| 1 | const g_Props = { |
| 2 | "barrels": "actor|props/special/eyecandy/barrels_buried.xml", |
| 3 | "crate": "actor|props/special/eyecandy/crate_a.xml", |
| 4 | "cart": "actor|props/special/eyecandy/handcart_1_broken.xml", |
| 5 | "well": "actor|props/special/eyecandy/well_1_c.xml", |
| 6 | "skeleton": "actor|props/special/eyecandy/skeleton.xml", |
| 7 | }; |
| 8 | |
| 9 | const g_DefaultDeviation = 0.1; |
| 10 | |
| 11 | /** |
| 12 | * Create bluffs, i.e. a slope hill reachable from ground level. |
| 13 | * Fill it with wood, mines, animals and decoratives. |
| 14 | * |
| 15 | * @param {Array} constraint - where to place them |
| 16 | * @param {number} size - size of the bluffs (1.2 would be 120% of normal) |
| 17 | * @param {number} deviation - degree of deviation from the defined size (0.2 would be 20% plus/minus) |
| 18 | * @param {number} fill - size of map to fill (1.5 would be 150% of normal) |
| 19 | */ |
| 20 | function addBluffs(constraint, size, deviation, fill) |
| 21 | { |
| 22 | deviation = deviation || g_DefaultDeviation; |
| 23 | size = size || 1; |
| 24 | fill = fill || 1; |
| 25 | |
| 26 | var constrastTerrain = g_Terrains.tier2Terrain; |
| 27 | |
| 28 | if (g_MapInfo.biome == g_BiomeTropic) |
| 29 | constrastTerrain = g_Terrains.dirt; |
| 30 | |
| 31 | if (g_MapInfo.biome == g_BiomeAutumn) |
| 32 | constrastTerrain = g_Terrains.tier3Terrain; |
| 33 | |
| 34 | var count = fill * scaleByMapSize(15, 15); |
| 35 | var minSize = scaleByMapSize(5, 5); |
| 36 | var maxSize = scaleByMapSize(7, 7); |
| 37 | var elevation = 30; |
| 38 | var spread = scaleByMapSize(100, 100); |
| 39 | |
| 40 | for (var i = 0; i < count; ++i) |
| 41 | { |
| 42 | var offset = getRandomDeviation(size, deviation); |
| 43 | |
| 44 | var pMinSize = Math.floor(minSize * offset); |
| 45 | var pMaxSize = Math.floor(maxSize * offset); |
| 46 | var pSpread = Math.floor(spread * offset); |
| 47 | var pElevation = Math.floor(elevation * offset); |
| 48 | |
| 49 | var placer = new ChainPlacer(pMinSize, pMaxSize, pSpread, 0.5); |
| 50 | var terrainPainter = new LayeredPainter([g_Terrains.cliff, g_Terrains.mainTerrain, constrastTerrain], [2, 3]); |
| 51 | var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, pElevation, 2); |
| 52 | var rendered = createAreas(placer, [terrainPainter, elevationPainter, paintClass(g_TileClasses.bluff)], constraint, 1); |
| 53 | |
| 54 | // Find the bounding box of the bluff |
| 55 | if (rendered[0] === undefined) |
| 56 | continue; |
| 57 | |
| 58 | var points = rendered[0].points; |
| 59 | |
| 60 | var corners = findCorners(points); |
| 61 | |
| 62 | // Seed an array the size of the bounding box |
| 63 | var bb = createBoundingBox(points, corners); |
| 64 | |
| 65 | // Get a random starting position for the baseline and the endline |
| 66 | var angle = randInt(4); |
| 67 | var opAngle = angle - 2; |
| 68 | if (angle < 2) |
| 69 | opAngle = angle + 2; |
