
const heightHill = 30;
globalThis.g_Map = new RandomMap(heightHill, tMainTerrain);
const numPlayers = getNumPlayers();
const mapSize = g_Map.getSize();
const mapCenter = g_Map.getCenter();
const clPlayer = g_Map.createTileClass();
const clHill = g_Map.createTileClass();
const clHill2 = 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 playerCanyonRadius = scaleByMapSize(18, 32);
const [playerIDs, playerPosition] = playerPlacementCircle(fractionToTiles(0.35));
g_Map.log("Reserving space for the players, their initial forests and some less space therein " +
"without trees");
for (let i = 0; i < numPlayers; ++i)
for (let j = 1; j <= 2; ++j)
createArea(
new ClumpPlacer(diskArea(playerCanyonRadius / j), 0.65, 0.1, Infinity,
playerPosition[i]),
[
new TerrainPainter(tMainTerrain),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 2),
new TileClassPainter(j == 1 || isNomad() ? clLand : clPlayer)
]);
g_Map.log("Creating center area");
createArea(
new ClumpPlacer(diskArea(fractionToTiles(0.16)), 0.7, 0.1, Infinity, mapCenter),
[
new TerrainPainter(tMainTerrain),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 3),
new TileClassPainter(clLand)
]);
createArea(
new ClumpPlacer(150, 0.6, 0.3, Infinity, mapCenter),
new TileClassPainter(clHill));
g_Map.log("Creating hills");
for (let i = 0; i < scaleByMapSize(9, 16); ++i)
createArea(
new PathPlacer(
new Vector2D(randIntExclusive(1, mapSize), randIntExclusive(1, mapSize)),
new Vector2D(randIntExclusive(1, mapSize), randIntExclusive(1, mapSize)),
scaleByMapSize(11, 16),
0.4,
3 * scaleByMapSize(1, 4),
0.1,
0),
[
new SmoothElevationPainter(ELEVATION_SET, heightHill, 3),
new TileClassPainter(clHill2)
],
avoidClasses(clPlayer, 6, clHill2, 3, clHill, 2));
for (let g = 0; g < scaleByMapSize(5, 30); ++g)
{
const position =
new Vector2D(randIntInclusive(1, mapSize - 1), randIntInclusive(1, mapSize - 1));
const newarea = createArea(
new ClumpPlacer(diskArea(fractionToTiles(0.06)), 0.7, 0.1, Infinity, position),
[
new TerrainPainter(tMainTerrain),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 3),
new TileClassPainter(clLand)
],
avoidClasses(clLand, 6));
if (newarea !== null)
{
const distances = [];
let d1 = 9999;
let d2 = 9999;
let p1 = -1;
let p2 = 0;
for (let i = 0; i < numPlayers; ++i)
distances.push(position.distanceTo(playerPosition[i]));
for (let a = 0; a < numPlayers; ++a)
{
if (d1 >= distances[a])
{
d2 = d1;
d1 = distances[a];
p2 = p1;
p1 = a;
}
else if (d2 >= distances[a])
{
d2 = distances[a];
p2 = a;
}
}
for (const playerID of [p1, p2])
if (playerPosition[playerID])
createArea(
new PathPlacer(position, playerPosition[playerID],
scaleByMapSize(11, 17), 0.4, scaleByMapSize(3, 12), 0.1, 0.1),
[
new TerrainPainter(tMainTerrain),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 3),
new TileClassPainter(clLand)
]);
}
}
g_Map.log("Creating paths from players to neighbor and center");
for (let i = 0; i < numPlayers; ++i)
{
const neighbor = i + 1 < numPlayers ? i + 1 : 0;
for (const position of [playerPosition[neighbor], mapCenter])
createArea(
new PathPlacer(
playerPosition[i],
position,
scaleByMapSize(8, 13),
0.4,
3 * scaleByMapSize(1, 4),
0.1,
0),
[
new LayeredPainter([tRoadWild, tRoad], [1]),
new SmoothElevationPainter(ELEVATION_SET, heightLand, 2),
new TileClassPainter(clLand),
new TileClassPainter(clHill)
]);
}
g_Map.log("Painting center place");
createArea(
new ClumpPlacer(150, 0.6, 0.3, Infinity, mapCenter),
new TerrainPainter(tRoad));
placePlayerBases({
"PlayerPlacement": [playerIDs, playerPosition],
