Ticket #4245: add_caledonian_meadows2016_9_25.diff

File add_caledonian_meadows2016_9_25.diff, 30.2 KB (added by FeXoR, 8 years ago)

Fixes description as proposed by Itms

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  • binaries/data/mods/public/maps/random/caledonian_meadows.js

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     1/**
     2 * ToDo:
     3 * Place start locations of one team close to each other
     4 */
     5 
     6RMS.LoadLibrary("rmgen");
     7RMS.LoadLibrary("heightmap");
     8
     9InitMap();
     10
     11/**
     12 * Start Timer
     13 */
     14let genStartTime = new Date().getTime();
     15
     16/**
     17 * Returns an approximation of the heights of the tiles between the vertices, a tile centered heightmap
     18 * A tile centered heightmap is one smaller in width and height than an ordinary heightmap
     19 * It is meant to e.g. texture a map by height (x/y coordinates correspond to those of the terrain texture map)
     20 * Don't use this to override g_Map height (Potentially breaks the map)!
     21 * @param {array} [heightmap=g_Map.height] - A reliefmap the tile centered version should be build from
     22 */
     23function getTileCenteredHeightmap(heightmap = g_Map.height)
     24{
     25    let max_x = heightmap.length - 1;
     26    let max_y = heightmap[0].length - 1;
     27    let tchm = [];
     28    for (let x = 0; x < max_x; ++x)
     29    {
     30        tchm[x] = new Float32Array(max_y);
     31        for (let y = 0; y < max_y; ++y)
     32        {
     33            tchm[x][y] = 0.25 * (heightmap[x][y] + heightmap[x + 1][y] + heightmap[x][y + 1] + heightmap[x + 1][y + 1]);
     34        }
     35    }
     36    return tchm;
     37}
     38
     39/**
     40 * Returns an inclination map corresponding to the tiles between the heightmaps vertices:
     41 * array of heightmap width-1 arrays of height-1 vectors (associative arrays) of the from:
     42 * {"x": x_slope, "y": y_slope] so a 2D Vector pointing to the hightest incline (with the length the incline in the vectors direction)
     43 * The x and y coordinates of a tile in the terrain texture map correspond to those of the inclination map
     44 * @param {array} [heightmap=g_Map.height] - The reliefmap the inclination map is to be generated from
     45 */
     46function getInclineMap(heightmap)
     47{
     48    heightmap = (heightmap || g_Map.height);
     49    let max_x = heightmap.length - 1;
     50    let max_y = heightmap[0].length - 1;
     51    let inclineMap = [];
     52    for (let x = 0; x < max_x; ++x)
     53    {
     54        inclineMap[x] = [];
     55        for (let y = 0; y < max_y; ++y)
     56        {
     57            let dx = heightmap[x + 1][y] - heightmap[x][y];
     58            let dy = heightmap[x][y + 1] - heightmap[x][y];
     59            let next_dx = heightmap[x + 1][y + 1] - heightmap[x][y + 1];
     60            let next_dy = heightmap[x + 1][y + 1] - heightmap[x + 1][y];
     61            inclineMap[x][y] = {"x": 0.5 * (dx + next_dx), "y": 0.5 * (dy + next_dy)};
     62        }
     63    }
     64    return inclineMap;
     65}
     66
     67/**
     68 * Returns a slope map (same form as the a heightmap with one less width and height)
     69 * Not normalized. Only returns the steepness (float), not the direction of incline.