| 70 | |
| 71 | // Find the edges of the bluff |
| 72 | var baseLine; |
| 73 | var endLine; |
| 74 | |
| 75 | // If we can't access the bluff, try different angles |
| 76 | var retries = 0; |
| 77 | var bluffCat = 2; |
| 78 | while (bluffCat != 0 && retries < 5) |
| 79 | { |
| 80 | baseLine = findClearLine(bb, corners, angle); |
| 81 | endLine = findClearLine(bb, corners, opAngle); |
| 82 | |
| 83 | bluffCat = unreachableBluff(bb, corners, baseLine, endLine); |
| 84 | ++angle; |
| 85 | if (angle > 3) |
| 86 | angle = 0; |
| 87 | |
| 88 | opAngle = angle - 2; |
| 89 | if (angle < 2) |
| 90 | opAngle = angle + 2; |
| 91 | |
| 92 | ++retries; |
| 93 | } |
| 94 | |
| 95 | // Inaccessible, turn it into a plateau |
| 96 | if (bluffCat > 0) |
| 97 | { |
| 98 | removeBluff(points); |
| 99 | continue; |
| 100 | } |
| 101 | |
| 102 | // Create an entrance area by using a small margin |
| 103 | var margin = 0.08; |
| 104 | var ground = createTerrain(g_Terrains.mainTerrain); |
| 105 | var slopeLength = (1 - margin) * getDistance(baseLine.midX, baseLine.midZ, endLine.midX, endLine.midZ); |
| 106 | |
| 107 | // Adjust the height of each point in the bluff |
| 108 | for (var p = 0; p < points.length; ++p) |
| 109 | { |
| 110 | var pt = points[p]; |
| 111 | var dist = distanceOfPointFromLine(baseLine.x1, baseLine.z1, baseLine.x2, baseLine.z2, pt.x, pt.z); |
| 112 | |
| 113 | var curHeight = g_Map.getHeight(pt.x, pt.z); |
| 114 | var newHeight = curHeight - curHeight * (dist / slopeLength) - 2; |
| 115 | |
| 116 | newHeight = Math.max(newHeight, endLine.height); |
| 117 | |
| 118 | if (newHeight <= endLine.height + 2 && g_Map.validT(pt.x, pt.z) && g_Map.getTexture(pt.x, pt.z).indexOf('cliff') > -1) |
| 119 | ground.place(pt.x, pt.z); |
| 120 | |
| 121 | g_Map.setHeight(pt.x, pt.z, newHeight); |
| 122 | } |
| 123 | |
| 124 | // Smooth out the ground around the bluff |
| 125 | fadeToGround(bb, corners.minX, corners.minZ, endLine.height); |
| 126 | } |
| 127 | |
| 128 | addElements([ |
| 129 | { |
| 130 | "func": addHills, |
| 131 | "avoid": [ |
| 132 | g_TileClasses.hill, 3, |
| 133 | g_TileClasses.player, 20, |
| 134 | g_TileClasses.valley, 2, |
| 135 | g_TileClasses.water, 2 |
| 136 | ], |
| 137 | "stay": [g_TileClasses.bluff, 3], |
| 138 | "sizes": g_AllSizes, |
| 139 | "mixes": g_AllMixes, |
| 140 | "amounts": g_AllAmounts |
| 141 | } |
| 142 | ]); |
| 143 | |
| 144 | addElements([ |
| 145 | { |
| 146 | "func": addLayeredPatches, |
| 147 | "avoid": [ |
| 148 | g_TileClasses.dirt, 5, |
| 149 | g_TileClasses.forest, 2, |
| 150 | g_TileClasses.mountain, 2, |
| 151 | g_TileClasses.player, 12, |
| 152 | g_TileClasses.water, 3 |
| 153 | ], |
| 154 | "stay": [g_TileClasses.bluff, 5], |
| 155 | "sizes": ["normal"], |
| 156 | "mixes": ["normal"], |
| 157 | "amounts": ["normal"] |
| 158 | } |
| 159 | ]); |
| 160 | |
| 161 | addElements([ |
| 162 | { |
| 163 | "func": addDecoration, |
