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

480 lines
14 KiB
JavaScript

Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
export function* generateMap(mapSettings)
{
TILE_CENTERED_HEIGHT_MAP = true;
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.mainTerrain;
const tRoad = g_Terrains.road;
const tRoadWild = g_Terrains.roadWild;
const tTier4Terrain = g_Terrains.tier4Terrain;
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 oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
const oStoneLarge = g_Gaia.stoneLarge;
const oStoneSmall = g_Gaia.stoneSmall;
const oMetalLarge = g_Gaia.metalLarge;
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 heightIsland = 20;
const heightSeaGround = -5;
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 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 playerIslandRadius = scaleByMapSize(15, 30);
const islandBetweenPlayerAndCenterDist = 0.16;
const islandBetweenPlayerAndCenterRadius = 0.81;
const centralIslandRadius = 0.36;
const [playerIDs, playerPosition, playerAngle, startAngle] =
playerPlacementCircle(fractionToTiles(0.35));
let numIslands = 0;
const isConnected = [];
const islandPos = [];
function initIsConnected()
{
for (let m = 0; m < numIslands; ++m)
{
isConnected[m] = [];
for (let n = 0; n < numIslands; ++n)
isConnected[m][n] = 0;
}
}
function createIsland(islandID, size, tileClass)
{
createArea(
new ClumpPlacer(size * diskArea(playerIslandRadius), 0.95, 0.6, Infinity,
islandPos[islandID]),
[
new TerrainPainter(tHill),
new SmoothElevationPainter(ELEVATION_SET, heightIsland, 2),
new TileClassPainter(tileClass)
]);
}
function createIslandAtRadialLocation(playerID, islandID, playerIDOffset, distFromCenter,
islandRadius)
{
const angle = startAngle + (playerID * 2 + playerIDOffset) * Math.PI / numPlayers;
islandPos[islandID] = Vector2D.add(mapCenter,
new Vector2D(fractionToTiles(distFromCenter), 0).rotate(-angle)).round();
createIsland(islandID, islandRadius, clLand);
}
function createSnowflakeSearockWithCenter([tertiaryIslandDist, tertiaryIslandRadius,
islandBetweenPlayersDist, islandBetweenPlayersRadius])
{
const islandID_center = 4 * numPlayers;
numIslands = islandID_center + 1;
initIsConnected();
g_Map.log("Creating central island");
islandPos[islandID_center] = mapCenter;
createIsland(islandID_center, centralIslandRadius, clLand);
for (let playerID = 0; playerID < numPlayers; ++playerID)
{
const playerID_neighbor = playerID + 1 < numPlayers ? playerID + 1 : 0;
const islandID_player = playerID;
const islandID_playerNeighbor = playerID_neighbor;
const islandID_betweenPlayers = playerID + numPlayers;
const islandID_betweenPlayerAndCenter = playerID + 2 * numPlayers;
const islandID_betweenPlayerAndCenterNeighbor = playerID_neighbor + 2 * numPlayers;
const islandID_tertiary = playerID + 3 * numPlayers;
g_Map.log("Creating island between the player and their neighbor");
isConnected[islandID_betweenPlayers][islandID_player] = 1;
isConnected[islandID_betweenPlayers][islandID_playerNeighbor] = 1;
createIslandAtRadialLocation(playerID, islandID_betweenPlayers, 1,
islandBetweenPlayersDist, islandBetweenPlayersRadius);
g_Map.log("Creating an island between the player and the center");
isConnected[islandID_betweenPlayerAndCenter][islandID_player] = 1;
isConnected[islandID_betweenPlayerAndCenter][islandID_center] = 1;
isConnected[islandID_betweenPlayerAndCenter][islandID_betweenPlayerAndCenterNeighbor] = 1;
createIslandAtRadialLocation(playerID, islandID_betweenPlayerAndCenter, 0,
islandBetweenPlayerAndCenterDist, islandBetweenPlayerAndCenterRadius);
g_Map.log("Creating tertiary island, at the map border");
isConnected[islandID_tertiary][islandID_betweenPlayers] = 1;
createIslandAtRadialLocation(playerID, islandID_tertiary, 1, tertiaryIslandDist,
tertiaryIslandRadius);
}
}
/**
* Creates one island in front of every player and connects it with the
* neighbors.
