Ticket #1311: deep_forest.js

File deep_forest.js, 10.4 KB (added by FeXoR, 12 years ago)
Line 
1RMS.LoadLibrary("rmgen");
2
3// initialize map
4log("Initializing map...");
5InitMap();
6
7
8// Setup tile classes
9var clPlayer = createTileClass();
10var clPath = createTileClass();
11var clHill = createTileClass();
12var clForest = createTileClass();
13// var clWater = createTileClass();
14// var clRock = createTileClass();
15// var clFood = createTileClass();
16var clBaseResource = createTileClass();
17
18// Setup Templates
19var templateStone = "gaia/geology_stone_temperate"
20var templateStoneMine = "gaia/geology_stonemine_temperate_quarry";
21var templateMetal = "gaia/geology_metal_temperate";
22var templateMetalMine = "gaia/geology_metal_temperate_slabs";
23var startingResourcees = ["gaia/flora_tree_oak_large", "gaia/flora_bush_temperate", templateStoneMine,
24 "gaia/flora_bush_grapes", "gaia/flora_tree_apple", "gaia/flora_bush_berry", templateMetalMine, "gaia/flora_bush_badlands"];
25
26// Setup terrain
27var terrainWood = ['temp_grass_mossy|gaia/flora_tree_oak', 'temp_forestfloor_pine|gaia/flora_tree_pine', 'temp_mud_plants|gaia/flora_tree_dead',
28 'temp_plants_bog|gaia/flora_tree_oak_large', 'temp_plants_bog|gaia/flora_tree_pine_animated',
29 "temp_dirt_gravel_plants|gaia/flora_tree_aleppo_pine", 'temp_forestfloor_autumn|gaia/flora_tree_carob']; //'temp_forestfloor_autumn|gaia/flora_tree_fig'
30var terrainWoodBorder = ['temp_grass_plants|gaia/flora_tree_euro_beech', 'temp_grass_mossy|gaia/flora_tree_poplar', 'temp_grass_mossy|gaia/flora_tree_poplar_lombardy',
31 'temp_grass_long|gaia/flora_bush_temperate', 'temp_mud_plants|gaia/flora_bush_temperate', 'temp_mud_plants|gaia/flora_bush_badlands',
32 'temp_grass_long|gaia/flora_tree_apple', 'temp_grass_clovers|gaia/flora_bush_berry', 'temp_grass_clovers_2|gaia/flora_bush_grapes',
33 'temp_grass_plants|gaia/fauna_deer', "temp_grass_long_b|gaia/fauna_rabbit", "temp_grass_plants"];
34var terrainBase = ['temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
35 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
36 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
37 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
38 'temp_grass_b|gaia/fauna_pig', 'temp_dirt_gravel|gaia/fauna_chicken'];
39var terrainBaseBorder = ["temp_grass_b", "temp_grass_b", "temp_grass", "temp_grass_c", "temp_grass_mossy"];
40var terrainPath = ['temp_road', "temp_road_overgrown", 'temp_grass_b'];
41var terrainHill = ["temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_cliff_a"];
42var terrainHillBorder = ["temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_dirt_gravel_plants",
43 "temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_dirt_gravel_plants",
44 "temp_highlands", "temp_highlands", "temp_highlands", "temp_cliff_b", "temp_dirt_gravel_plants",
45 "temp_highlands", "temp_highlands", "temp_highlands", "temp_cliff_b", "temp_dirt_gravel_plants",
46 "temp_highlands|gaia/fauna_goat"];
47
48
49// Setup map
50var mapSize = getMapSize();
51var mapRadius = mapSize/2;
52var playableMapRadius = mapRadius - 5;
53var mapCenterX = mapRadius;
54var mapCenterZ = mapRadius;
55
56// Setup players and bases
57var numPlayers = getNumPlayers();
58var baseRadius = 20;
59var minPlayerRadius = min(mapRadius-1.5*baseRadius, 5*mapRadius/8);
60var maxPlayerRadius = min(mapRadius-baseRadius, 3*mapRadius/4);
61const BUILDING_ANlE = -PI/4;
62var playerStartLocX = new Array(numPlayers);
63var playerStartLocZ = new Array(numPlayers);
64var playerAngle = new Array(numPlayers);
65var playerAngleStart = randFloat(0, 2*PI);
66var playerAngleAddAvrg = 2*PI / numPlayers;