| 164 | "avoid": [ |
| 165 | g_TileClasses.forest, 2, |
| 166 | g_TileClasses.player, 12, |
| 167 | g_TileClasses.water, 3 |
| 168 | ], |
| 169 | "stay": [g_TileClasses.bluff, 5], |
| 170 | "sizes": ["normal"], |
| 171 | "mixes": ["normal"], |
| 172 | "amounts": ["normal"] |
| 173 | } |
| 174 | ]); |
| 175 | |
| 176 | addElements([ |
| 177 | { |
| 178 | "func": addProps, |
| 179 | "avoid": [ |
| 180 | g_TileClasses.forest, 2, |
| 181 | g_TileClasses.player, 12, |
| 182 | g_TileClasses.prop, 40, |
| 183 | g_TileClasses.water, 3 |
| 184 | ], |
| 185 | "stay": [ |
| 186 | g_TileClasses.bluff, 7, |
| 187 | g_TileClasses.mountain, 7 |
| 188 | ], |
| 189 | "sizes": ["normal"], |
| 190 | "mixes": ["normal"], |
| 191 | "amounts": ["scarce"] |
| 192 | } |
| 193 | ]); |
| 194 | |
| 195 | addElements(shuffleArray([ |
| 196 | { |
| 197 | "func": addForests, |
| 198 | "avoid": [ |
| 199 | g_TileClasses.berries, 5, |
| 200 | g_TileClasses.forest, 18, |
| 201 | g_TileClasses.metal, 5, |
| 202 | g_TileClasses.mountain, 5, |
| 203 | g_TileClasses.player, 20, |
| 204 | g_TileClasses.rock, 5, |
| 205 | g_TileClasses.water, 2 |
| 206 | ], |
| 207 | "stay": [g_TileClasses.bluff, 6], |
| 208 | "sizes": g_AllSizes, |
| 209 | "mixes": g_AllMixes, |
| 210 | "amounts": ["normal", "many", "tons"] |
| 211 | }, |
| 212 | { |
| 213 | "func": addMetal, |
| 214 | "avoid": [ |
| 215 | g_TileClasses.berries, 5, |
| 216 | g_TileClasses.forest, 5, |
| 217 | g_TileClasses.mountain, 2, |
| 218 | g_TileClasses.player, 50, |
| 219 | g_TileClasses.rock, 15, |
| 220 | g_TileClasses.metal, 40, |
| 221 | g_TileClasses.water, 3 |
| 222 | ], |
| 223 | "stay": [g_TileClasses.bluff, 6], |
| 224 | "sizes": ["normal"], |
| 225 | "mixes": ["same"], |
| 226 | "amounts": ["normal"] |
| 227 | }, |
| 228 | { |
| 229 | "func": addStone, |
| 230 | "avoid": [ |
| 231 | g_TileClasses.berries, 5, |
| 232 | g_TileClasses.forest, 5, |
| 233 | g_TileClasses.mountain, 2, |
| 234 | g_TileClasses.player, 50, |
| 235 | g_TileClasses.rock, 40, |
| 236 | g_TileClasses.metal, 15, |
| 237 | g_TileClasses.water, 3 |
| 238 | ], |
| 239 | "stay": [g_TileClasses.bluff, 6], |
| 240 | "sizes": ["normal"], |
| 241 | "mixes": ["same"], |
| 242 | "amounts": ["normal"] |
| 243 | } |
| 244 | ])); |
| 245 | |
| 246 | let savanna = g_MapInfo.biome == g_BiomeSavanna; |
| 247 | addElements(shuffleArray([ |
| 248 | { |
| 249 | "func": addStragglerTrees, |
| 250 | "avoid": [ |
| 251 | g_TileClasses.berries, 5, |
| 252 | g_TileClasses.forest, 10, |
| 253 | g_TileClasses.metal, 5, |
| 254 | g_TileClasses.mountain, 1, |
| 255 | g_TileClasses.player, 12, |
| 256 | g_TileClasses.rock, 5, |
| 257 | g_TileClasses.water, 5 |
| 258 | ], |
| 259 | "stay": [g_TileClasses.bluff, 6], |
| 260 | "sizes": savanna ? ["big"] : g_AllSizes, |
| 261 | "mixes": savanna ? ["varied"] : g_AllMixes, |
| 262 | "amounts": savanna ? ["tons"] : ["normal", "many", "tons"] |