     70 * The x and y coordinates of a tile in the terrain texture map correspond to those of the slope map
     71 * @param {array} [inclineMap=getInclineMap(g_Map.height)] - A map with the absolute inclination for each tile
     72 */
     73function getSlopeMap(inclineMap = getInclineMap(g_Map.height))
     74{
     75    let max_x = inclineMap.length;
     76    let slopeMap = [];
     77    for (let x = 0; x < max_x; ++x)
     78    {
     79        let max_y = inclineMap[x].length;
     80        slopeMap[x] = new Float32Array(max_y);
     81        for (let y = 0; y < max_y; ++y)
     82            slopeMap[x][y] = Math.pow(inclineMap[x][y].x * inclineMap[x][y].x + inclineMap[x][y].y * inclineMap[x][y].y, 0.5);
     83    }
     84    return slopeMap;
     85}
     86
     87/**
     88 * Returns the order to go through the points for the shortest closed path (array of indices)
     89 * @param {array} [points] - Points to be sorted of the form {"x": x_value, "y": y_value}
     90 */
     91function getOrderOfPointsForShortestClosePath(points)
     92{
     93    let order = [];
     94    let distances = [];
     95    if (points.length <= 3)
     96    {
     97        for (let i = 0; i < points.length; ++i)
     98            order.push(i);
     99       
     100        return order;
     101    }
     102   
     103    // Just add the first 3 points
     104    let pointsToAdd = deepcopy(points);
     105    for (let i = 0; i < 3; ++i)
     106    {
     107        order.push(i)
     108        pointsToAdd.shift(i);
     109        if (i)
     110            distances.push(getDistance(points[order[i]].x, points[order[i]].y, points[order[i - 1]].x, points[order[i - 1]].y));
     111    }
     112    distances.push(getDistance(points[order[0]].x, points[order[0]].y, points[order[order.length - 1]].x, points[order[order.length - 1]].y))
     113   
     114    // Add remaining points so the path lengthens the least
     115    let numPointsToAdd = pointsToAdd.length;
     116    for (let i = 0; i < numPointsToAdd; ++i)
     117    {
     118        let indexToAddTo = undefined;
     119        let minEnlengthen = Infinity;
     120        let minDist1 = 0;
     121        let minDist2 = 0;
     122        for (let k = 0; k < order.length; ++k)
     123        {
     124            let dist1 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[k]].x, points[order[k]].y);
     125            let dist2 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[(k + 1) % order.length]].x, points[order[(k + 1) % order.length]].y);
     126            let enlengthen = dist1 + dist2 - distances[k];
     127            if (enlengthen < minEnlengthen)
     128            {
     129                indexToAddTo = k;
     130                minEnlengthen = enlengthen;
     131                minDist1 = dist1;
     132                minDist2 = dist2;
     133            }
     134        }
     135        order.splice(indexToAddTo + 1, 0, i + 3);
     136        distances.splice(indexToAddTo, 1, minDist1, minDist2);
     137        pointsToAdd.shift();
     138    }
     139   
     140    return order;
     141}
     142
     143/**
     144 * Drags a path to a target height smoothing it at the edges and return some points along the path.
     145 *
     146 * TODO:
     147 * Would be nice to tell the function what to do and how often in the arguments
     148 * Adding painted tiles to a tile class
     149 */
     150function placeRandomPathToHeight(start, pathTexture, target, targetHeight, width = 10, occurrence = 2, strength = 0.1, heightmap = g_Map.height)
     151{
     152    if (pathTexture === true)
     153        pathTexture = ['temp_road', "temp_road_overgrown", 'temp_grass_b'];
     154   
     155    let clTempPath = createTileClass();
     156    let targetReached = false;
     157    let position = deepcopy(start);
     158    while (!targetReached)
     159    {
     160        rectangularSmoothToHeight(position, width, width, targetHeight, strength, heightmap);
     161        if (pathTexture)
     162            createArea(new ClumpPlacer(0.2 * width * width, 1, 1, 1, floor(position.x), floor(position.y)), [new TerrainPainter(pathTexture), paintClass(clTempPath)]);
     163       
     164        // Set lets for next loop
     165        let angleToTarget = getAngle(position.x, position.y, target.x, target.y);
     166        let angleOff = PI * (randFloat() - 0.5);
     167        position.x += occurrence * cos(angleToTarget + angleOff);