67var playerAngleMaxOff = playerAngleAddAvrg/4;
68
69// Setup eyecandy
70var templateEC = "other/unfinished_greek_temple";
71var radiusEC = max(mapRadius/8, baseRadius/2);
72
73// Setup paths
74var pathSucsessRadius = baseRadius/2;
75var pathAngleOff = PI/2;
76var pathWidth = 5; // This is not really the path's sickness in tiles but the number of tiles in the clumbs of the path
77
78// Setup additional resources
79var resourceRadius = 2*mapRadius/3; // 3*mapRadius/8;
80var resourcePerPlayer = [templateStone, templateMetalMine];
81
82// Setup woods
83var maxTreeDensity = min(256*256/mapSize/mapSize, 1); // Has to be tweeked but works ok
84var bushChance = 1/3; // 1 means 50% chance in deepest wood, 0.5 means 25% chance in deepest wood
85RMS.SetProgress(2);
86// Place bases
87for (var i=0; i < numPlayers; i++)
88{
89 var civ = g_MapSettings.PlayerData[i].Civ;
90 var startEntities = getStartingEntities(i);
91 playerAngle[i] = (playerAngleStart + i*playerAngleAddAvrg + randFloat(0, playerAngleMaxOff))%(2*PI);
92 var x = round(mapCenterX + randFloat(minPlayerRadius, maxPlayerRadius)*cos(playerAngle[i]));
93 var z = round(mapCenterZ + randFloat(minPlayerRadius, maxPlayerRadius)*sin(playerAngle[i]));
94 playerStartLocX[i] = x;
95 playerStartLocZ[i] = z;
96 // Place starting entities
97 createStartingPlayerEntities(x, z, i+1, startEntities, BUILDING_ANlE)
98 // Place base texture
99 var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z);
100 var painter = [new LayeredPainter([terrainBaseBorder, terrainBase], [baseRadius/4]), paintClass(clPlayer)];
101 createArea(placer, painter);
102 // Place starting resources
103 var distToSL = 10;
104 var resStartAngle = playerAngle[i] + PI;
105 var resAddAngle = 2*PI / startingResourcees.length;
106 for (var rIndex = 0; rIndex < startingResourcees.length; rIndex++)
107 {
108 var angleOff = randFloat(-resAddAngle/2, resAddAngle/2);
109 var placeX = x + distToSL*cos(resStartAngle + rIndex*resAddAngle + angleOff);
110 var placeZ = z + distToSL*sin(resStartAngle + rIndex*resAddAngle + angleOff);
111 placeObject(placeX, placeZ, startingResourcees[rIndex], 0, randFloat(0, 2*PI));
112 addToClass(round(placeX), round(placeZ), clBaseResource);
113 };
114};
115
116RMS.SetProgress(10);
117
118// Place paths
119var doublePaths = true;
120if (numPlayers > 4)
121 doublePaths = false;
122var doublePathMayPlayers = 4;
123if (doublePaths == true)
124 var maxI = numPlayers+1
125else
126 var maxI = numPlayers;
127for (var i = 0; i < maxI; i++)
128{
129 if (doublePaths == true)
130 var minJ = 0
131 else
132 var minJ = i+1;
133 for (var j = minJ; j < numPlayers+1; j++)
134 {
135 // Setup start and target coordinates
136 if (i < numPlayers)
137 {
138 var x = playerStartLocX[i];
139 var z = playerStartLocZ[i];
140 }
141 else
142 {
143 var x = mapCenterX;
144 var z = mapCenterZ;
145 };
146 if (j < numPlayers)
147 {
148 var targetX = playerStartLocX[j];
149 var targetZ = playerStartLocZ[j];
150 }
151 else
152 {
153 var targetX = mapCenterX;
154 var targetZ = mapCenterZ;
155 };
156 // Prepare path placement
157 var angle = getAngle(x, z, targetX, targetZ);
158 x += round(pathSucsessRadius*cos(angle));
159 z += round(pathSucsessRadius*sin(angle));
160 var targetReached = false;
161 var tries = 0;
162 // Placing paths
163 while (targetReached == false && tries < 2*mapSize)
164 {
165 var placer = new ClumpPlacer(pathWidth, 1, 1, 1, x, z);
166 var painter = [new TerrainPainter(terrainPath), new ElevationPainter(-randFloat()), paintClass(clPath)];
167 createArea(placer, painter, avoidClasses(clHill, 0, clBaseResource, 4));
168 // addToClass(x, z, clPath); // Not needed...