| 263 | }, |
| 264 | { |
| 265 | "func": addAnimals, |
| 266 | "avoid": [ |
| 267 | g_TileClasses.animals, 20, |
| 268 | g_TileClasses.forest, 5, |
| 269 | g_TileClasses.mountain, 1, |
| 270 | g_TileClasses.player, 20, |
| 271 | g_TileClasses.rock, 5, |
| 272 | g_TileClasses.metal, 5, |
| 273 | g_TileClasses.water, 3 |
| 274 | ], |
| 275 | "stay": [g_TileClasses.bluff, 6], |
| 276 | "sizes": g_AllSizes, |
| 277 | "mixes": g_AllMixes, |
| 278 | "amounts": ["normal", "many", "tons"] |
| 279 | }, |
| 280 | { |
| 281 | "func": addBerries, |
| 282 | "avoid": [ |
| 283 | g_TileClasses.berries, 50, |
| 284 | g_TileClasses.forest, 5, |
| 285 | g_TileClasses.metal, 10, |
| 286 | g_TileClasses.mountain, 2, |
| 287 | g_TileClasses.player, 20, |
| 288 | g_TileClasses.rock, 10, |
| 289 | g_TileClasses.water, 3 |
| 290 | ], |
| 291 | "stay": [g_TileClasses.bluff, 6], |
| 292 | "sizes": g_AllSizes, |
| 293 | "mixes": g_AllMixes, |
| 294 | "amounts": ["normal", "many", "tons"] |
| 295 | } |
| 296 | ])); |
| 297 | } |
| 298 | |
| 299 | /** |
| 300 | * Add grass, rocks and bushes. |
| 301 | */ |
| 302 | function addDecoration(constraint, size, deviation, fill) |
| 303 | { |
| 304 | deviation = deviation || g_DefaultDeviation; |
| 305 | size = size || 1; |
| 306 | fill = fill || 1; |
| 307 | |
| 308 | var offset = getRandomDeviation(size, deviation); |
| 309 | var decorations = [ |
| 310 | [ |
| 311 | new SimpleObject(g_Decoratives.rockMedium, 1 * offset, 3 * offset, 0, 1 * offset) |
| 312 | ], |
| 313 | [ |
| 314 | new SimpleObject(g_Decoratives.rockLarge, 1 * offset, 2 * offset, 0, 1 * offset), |
| 315 | new SimpleObject(g_Decoratives.rockMedium, 1 * offset, 3 * offset, 0, 2 * offset) |
| 316 | ], |
| 317 | [ |
| 318 | new SimpleObject(g_Decoratives.grassShort, 1 * offset, 2 * offset, 0, 1 * offset, -PI / 8, PI / 8) |
| 319 | ], |
| 320 | [ |
| 321 | new SimpleObject(g_Decoratives.grass, 2 * offset, 4 * offset, 0, 1.8 * offset, -PI / 8, PI / 8), |
| 322 | new SimpleObject(g_Decoratives.grassShort, 3 * offset, 6 * offset, 1.2 * offset, 2.5 * offset, -PI / 8, PI / 8) |
| 323 | ], |
| 324 | [ |
| 325 | new SimpleObject(g_Decoratives.bushMedium, 1 * offset, 2 * offset, 0, 2 * offset), |
| 326 | new SimpleObject(g_Decoratives.bushSmall, 2 * offset, 4 * offset, 0, 2 * offset) |
| 327 | ] |
| 328 | ]; |
| 329 | |
| 330 | var baseCount = 1; |
| 331 | if (g_MapInfo.biome == g_BiomeTropic) |
| 332 | baseCount = 8; |
| 333 | |
| 334 | var counts = [ |
| 335 | scaleByMapSize(16, 262), |
| 336 | scaleByMapSize(8, 131), |
| 337 | baseCount * scaleByMapSize(13, 200), |
| 338 | baseCount * scaleByMapSize(13, 200), |
| 339 | baseCount * scaleByMapSize(13, 200) |
| 340 | ]; |
| 341 | |
| 342 | for (var i = 0; i < decorations.length; ++i) |
| 343 | { |
| 344 | var decorCount = Math.floor(counts[i] * fill); |
| 345 | var group = new SimpleGroup(decorations[i], true); |
| 346 | createObjectGroups(group, 0, constraint, decorCount, 5); |