     168        position.y += occurrence * sin(angleToTarget + angleOff);
     169        if (getDistance(position.x, position.y, target.x, target.y) < occurrence / 2)
     170            targetReached = true;
     171    }
     172    return clTempPath;
     173}
     174
     175function getGrad(wrapped = true, scalarField = g_Map.height)
     176{
     177    let vectorField = [];
     178    let max_x = scalarField.length;
     179    let max_y = scalarField[0].length;
     180    if (!wrapped)
     181    {
     182        max_x -= 1;
     183        max_y -= 1;
     184    }
     185    for (let x = 0; x < max_x; ++x)
     186    {
     187        vectorField.push([]);
     188        for (let y = 0; y < max_y; ++y)
     189            vectorField[x].push({"x": scalarField[(x + 1) % max_x][y] - scalarField[x][y], "y": scalarField[x][(y + 1) % max_y] - scalarField[x][y]});
     190    }
     191       
     192    return vectorField;
     193}
     194
     195function splashErodeMap(strength = 1, heightmap = g_Map.height)
     196{
     197    let max_x = heightmap.length;
     198    let max_y = heightmap[0].length;
     199   
     200    let dHeight = getGrad(heightmap);
     201   
     202    for (let x = 0; x < max_x; ++x)
     203    {
     204        let next_x = (x + 1) % max_x;
     205        let prev_x = (x + max_x - 1) % max_x;
     206        for (let y = 0; y < max_y; ++y)
     207        {
     208            let next_y = (y + 1) % max_y;
     209            let prev_y = (y + max_y - 1) % max_y;
     210           
     211            let slopes = [- dHeight[x][y].x, - dHeight[x][y].y, dHeight[prev_x][y].x, dHeight[x][prev_y].y];
     212           
     213            let sumSlopes = 0;
     214            for (let i = 0; i < slopes.length; ++i)
     215                if (slopes[i] > 0)
     216                    sumSlopes += slopes[i];
     217           
     218            let drain = [];
     219            for (let i = 0; i < slopes.length; ++i)
     220            {
     221                drain.push(0);
     222                if (slopes[i] > 0)
     223                    drain[i] += min(strength * slopes[i] / sumSlopes, slopes[i]);
     224            }
     225           
     226            let sumDrain = 0;
     227            for (let i = 0; i < drain.length; ++i)
     228                sumDrain += drain[i];
     229           
     230            // Apply changes to maps
     231            heightmap[x][y] -= sumDrain;
     232            heightmap[next_x][y] += drain[0];
     233            heightmap[x][next_y] += drain[1];
     234            heightmap[prev_x][y] += drain[2];
     235            heightmap[x][prev_y] += drain[3];
     236        }
     237    }
     238}
     239
     240/**
     241 * Meant to place e.g. resource spots within a height range
     242 * @param {array} [heightRange] - The height range in which to place the entities (An associative array with keys "min" and "max" each containing a float)
     243 * @param {array} [avoidPoints] - An array of 2D points (arrays of length 2), points that will be avoided in the given minDistance e.g. start locations
     244 * @param {array} [avoidArea] - List of tiles to avoid
     245 * @param {integer} [minDistance=30] - How many tile widths the entities to place have to be away from each other, start locations and the map border
     246 * @param {array} [heightmap=g_Map.height] - The reliefmap the entities should be distributed on
     247 * @param {integer} [maxTries=1000] - How often random player distributions are rolled to be compared
     248 * @param {boolean} [isCircular=g_MapSettings.CircularMap] - If the map is circular or rectangular
     249 */
     250function getPointsByHeight(heightRange, avoidPoints, avoidArea, minDistance = 30, maxTries = 1000, heightmap = g_Map.height, isCircular = g_MapSettings.CircularMap)
     251{
     252    let points = [];
     253    let placements = deepcopy(avoidPoints);
     254    let validVertices = [];
     255    let r = 0.5 * (heightmap.length - 1); // Map center x/y as well as radius
     256    for (let x = minDistance; x < heightmap.length - minDistance; ++x)
     257    {
     258        for (let y = minDistance; y < heightmap[0].length - minDistance; ++y)
     259        {
     260            let isValid = true;
     261            for (let i = 0; i < pathArea.length; ++i)
     262                if (pathArea[i].x == x && pathArea[i].y == y)
     263                    isValid = false;
     264            if (!isValid)
     265                continue;