*/
function createSnowflakeSearockWithoutCenter()
{
numIslands = 2 * numPlayers;
initIsConnected();
for (let playerID = 0; playerID < numPlayers; ++playerID)
{
const playerID_neighbor = playerID + 1 < numPlayers ? playerID + 1 : 0;
const islandID_player = playerID;
const islandID_playerNeighbor = playerID_neighbor;
const islandID_inFrontOfPlayer = playerID + numPlayers;
const islandID_inFrontOfPlayerNeighbor = playerID_neighbor + numPlayers;
isConnected[islandID_player][islandID_playerNeighbor] = 1;
isConnected[islandID_player][islandID_inFrontOfPlayer] = 1;
isConnected[islandID_inFrontOfPlayer][islandID_inFrontOfPlayerNeighbor] = 1;
createIslandAtRadialLocation(playerID, islandID_inFrontOfPlayer, 0,
islandBetweenPlayerAndCenterDist, islandBetweenPlayerAndCenterRadius);
}
}
function createSnowflakeSearockTiny()
{
numIslands = numPlayers + 1;
initIsConnected();
const islandID_center = numPlayers;
g_Map.log("Creating central island");
islandPos[islandID_center] = mapCenter;
createIsland(numPlayers, 1, clLand);
for (let playerID = 0; playerID < numPlayers; ++playerID)
{
const islandID_player = playerID;
isConnected[islandID_player][islandID_center] = 1;
}
}
const islandSizes = {
"medium": [0.41, 0.49, 0.26, 1],
"large1": [0.41, 0.49, 0.24, 1],
"large2": [0.41, 0.36, 0.28, 0.81]
};
if (mapSize <= 128)
{
createSnowflakeSearockTiny();
}
else if (mapSize <= 192)
{
createSnowflakeSearockWithoutCenter();
}
else if (mapSize <= 256)
{
if (numPlayers < 6)
createSnowflakeSearockWithCenter(islandSizes.medium);
else
createSnowflakeSearockWithoutCenter();
}
else if (mapSize <= 320)
{
if (numPlayers < 8)
createSnowflakeSearockWithCenter(islandSizes.medium);
else
createSnowflakeSearockWithoutCenter();
}
else
createSnowflakeSearockWithCenter(islandSizes["large" + (numPlayers < 6 ? "1" : "2")]);
g_Map.log("Creating player islands");
for (let i = 0; i < numPlayers; ++i)
{
islandPos[i] = playerPosition[i];
createIsland(i, 1, isNomad() ? clLand : clPlayer);
}
g_Map.log("Creating connectors");
for (let i = 0; i < numIslands; ++i)
for (let j = 0; j < numIslands; ++j)
if (isConnected[i][j])
createArea(
new PathPlacer(islandPos[i], islandPos[j], 11, 0, 1, 0, 0, Infinity),
[
new SmoothElevationPainter(ELEVATION_SET, heightIsland, 2),
new TerrainPainter(tHill),
new TileClassPainter(clLand)
]);
g_Map.log("Painting cliffs");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(tCliff),
new SlopeConstraint(2, Infinity));
yield 30;
placePlayerBases({
"PlayerPlacement": [playerIDs, playerPosition],
// PlayerTileClass already marked above
"BaseResourceClass": clBaseResource,
"baseResourceConstraint": stayClasses(clPlayer, 4),
"Walls": "towers",
"CityPatch": {
"outerTerrain": tRoadWild,
"innerTerrain": tRoad
},
"StartingAnimal": {
},
"Berries": {
"template": oFruitBush,
"distance": playerIslandRadius - 4
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
],
"distance": playerIslandRadius - 4
},
"Trees": {
"template": oTree1,
"count": scaleByMapSize(10, 50),
"minDist": 11,
"maxDist": 11
},
"Decoratives": {
"template": aGrassShort
}
});
yield 40;
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), stayClasses(clLand, 4)],
num);
yield 55;
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), stayClasses(clLand, 5)],
5*scaleByMapSize(4, 16), 100
);
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), stayClasses(clLand, 5)],
5*scaleByMapSize(4, 16), 100
);
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), stayClasses(clLand, 5)],
5*scaleByMapSize(4, 16), 100
);
yield 65;
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, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
scaleByMapSize(15, 45));
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, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
scaleByMapSize(15, 45));
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), stayClasses(clLand, 4)],
scaleByMapSize(16, 262), 50
);
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), stayClasses(clLand, 4)],
scaleByMapSize(8, 131), 50
);
yield 70;
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, clFood, 20), stayClasses(clLand, 4)],
3 * numPlayers, 50
);
yield 75;
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, clFood, 20), stayClasses(clLand, 4)],
3 * numPlayers, 50
);
g_Map.log("Creating fruits");
group = new SimpleGroup(
[new SimpleObject(oFruitBush, 5, 7, 0, 4)],
true, clFood
);
createObjectGroupsDeprecated(group, 0,
[avoidClasses(clForest, 0, clPlayer, 10, clFood, 20), stayClasses(clLand, 4)],
3 * numPlayers, 50
);
yield 85;
createStragglerTrees(
[oTree1, oTree2, oTree4, oTree3],
[avoidClasses(clForest, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 4)],
clForest,
stragglerTrees);
let planetm = 1;
if (currentBiome() == "generic/india")
planetm = 8;
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(clPlayer, 2, clDirt, 0), stayClasses(clLand, 4)],
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(clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 4)],
planetm * scaleByMapSize(13, 200)
);
yield 95;
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(clPlayer, 1, clDirt, 1), stayClasses(clLand, 4)],
planetm * scaleByMapSize(13, 200), 50
);
placePlayersNomad(
clPlayer,
[
stayClasses(clLand, 8),
avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clFood, 2)
]);
setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
setSunRotation(randomAngle());
setSunElevation(Math.PI * randFloat(1/5, 1/3));
return g_Map;
}