| 347 | } |
| 348 | } |
| 349 | |
| 350 | /** |
| 351 | * Create varying elevations. |
| 352 | * |
| 353 | * @param {Array} constraint - avoid/stay-classes |
| 354 | * |
| 355 | * @param {Object} el - the element to be rendered, for example: |
| 356 | * "class": g_TileClasses.hill, |
| 357 | * "painter": [g_Terrains.mainTerrain, g_Terrains.mainTerrain], |
| 358 | * "size": 1, |
| 359 | * "deviation": 0.2, |
| 360 | * "fill": 1, |
| 361 | * "count": scaleByMapSize(8, 8), |
| 362 | * "minSize": Math.floor(scaleByMapSize(5, 5)), |
| 363 | * "maxSize": Math.floor(scaleByMapSize(8, 8)), |
| 364 | * "spread": Math.floor(scaleByMapSize(20, 20)), |
| 365 | * "minElevation": 6, |
| 366 | * "maxElevation": 12, |
| 367 | * "steepness": 1.5 |
| 368 | */ |
| 369 | |
| 370 | function addElevation(constraint, el) |
| 371 | { |
| 372 | var deviation = el.deviation || g_DefaultDeviation; |
| 373 | var size = el.size || 1; |
| 374 | var fill = el.fill || 1; |
| 375 | |
| 376 | var count = fill * el.count; |
| 377 | var minSize = el.minSize; |
| 378 | var maxSize = el.maxSize; |
| 379 | var spread = el.spread; |
| 380 | |
| 381 | var elType = ELEVATION_MODIFY; |
| 382 | if (el.class == g_TileClasses.water) |
| 383 | elType = ELEVATION_SET; |
| 384 | |
| 385 | var widths = []; |
| 386 | |
| 387 | // Allow for shore and cliff rendering |
| 388 | for (var s = el.painter.length; s > 2; --s) |
| 389 | widths.push(1); |
| 390 | |
| 391 | for (var i = 0; i < count; ++i) |
| 392 | { |
| 393 | var elevation = el.minElevation + randInt(el.maxElevation - el.minElevation); |
| 394 | var smooth = Math.floor(elevation / el.steepness); |
| 395 | |
| 396 | var offset = getRandomDeviation(size, el.deviation); |
| 397 | var pMinSize = Math.floor(minSize * offset); |
| 398 | var pMaxSize = Math.floor(maxSize * offset); |
| 399 | var pSpread = Math.floor(spread * offset); |
| 400 | var pSmooth = Math.abs(Math.floor(smooth * offset)); |
| 401 | var pElevation = Math.floor(elevation * offset); |
| 402 | |
| 403 | pElevation = Math.max(el.minElevation, Math.min(pElevation, el.maxElevation)); |
| 404 | |
| 405 | pMinSize = Math.min(pMinSize, pMaxSize); |
| 406 | pMaxSize = Math.min(pMaxSize, el.maxSize); |
| 407 | pMinSize = Math.max(pMaxSize, el.minSize); |
| 408 | |
| 409 | pSmooth = Math.max(pSmooth, 1); |
| 410 | |
| 411 | var pWidths = widths.concat(pSmooth); |
| 412 | |
| 413 | var placer = new ChainPlacer(pMinSize, pMaxSize, pSpread, 0.5); |
| 414 | var terrainPainter = new LayeredPainter(el.painter, [pWidths]); |
| 415 | var elevationPainter = new SmoothElevationPainter(elType, pElevation, pSmooth); |
| 416 | createAreas(placer, [terrainPainter, elevationPainter, paintClass(el.class)], constraint, 1); |
| 417 | } |
| 418 | } |
| 419 | |
| 420 | /** |
| 421 | * Create rolling hills. |
| 422 | */ |
| 423 | function addHills(constraint, size, deviation, fill) |
| 424 | { |