     266           
     267            if (heightmap[x][y] > heightRange.min && heightmap[x][y] < heightRange.max && (!isCircular || r - getDistance(x, y, r, r) >= minDistance)) // Has correct height and enough distance to map border
     268            {
     269                validVertices.push({ "x": x, "y": y });
     270            }
     271        }
     272    }
     273   
     274    for (let tries = 0; tries < maxTries; ++tries)
     275    {
     276        let point = validVertices[randInt(validVertices.length)];
     277        if (placements.every(p => getDistance(p.x, p.y, point.x, point.y) > minDistance))
     278        {
     279            points.push(point);
     280            placements.push(point);
     281        }
     282    }
     283   
     284    return points;
     285}
     286
     287
     288/**
     289 * Design resource spots
     290 */
     291// Mines
     292let decorations = [
     293    "actor|geology/gray1.xml", "actor|geology/gray_rock1.xml",
     294    "actor|geology/highland1.xml", "actor|geology/highland2.xml", "actor|geology/highland3.xml",
     295    "actor|geology/highland_c.xml", "actor|geology/highland_d.xml", "actor|geology/highland_e.xml",
     296    "actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml",
     297    "actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml"
     298];
     299
     300function placeMine(point, centerEntity)
     301{
     302    placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
     303    let quantity = randInt(11, 23);
     304    let dAngle = TWO_PI / quantity;
     305    for (let i = 0; i < quantity; ++i)
     306    {
     307        let angle = i * dAngle + randFloat(0, dAngle);
     308        let dist = randFloat(2, 5);
     309        placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), decorations[randInt(0, decorations.length - 1)], 0, randFloat(0, TWO_PI));
     310    }
     311}
     312
     313// Food, fences with domestic animals
     314wallStyles["other"]["sheepIn"] = new WallElement("sheepIn", "gaia/fauna_sheep", PI / 4, -1.5, 0.75, PI/2);
     315wallStyles["other"]["foodBin"] = new WallElement("foodBin", "gaia/special_treasure_food_bin", PI/2, 1.5);
     316wallStyles["other"]["sheep"] = new WallElement("sheep", "gaia/fauna_sheep", 0, 0, 0.75);
     317wallStyles["other"]["farm"] = new WallElement("farm", "structures/brit_farmstead", PI, 0, -3);
     318let fences = [
     319    new Fortress("fence", ["foodBin", "farm", "bench", "sheepIn", "fence", "sheepIn", "fence", "sheepIn", "fence"]),
     320    new Fortress("fence", ["foodBin", "farm", "fence", "sheepIn", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn", "fence"]),
     321    new Fortress("fence", [
     322        "foodBin", "farm", "cornerIn", "bench", "cornerOut", "fence_short", "sheepIn", "fence", "sheepIn",
     323        "fence", "sheepIn", "fence_short", "sheep", "fence"
     324    ]),
     325    new Fortress("fence", [
     326        "foodBin", "farm", "cornerIn", "fence_short", "cornerOut", "bench", "sheepIn", "fence", "sheepIn",
     327        "fence", "sheepIn", "fence_short", "sheep", "fence"
     328    ]),
     329    new Fortress("fence", [
     330        "foodBin", "farm", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn",
     331        "fence_short", "sheep", "fence", "sheepIn", "fence_short", "sheep", "fence"
     332    ])
     333];
     334let num = fences.length;
     335for (let i = 0; i < num; ++i)
     336    fences.push(new Fortress("fence", deepcopy(fences[i].wall).reverse()));
     337
     338// Groves, only Wood
     339let groveEntities = [
     340    "gaia/flora_bush_temperate", "gaia/flora_tree_euro_beech"
     341];
     342let groveActors = [
     343    "actor|geology/highland1_moss.xml", "actor|geology/highland2_moss.xml",
     344    "actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml",
     345    "actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml"
     346];
     347let clGrove = createTileClass();
     348
     349function placeGrove(point)
     350{
     351    placeObject(point.x, point.y, ["structures/gaul_outpost", "gaia/flora_tree_oak_new"][randInt(0, 1)], 0, randFloat(0, TWO_PI));
     352    let quantity = randInt(20, 30);
     353    let dAngle = TWO_PI / quantity;
     354    for (let i = 0; i < quantity; ++i)
     355    {
     356        let angle = i * dAngle + randFloat(0, dAngle);
     357        let dist = randFloat(2, 5);
     358        let objectList = groveEntities;
     359        if (i % 3 == 0)