// PlayerTileClass already marked above
"BaseResourceClass": clBaseResource,
"CityPatch": {
"outerTerrain": tRoad,
"innerTerrain": tRoad,
"radius": playerCanyonRadius / 3
},
"StartingAnimal": {
},
"Berries": {
"template": oFruitBush
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
],
"distance": 11
},
"Trees": {
"template": oTree1
},
"Decoratives": {
"template": aGrassShort
}
});
yield 20;
paintTerrainBasedOnHeight(3.1, 29, 0, tCliff);
paintTileClassBasedOnHeight(3.1, 32, 0, clHill2);
createBumps([avoidClasses(clPlayer, 2), stayClasses(clLand, 2)]);
createHills([tCliff, tCliff, tHill], [avoidClasses(clPlayer, 2, clHill, 8, clHill2, 8),
stayClasses(clLand, 5)], clHill, scaleByMapSize(10, 40));
// create hills outside the canyon
createHills([tCliff, tCliff, tMainTerrain], avoidClasses(clLand, 1, clHill, 1), clHill,
scaleByMapSize(20, 150), undefined, undefined, undefined, undefined, 40);
const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
createForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
[avoidClasses(clPlayer, 1, clForest, 15, clHill, 1, clHill2, 0), stayClasses(clLand, 4)],
clForest,
forestTrees);
yield 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(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0),
stayClasses(clLand, 3)
],
scaleByMapSize(15, 45),
clDirt);
g_Map.log("Creating grass patches");
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tTier4Terrain,
[
avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0),
stayClasses(clLand, 3)
],
scaleByMapSize(15, 45),
clDirt);
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(clForest, 1, clPlayer, 3, clRock, 10, clHill, 1, clHill2, 1),
stayClasses(clLand, 2)
],
clRock);
g_Map.log("Creating metal mines");
createMines(
[
[new SimpleObject(oMetalLarge, 1, 1, 0, 4)]
],
[
avoidClasses(clForest, 1, clPlayer, 3, clMetal, 10, clRock, 5, clHill, 1, clHill2, 1),
stayClasses(clLand, 2)
],
clMetal
);
yield 65;
let planetm = 1;
if (currentBiome() == "generic/india")
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)]
],
[
3 * scaleByMapAreaAbsolute(16),
3 * scaleByMapAreaAbsolute(8),
planetm * scaleByMapAreaAbsolute(13),
planetm * scaleByMapAreaAbsolute(13),
planetm * scaleByMapAreaAbsolute(13)
],
avoidClasses(clForest, 0, clPlayer, 0, clHill, 0));
g_Map.log("Creating actor trees");
const group = new SimpleGroup(
[new SimpleObject(aTree, 1, 1, 0, 1)],
true
);
createObjectGroupsDeprecated(
group, 0,
avoidClasses(clLand, 5),
scaleByMapSize(200, 800), 50
);
yield 70;
createFood(
[
[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
],
[
3 * numPlayers,
3 * numPlayers
],
[
avoidClasses(clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1),
stayClasses(clLand, 3)
],
clFood);
createFood(
[
[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
],
[
3 * numPlayers
],
[
avoidClasses(clForest, 0, clPlayer, 4, clHill, 1, clFood, 10, clHill2, 1),
stayClasses(clLand, 3)
],
clFood);
yield 85;
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
[
avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6, clHill2, 1),
stayClasses(clLand, 3)
],
clForest,
stragglerTrees);
g_Map.log("Creating treasures");
for (let i = 0; i < randIntInclusive(3, 8); ++i)
for (const template of [oFoodTreasure, oWoodTreasure])
g_Map.placeEntityPassable(
template,
0,
Vector2D.add(mapCenter, new Vector2D(randFloat(0, 7), 0).rotate(randomAngle())),
randomAngle());
placePlayersNomad(
clPlayer,
[
stayClasses(clLand, 4),
avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clHill2, 4, clFood, 2)
]);
return g_Map;
}