169 // Set vars for next loop
170 angle = getAngle(x, z, targetX, targetZ);
171 if (doublePaths == true) // Bended paths
172 {
173 x += round(cos(angle + randFloat(-pathAngleOff/2, 3*pathAngleOff/2)));
174 z += round(sin(angle + randFloat(-pathAngleOff/2, 3*pathAngleOff/2)));
175 }
176 else // Straight paths
177 {
178 x += round(cos(angle + randFloat(-pathAngleOff, pathAngleOff)));
179 z += round(sin(angle + randFloat(-pathAngleOff, pathAngleOff)));
180 };
181 if (getDistance(x, z, targetX, targetZ) < pathSucsessRadius)
182 targetReached = true;
183 tries++;
184
185 };
186 };
187};
188
189RMS.SetProgress(50);
190
191// Place expansion resources
192for (var i=0; i < numPlayers; i++)
193{
194 for (var rIndex = 0; rIndex < resourcePerPlayer.length; rIndex++)
195 {
196 if (numPlayers > 1)
197 var angleDist = (playerAngle[(i+1)%numPlayers] - playerAngle[i] + 2*PI)%(2*PI);
198 else
199 var angleDist = 2*PI;
200 var placeX = round(mapCenterX + resourceRadius*cos(playerAngle[i] + (rIndex+1)*angleDist/(resourcePerPlayer.length+1)));
201 var placeZ = round(mapCenterX + resourceRadius*sin(playerAngle[i] + (rIndex+1)*angleDist/(resourcePerPlayer.length+1)));
202 placeObject(placeX, placeZ, resourcePerPlayer[rIndex], 0, randFloat(0, 2*PI));
203 var placer = new ClumpPlacer(40, 1/2, 1/8, 1, placeX, placeZ);
204 var painter = [new LayeredPainter([terrainHillBorder, terrainHill], [1]), new ElevationPainter(1+randFloat()), paintClass(clHill)];
205 createArea(placer, painter);
206 };
207};
208
209RMS.SetProgress(60);
210
211// Place eyecandy
212placeObject(mapCenterX, mapCenterZ, templateEC, 0, randFloat(0, 2*PI));
213var placer = new ClumpPlacer(radiusEC*radiusEC, 1/2, 1/8, 1, mapCenterX, mapCenterZ);
214var painter = [new LayeredPainter([terrainHillBorder, terrainHill], [radiusEC/4]), new ElevationPainter(1+randFloat()), paintClass(clHill)];
215createArea(placer, painter);
216
217// Woods and general hight map
218for (var x = 0; x < mapSize; x++)
219{
220 for (var z = 0;z < mapSize;z++)
221 {
222 // Some variables
223 var radius = Math.pow(Math.pow(mapCenterX - x, 2) + Math.pow(mapCenterZ - z, 2), 1/2);
224 var minDistToSL = mapSize;
225 for (var i=0; i < numPlayers; i++)
226 minDistToSL = min(minDistToSL, getDistance(playerStartLocX[i], playerStartLocZ[i], x, z))
227 // Woods tile based
228 var tDensFactSL = max(min((minDistToSL - baseRadius) / baseRadius, 1), 0);
229 var tDensFactRad = abs((resourceRadius - radius) / resourceRadius);
230 var tDensFactEC = max(min((radius - radiusEC) / radiusEC, 1), 0);
231 var tDensActual = maxTreeDensity * tDensFactSL * tDensFactRad * tDensFactEC;
232 if (randFloat() < tDensActual && radius < playableMapRadius)
233 {
234 if (tDensActual < bushChance*randFloat()*maxTreeDensity)
235 {
236 var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z);
237 var painter = [new TerrainPainter(terrainWoodBorder), new ElevationPainter(randFloat()), paintClass(clForest)];
238 createArea(placer, painter, avoidClasses(clPath, 1, clHill, 0));
239 }
240 else
241 {
242 var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z);
243 var painter = [new TerrainPainter(terrainWood), new ElevationPainter(randFloat()), paintClass(clForest)];
244 createArea(placer, painter, avoidClasses(clPath, 2, clHill, 1));
245 };
246 };
247 // General hight map
248 var hVarMiddleHill = mapSize/64 * (1+cos(3*PI/2 * radius/mapRadius));
249 var hVarHills = 5*(1+sin(x/10)*sin(z/10));
250 setHeight(x, z, getHeight(x, z) + hVarMiddleHill + hVarHills + 1);
251 };
252};
253
254RMS.SetProgress(95);
255
256
257// Export map data
258ExportMap();