     360            objectList = groveActors;
     361        let x = point.x + dist * Math.cos(angle);
     362        let y = point.y + dist * Math.sin(angle);
     363        placeObject(x, y, objectList[randInt(0, objectList.length - 1)], 0, randFloat(0, TWO_PI));
     364        createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter("temp_grass_plants"), paintClass(clGrove)]);
     365    }
     366}
     367
     368let foodEntities = ["gaia/flora_bush_berry", "gaia/fauna_chicken", "gaia/fauna_chicken"];
     369// Start loaction resources
     370function placeStartLocationResources(point)
     371{
     372    let currentAngle = randFloat(0, TWO_PI);
     373    // Stone and chicken
     374    let dAngle = TWO_PI * 2 / 9;
     375    let angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4);
     376    let dist = 12;
     377    let x = point.x + dist * Math.cos(angle);
     378    let y = point.y + dist * Math.sin(angle);
     379    placeMine({ "x": x, "y": y }, "gaia/geology_stonemine_temperate_quarry");
     380       
     381    currentAngle += dAngle;
     382   
     383    // Wood
     384    let quantity = 80;
     385    dAngle = TWO_PI / quantity / 3;
     386    for (let i = 0; i < quantity; ++i)
     387    {
     388        angle = currentAngle + randFloat(0, dAngle);
     389        dist = randFloat(10, 15);
     390        let objectList = groveEntities;
     391        if (i % 2 == 0)
     392            objectList = groveActors;
     393        x = point.x + dist * Math.cos(angle);
     394        y = point.y + dist * Math.sin(angle);
     395        placeObject(x, y, objectList[randInt(0, objectList.length - 1)], 0, randFloat(0, TWO_PI));
     396        createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter("temp_grass_plants"), paintClass(clGrove)]);
     397        currentAngle += dAngle;
     398    }
     399   
     400    // Metal and chicken
     401    dAngle = TWO_PI * 2 / 9;
     402    angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4);
     403    dist = 13;
     404    x = point.x + dist * Math.cos(angle);
     405    y = point.y + dist * Math.sin(angle);
     406    placeMine({ "x": x, "y": y }, "gaia/geology_metal_temperate_slabs");
     407    currentAngle += dAngle;
     408   
     409    // Berries
     410    quantity = 15;
     411    dAngle = TWO_PI / quantity * 2 / 9;
     412    for (let i = 0; i < quantity; ++i)
     413    {
     414        angle = currentAngle + randFloat(0, dAngle);
     415        dist = randFloat(10, 15);
     416        x = point.x + dist * Math.cos(angle);
     417        y = point.y + dist * Math.sin(angle);
     418        placeObject(x, y, foodEntities[randInt(0, foodEntities.length - 1)], 0, randFloat(0, TWO_PI));
     419        currentAngle += dAngle;
     420    }
     421}
     422
     423/**
     424 * Set height limits and water level by map size
     425 */
     426let heightScale = (g_Map.size + 512) / 1024 / 4;
     427let heightRange = { "min": MIN_HEIGHT * heightScale, "max": MAX_HEIGHT * heightScale };
     428
     429let averageWaterCoverage = 1/5; // NOTE: Since terrain generation is quite unpredictable actual water coverage might vary much with the same value
     430let waterHeight = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); // Water height in environment and the engine
     431let waterHeightAdjusted = waterHeight + MIN_HEIGHT; // Water height in RMGEN
     432setWaterHeight(waterHeight);
     433
     434
     435/**
     436 * Generate base terrain
     437 */
     438let medH = (heightRange.min + heightRange.max) / 2;
     439let initialHeightmap = [[medH, medH], [medH, medH]];
     440setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, undefined, 0.8);
     441
     442/**
     443 * Apply simple erosion
     444 */
     445// globalSmoothHeightmap(0.5);
     446for (let i = 0; i < 5; ++i)
     447    splashErodeMap(0.1);
     448
     449rescaleHeightmap(heightRange.min, heightRange.max);
     450
     451/**
     452 * Height presets
     453 */
     454let heighLimits = [
     455    heightRange.min + 1/3 * (waterHeightAdjusted - heightRange.min), // 0 Deep water
     456    heightRange.min + 2/3 * (waterHeightAdjusted - heightRange.min), // 1 Medium Water
     457    heightRange.min + (waterHeightAdjusted - heightRange.min), // 2 Shallow water
     458    waterHeightAdjusted + 1/8 * (heightRange.max - waterHeightAdjusted), // 3 Shore
     459    waterHeightAdjusted + 2/8 * (heightRange.max - waterHeightAdjusted), // 4 Low ground