| 425 | addElevation(constraint, { |
| 426 | "class": g_TileClasses.hill, |
| 427 | "painter": [g_Terrains.mainTerrain, g_Terrains.mainTerrain], |
| 428 | "size": size, |
| 429 | "deviation": deviation, |
| 430 | "fill": fill, |
| 431 | "count": scaleByMapSize(8, 8), |
| 432 | "minSize": Math.floor(scaleByMapSize(5, 5)), |
| 433 | "maxSize": Math.floor(scaleByMapSize(8, 8)), |
| 434 | "spread": Math.floor(scaleByMapSize(20, 20)), |
| 435 | "minElevation": 6, |
| 436 | "maxElevation": 12, |
| 437 | "steepness": 1.5 |
| 438 | }); |
| 439 | } |
| 440 | |
| 441 | /** |
| 442 | * Create random lakes with fish in it. |
| 443 | */ |
| 444 | function addLakes(constraint, size, deviation, fill) |
| 445 | { |
| 446 | var lakeTile = g_Terrains.water; |
| 447 | |
| 448 | if (g_MapInfo.biome == g_BiomeTemperate || g_MapInfo.biome == g_BiomeTropic) |
| 449 | lakeTile = g_Terrains.dirt; |
| 450 | |
| 451 | if (g_MapInfo.biome == g_BiomeMediterranean) |
| 452 | lakeTile = g_Terrains.tier2Terrain; |
| 453 | |
| 454 | if (g_MapInfo.biome == g_BiomeAutumn) |
| 455 | lakeTile = g_Terrains.shore; |
| 456 | |
| 457 | addElevation(constraint, { |
| 458 | "class": g_TileClasses.water, |
| 459 | "painter": [lakeTile, lakeTile], |
| 460 | "size": size, |
| 461 | "deviation": deviation, |
| 462 | "fill": fill, |
| 463 | "count": scaleByMapSize(6, 6), |
| 464 | "minSize": Math.floor(scaleByMapSize(7, 7)), |
| 465 | "maxSize": Math.floor(scaleByMapSize(9, 9)), |
| 466 | "spread": Math.floor(scaleByMapSize(70, 70)), |
| 467 | "minElevation": -15, |
| 468 | "maxElevation": -2, |
| 469 | "steepness": 1.5 |
| 470 | }); |
| 471 | |
| 472 | addElements([ |
| 473 | { |
| 474 | "func": addFish, |
| 475 | "avoid": [ |
| 476 | g_TileClasses.fish, 12, |
| 477 | g_TileClasses.hill, 8, |
| 478 | g_TileClasses.mountain, 8, |
| 479 | g_TileClasses.player, 8 |
| 480 | ], |
| 481 | "stay": [g_TileClasses.water, 7], |
| 482 | "sizes": g_AllSizes, |
| 483 | "mixes": g_AllMixes, |
| 484 | "amounts": ["normal", "many", "tons"] |
| 485 | } |
| 486 | ]); |
| 487 | |
| 488 | var group = new SimpleGroup([new SimpleObject(g_Decoratives.rockMedium, 1, 3, 1, 3)], true, g_TileClasses.dirt); |
| 489 | createObjectGroups(group, 0, [stayClasses(g_TileClasses.water, 1), borderClasses(g_TileClasses.water, 4, 3)], 1000, 100); |
| 490 | |
| 491 | group = new SimpleGroup([new SimpleObject(g_Decoratives.reeds, 10, 15, 1, 3), new SimpleObject(g_Decoratives.rockMedium, 1, 3, 1, 3)], true, g_TileClasses.dirt); |
| 492 | createObjectGroups(group, 0, [stayClasses(g_TileClasses.water, 2), borderClasses(g_TileClasses.water, 4, 3)], 1000, 100); |
| 493 | } |
| 494 | |
| 495 | /** |
| 496 | * Universal function to create layered patches. |
| 497 | */ |
| 498 | function addLayeredPatches(constraint, size, deviation, fill) |
| 499 | { |
| 500 | deviation = deviation || g_DefaultDeviation; |
| 501 | size = size || 1; |
| 502 | fill = fill || 1; |
