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

292 lines
7.4 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 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 oMetalSmall = g_Gaia.metalSmall;
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;
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();
g_Map.log("Creating continent");
createArea(
new ChainPlacer(
2,
Math.floor(scaleByMapSize(5, 12)),
Math.floor(scaleByMapSize(60, 700)),
Infinity,
mapCenter,
0,
[Math.floor(fractionToTiles(0.33))]),
[
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
new TileClassPainter(clLand)
]);
const [playerIDs, playerPosition] =
playerPlacementByPattern(
mapSettings.PlayerPlacement,
fractionToTiles(0.25),
fractionToTiles(0.1),
randomAngle(),
undefined);
g_Map.log("Ensuring initial player land");
for (let i = 0; i < numPlayers; ++i)
createArea(
new ChainPlacer(
2,
Math.floor(scaleByMapSize(5, 9)),
Math.floor(scaleByMapSize(5, 20)),
Infinity,
playerPosition[i],
0,
[Math.floor(scaleByMapSize(23, 50))]),
[
new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
new TileClassPainter(clLand)
]);
yield 20;
paintTerrainBasedOnHeight(3, 4, 3, tMainTerrain);
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
placePlayerBases({
"PlayerPlacement": [playerIDs, playerPosition],
"PlayerTileClass": clPlayer,
"BaseResourceClass": clBaseResource,
"CityPatch": {
"outerTerrain": tRoadWild,
"innerTerrain": tRoad
},
"StartingAnimal": {
},
"Berries": {
"template": oFruitBush
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
]
},
"Trees": {
"template": oTree1,
"count": 2
},
"Decoratives": {
"template": aGrassShort
}
});
yield 30;
createBumps([avoidClasses(clPlayer, 10), stayClasses(clLand, 5)]);
if (randBool())
createHills([tMainTerrain, tCliff, tHill],
[avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)],
clHill,
scaleByMapSize(1, 4) * numPlayers);
else
createMountains(tCliff,
[avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)],
clHill,
scaleByMapSize(1, 4) * numPlayers);
const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
createDefaultForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clBaseResource, 2), 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, 12), stayClasses(clLand, 5)],
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, 12), stayClasses(clLand, 5)],
scaleByMapSize(15, 45),
clDirt);
yield 55;
g_Map.log("Creating metal mines");
createBalancedMetalMines(
oMetalSmall,
oMetalLarge,
clMetal,
[
stayClasses(clLand, 6),
avoidClasses(clForest, 1, clPlayer, scaleByMapSize(20, 35), clHill, 1)
]
);
g_Map.log("Creating stone mines");
createBalancedStoneMines(
oStoneSmall,
oStoneLarge,
clRock,
[
stayClasses(clLand, 6),
avoidClasses(clForest, 1, clPlayer, scaleByMapSize(20, 35), clHill, 1, clMetal, 10)
]
);
yield 65;
// create decoration
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)]
],
[
scaleByMapAreaAbsolute(16),
scaleByMapAreaAbsolute(8),
planetm * scaleByMapAreaAbsolute(13),
planetm * scaleByMapAreaAbsolute(13),
planetm * scaleByMapAreaAbsolute(13)
],
[avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)]);
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, 20, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
clFood);
createFood(
[
[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
],
[
3 * numPlayers
],
[avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), stayClasses(clLand, 5)],
clFood);
createFood(
[
[new SimpleObject(oFish, 2, 3, 0, 2)]
],
[
50 * numPlayers
],
avoidClasses(clLand, 2, clFood, 10),
clFood);
yield 85;
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
[
avoidClasses(clForest, 7, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6),
stayClasses(clLand, 7)
],
clForest,
stragglerTrees);
placePlayersNomad(
clPlayer,
[
stayClasses(clLand, 4),
avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)
]);
setWaterWaviness(1.0);
setWaterType("ocean");
return g_Map;
}