     460    waterHeightAdjusted + 3/8 * (heightRange.max - waterHeightAdjusted), // 5 Player and path height
     461    waterHeightAdjusted + 4/8 * (heightRange.max - waterHeightAdjusted), // 6 High ground
     462    waterHeightAdjusted + 5/8 * (heightRange.max - waterHeightAdjusted), // 7 Lower forest border
     463    waterHeightAdjusted + 6/8 * (heightRange.max - waterHeightAdjusted), // 8 Forest
     464    waterHeightAdjusted + 7/8 * (heightRange.max - waterHeightAdjusted), // 9 Upper forest border
     465    waterHeightAdjusted + (heightRange.max - waterHeightAdjusted)]; // 10 Hilltop
     466
     467/**
     468 * Set environment
     469 */
     470setBiome(g_BiomeAlpine);
     471g_Environment.Fog.FogColor = { "r": 0.8, "g": 0.8, "b": 0.8, "a": 0.01 };
     472g_Environment.Water.WaterBody.Colour = { "r" : 0.3, "g" : 0.05, "b" : 0.1, "a" : 0.1 };
     473g_Environment.Water.WaterBody.Murkiness = 0.4;
     474
     475/**
     476 * Add tile painting presets
     477 */
     478let dummyActor = "actor|props/special/common/waypoint_flag.xml";
     479let myBiome = [];
     480myBiome.push({ // 0 Deep water
     481    "texture": ["shoreline_stoney_a"],
     482    "actor": [["gaia/fauna_fish", "actor|geology/stone_granite_boulder.xml"], 0.02],
     483    "textureHS": ["alpine_mountainside"], "actorHS": [["gaia/fauna_fish"], 0.1]
     484});
     485myBiome.push({ // 1 Medium Water
     486    "texture": ["shoreline_stoney_a", "alpine_shore_rocks"],
     487    "actor": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.03],
     488    "textureHS": ["alpine_mountainside"], "actorHS": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.0]
     489});
     490myBiome.push({ // 2 Shallow water
     491    "texture": ["alpine_shore_rocks"],
     492    "actor": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_large.xml", "actor|geology/stone_granite_med.xml", "actor|props/flora/reeds_pond_lush_b.xml"], 0.2],
     493    "textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_med.xml"], 0.1]
     494});
     495myBiome.push({ // 3 Shore
     496    "texture": ["alpine_shore_rocks_grass_50", "alpine_grass_rocky"],
     497    "actor": [["gaia/flora_tree_pine", "gaia/flora_bush_badlands", "actor|geology/highland1_moss.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml"], 0.3],
     498    "textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
     499});
     500myBiome.push({ // 4 Low ground
     501    "texture": ["alpine_dirt_grass_50", "alpine_grass_rocky"],
     502    "actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
     503    "textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
     504});
     505myBiome.push({ // 5 Player and path height
     506    "texture": ["new_alpine_grass_c", "new_alpine_grass_b", "new_alpine_grass_d"],
     507    "actor": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
     508    "textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml"], 0.1]
     509});
     510myBiome.push({ // 6 High ground
     511    "texture": ["new_alpine_grass_a", "alpine_grass_rocky"],
     512    "actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml", "actor|props/flora/bush_highlands.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
     513    "textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml"], 0.1]
     514});
     515myBiome.push({ // 7 Lower forest border
     516    "texture": ["new_alpine_grass_mossy", "alpine_grass_rocky"],
     517    "actor": [["gaia/flora_tree_pine", "gaia/flora_tree_oak", "actor|props/flora/grass_tufts_a.xml", "gaia/flora_bush_berry", "actor|geology/highland2_moss.xml", "gaia/fauna_goat", "actor|props/flora/bush_tempe_underbrush.xml"], 0.3],
     518    "textureHS": ["alpine_cliff_c"], "actorHS": [["actor|props/flora/grass_tufts_a.xml", "actor|geology/highland2_moss.xml"], 0.1]
     519});
     520myBiome.push({ // 8 Forest
     521    "texture": ["alpine_forrestfloor"],
     522    "actor": [["gaia/flora_tree_pine", "gaia/flora_tree_pine", "gaia/flora_tree_pine", "gaia/flora_tree_pine", "actor|geology/highland2_moss.xml", "actor|props/flora/bush_highlands.xml"], 0.5],
     523    "textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland2_moss.xml", "actor|geology/stone_granite_med.xml"], 0.1]
     524});
     525myBiome.push({ // 9 Upper forest border
     526    "texture": ["alpine_forrestfloor_snow", "new_alpine_grass_dirt_a"],
     527    "actor": [["gaia/flora_tree_pine", "actor|geology/snow1.xml"], 0.3],
     528    "textureHS": ["alpine_cliff_b"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|geology/snow1.xml"], 0.1]
     529});
     530myBiome.push({ // 10 Hilltop
     531    "texture": ["alpine_cliff_a", "alpine_cliff_snow"],
     532    "actor": [["actor|geology/highland1.xml"], 0.05],
     533    "textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland1.xml"], 0.0]
     534});
     535
     536
     537/**
     538 * Get start locations
     539 */
     540let startLocations = getStartLocationsByHeightmap({ "min": heighLimits[4], "max": heighLimits[5] }, 1000, 30);
     541// Sort start locations to form a "ring"
     542let startLocationOrder = getOrderOfPointsForShortestClosePath(startLocations);
     543let newStartLocations = [];
     544for (let i = 0; i < startLocations.length; ++i)
     545    newStartLocations.push(startLocations[startLocationOrder[i]]);
     546startLocations = newStartLocations;
     547// Sort players by team
     548let playerIDs = [];
     549let teams = [];
     550for (let i = 0; i < g_MapSettings.PlayerData.length - 1; ++i)
     551{
     552    playerIDs.push(i+1);
     553    let t = g_MapSettings.PlayerData[i + 1].Team;
     554    if (teams.indexOf(t) == -1 && t !== undefined)
     555        teams.push(t);
     556}
     557playerIDs = sortPlayers(playerIDs);
     558
     559// Minimize maximum distance between players within a team
     560if (teams.length)
     561{
     562    let minDistance = Infinity;
     563    let bestShift;
     564    for (let s = 0; s < playerIDs.length; ++s)
     565    {
     566        let maxTeamDist = 0;
     567        for (let pi = 0; pi < playerIDs.length - 1; ++pi)
     568        {
     569            let p1 = playerIDs[(pi + s) % playerIDs.length] - 1;
     570            let t1 = getPlayerTeam(p1);
     571            if (teams.indexOf(t1) === -1)
     572                continue;
     573            for (let pj = pi + 1; pj < playerIDs.length; ++pj)
     574            {
     575                let p2 = playerIDs[(pj + s) % playerIDs.length] - 1;
     576                let t2 = getPlayerTeam(p2);
     577                if (t2 != t1)
     578                    continue;
     579                let l1 = startLocations[pi];
     580                let l2 = startLocations[pj];
     581                let dist = getDistance(l1.x, l1.y, l2.x, l2.y);
     582                if (dist > maxTeamDist)
     583                    maxTeamDist = dist;
     584            }
     585        }
     586        if (maxTeamDist < minDistance)
     587        {
     588            minDistance = maxTeamDist;
     589            bestShift = s;
     590        }
     591    }
     592    if (bestShift)
     593    {
     594        let newPlayerIDs = [];
     595        for (let i = 0; i < playerIDs.length; ++i)
     596            newPlayerIDs.push(playerIDs[(i + bestShift) % playerIDs.length]);
     597        playerIDs = newPlayerIDs;
     598    }
     599}
     600
     601let playerHeight = (heighLimits[4] + heighLimits[5]) / 2;
     602
     603/**
     604 * Place start locations (resources later)
     605 */
     606for (let p = 0; p < playerIDs.length; ++p)
     607{
     608    let point = startLocations[p];
     609    rectangularSmoothToHeight(point, 35, 35, playerHeight, 0.7);
     610    placeCivDefaultEntities(point.x, point.y, playerIDs[p], { "iberWall": true });
     611}
     612
     613/**
     614 * Calculate tileCenteredHeightMap (This has nothing to to with TILE_CENTERED_HEIGHT_MAP which should be false (default) for this map to work properly)
     615 */
     616let tchm = getTileCenteredHeightmap();
     617
     618/**
     619 * Add paths class and area but don't paint before resource spots are chosen!
     620 */
     621let pathTerrainClassIDs = [];
     622for (let i = 0; i < startLocations.length; ++i)
     623{
     624    let start = startLocations[i];
     625    let target = startLocations[(i + 1) % startLocations.length];
     626    pathTerrainClassIDs.push(placeRandomPathToHeight(start, ["road_rome_a"], target, playerHeight, 8, 3, 0.1));
     627}
     628let pathArea = [];
     629for (let x = 0; x < tchm.length; ++x)
     630    for (let y = 0; y < tchm[0].length; ++y)
     631        for (let i = 0; i < pathTerrainClassIDs.length; ++i)
     632            if (getTileClass(pathTerrainClassIDs[i]).countMembersInRadius(x, y, 0.5))
     633                pathArea.push({ "x": x, "y": y });
     634
     635/**
     636 * Get resource spots after players start locations after path are calculated but before they are placed!
     637 */
     638let resourceSpots = getPointsByHeight({ "min": (heighLimits[3] + heighLimits[4]) / 2, "max": (heighLimits[5] + heighLimits[6]) / 2 }, startLocations, pathArea);
     639
     640/**
     641 * Calculate slope map
     642 */
     643let slopeMap = getSlopeMap();
     644
     645/**
     646 * Divide tiles in areas by height and avoid paths
     647 */
     648let areas = [];
     649for (let h = 0; h < heighLimits.length; ++h)
     650    areas.push([]);
     651for (let x = 0; x < tchm.length; ++x)
     652{
     653    for (let y = 0; y < tchm[0].length; ++y)
     654    {
     655        let isPath = false;
     656        for (let i = 0; i < pathArea.length; ++i)
     657            if (pathArea[i].x == x && pathArea[i].y == y)
     658                isPath = true;
     659        if (isPath)
     660            continue;
     661       
     662        let minHeight = heightRange.min;
     663        for (let h = 0; h < heighLimits.length; ++h)
     664        {
     665            if (tchm[x][y] >= minHeight && tchm[x][y] <= heighLimits[h])
     666            {
     667                areas[h].push({ "x": x, "y": y });
     668                break;
     669            }
     670            else
     671                minHeight = heighLimits[h];
     672        }
     673    }
     674}
     675
     676/**
     677 * Get max slope of each area
     678 */
     679let minSlope = [];
     680let maxSlope = [];
     681for (let h = 0; h < heighLimits.length; ++h)
     682{
     683    minSlope[h] = Infinity;
     684    maxSlope[h] = 0;
     685    for (let t = 0; t < areas[h].length; ++t)
     686    {
     687        let x = areas[h][t].x;
     688        let y = areas[h][t].y;
     689        let slope = slopeMap[x][y];
     690        if (slope > maxSlope[h])
     691            maxSlope[h] = slope;
     692        if (slope < minSlope[h])
     693            minSlope[h] = slope;
     694    }
     695}
     696
     697/**
     698 * Paint areas by height and slope
     699 */
     700for (let h = 0; h < heighLimits.length; ++h)
     701{
     702    for (let t = 0; t < areas[h].length; ++t)
     703    {
     704        let x = areas[h][t].x;
     705        let y = areas[h][t].y;
     706        let actor = undefined;
     707       
     708        let texture = myBiome[h].texture[randInt(myBiome[h].texture.length)];
     709        if (slopeMap[x][y] < 0.4 * (minSlope[h] + maxSlope[h]))
     710        {
     711            if (randFloat() < myBiome[h].actor[1])
     712                actor = myBiome[h].actor[0][randInt(myBiome[h].actor[0].length)];
     713        }
     714        else
     715        {
     716            texture = myBiome[h].textureHS[randInt(myBiome[h].textureHS.length)];
     717            if (randFloat() < myBiome[h].actorHS[1])
     718                actor = myBiome[h].actorHS[0][randInt(myBiome[h].actorHS[0].length)];
     719        }
     720        g_Map.setTexture(x, y, texture);
     721        if (actor)
     722            placeObject(x + randFloat(), y + randFloat(), actor, 0, randFloat() * TWO_PI);
     723    }
     724}
     725
     726/**
     727 * Add starting resources after terrain texture painting
     728 */
     729for (let p = 0; p < g_MapSettings.PlayerData.length - 1; ++p)
     730    placeStartLocationResources(startLocations[p]);
     731
     732/**
     733 * Add resource spots after terrain texture painting
     734 */
     735for (let i = 0; i < resourceSpots.length; ++i)
     736{
     737    let choice = i % 4;
     738    if (choice == 0)
     739        placeMine(resourceSpots[i], "gaia/geology_stonemine_temperate_formation");
     740    if (choice == 1)
     741        placeMine(resourceSpots[i], "gaia/geology_metal_temperate_slabs");
     742    if (choice == 2)
     743        placeCustomFortress(resourceSpots[i].x, resourceSpots[i].y, fences[randInt(0, fences.length - 1)], "other", 0, randFloat(0, TWO_PI));
     744    if (choice == 3)
     745        placeGrove(resourceSpots[i]);
     746}
     747
     748/**
     749 * Stop Timer
     750 */
     751log("Map generation finished after " + ((new Date().getTime() - genStartTime) / 1000) + "s")
     752
     753/**
     754 * Export map data
     755 */
     756ExportMap();
  • binaries/data/mods/public/maps/random/caledonian_meadows.json

     
     1{
     2    "settings" : {
     3        "Name" : "Caledonian Meadows",
     4        "Script" : "caledonian_meadows.js",
     5        "Preview" : "caledonian_meadows.png",
     6        "Description" : "Fertile lands surrounded by harsh terrain.\nRemains of recent snowfalls still haunt the forests, and torrential rivers from the snowmelt barely died away.\nAiming at a realistic terrain, this map might not always be balanced."
     7        "CircularMap" : false,
     8        "BaseTerrain" : "whiteness",
     9        "BaseHeight" : 0
     10    }
     11}