| 503 | |
| 504 | var minRadius = 1; |
| 505 | var maxRadius = Math.floor(scaleByMapSize(3, 5)); |
| 506 | var count = fill * scaleByMapSize(15, 45); |
| 507 | |
| 508 | var sizes = [ |
| 509 | scaleByMapSize(3, 6), |
| 510 | scaleByMapSize(5, 10), |
| 511 | scaleByMapSize(8, 21) |
| 512 | ]; |
| 513 | |
| 514 | for (var i = 0; i < sizes.length; ++i) |
| 515 | { |
| 516 | var offset = getRandomDeviation(size, deviation); |
| 517 | var patchMinRadius = Math.floor(minRadius * offset); |
| 518 | var patchMaxRadius = Math.floor(maxRadius * offset); |
| 519 | var patchSize = Math.floor(sizes[i] * offset); |
| 520 | var patchCount = count * offset; |
| 521 | |
| 522 | if (patchMinRadius > patchMaxRadius) |
| 523 | patchMinRadius = patchMaxRadius; |
| 524 | |
| 525 | var placer = new ChainPlacer(patchMinRadius, patchMaxRadius, patchSize, 0.5); |
| 526 | var painter = new LayeredPainter( |
| 527 | [ |
| 528 | [g_Terrains.mainTerrain, g_Terrains.tier1Terrain], |
| 529 | [g_Terrains.tier1Terrain, g_Terrains.tier2Terrain], |
| 530 | [g_Terrains.tier2Terrain, g_Terrains.tier3Terrain], |
| 531 | [g_Terrains.tier4Terrain] |
| 532 | ], |
| 533 | [1, 1] // widths |
| 534 | ); |
| 535 | createAreas(placer, [painter, paintClass(g_TileClasses.dirt)], constraint, patchCount); |
| 536 | } |
| 537 | } |
| 538 | |
| 539 | /** |
| 540 | * Create steep mountains. |
| 541 | */ |
| 542 | function addMountains(constraint, size, deviation, fill) |
| 543 | { |
| 544 | addElevation(constraint, { |
| 545 | "class": g_TileClasses.mountain, |
| 546 | "painter": [g_Terrains.cliff, g_Terrains.hill], |
| 547 | "size": size, |
| 548 | "deviation": deviation, |
| 549 | "fill": fill, |
| 550 | "count": scaleByMapSize(8, 8), |
| 551 | "minSize": Math.floor(scaleByMapSize(2, 2)), |
| 552 | "maxSize": Math.floor(scaleByMapSize(4, 4)), |
| 553 | "spread": Math.floor(scaleByMapSize(100, 100)), |
| 554 | "minElevation": 100, |
| 555 | "maxElevation": 120, |
| 556 | "steepness": 4 |
| 557 | }); |
| 558 | } |
| 559 | |
| 560 | /** |
| 561 | * Create plateaus. |
| 562 | */ |
| 563 | function addPlateaus(constraint, size, deviation, fill) |
| 564 | { |
| 565 | var plateauTile = g_Terrains.dirt; |
| 566 | |
| 567 | if (g_MapInfo.biome == g_BiomeSnowy) |
| 568 | plateauTile = g_Terrains.tier1Terrain; |
| 569 | |
| 570 | if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna) |
| 571 | plateauTile = g_Terrains.tier2Terrain; |
| 572 | |
| 573 | if (g_MapInfo.biome == g_BiomeAutumn) |
| 574 | plateauTile = g_Terrains.tier4Terrain; |
| 575 | |
| 576 | addElevation(constraint, { |
| 577 | "class": g_TileClasses.plateau, |
| 578 | "painter": [g_Terrains.cliff, plateauTile], |
| 579 | "size": size, |
| 580 | "deviation": deviation, |
| 581 | "fill": fill, |
| 582 | "count": scaleByMapSize(15, 15), |
| 583 | "minSize": Math.floor(scaleByMapSize(2, 2)), |
| 584 | "maxSize": Math.floor(scaleByMapSize(4, 4)), |
| 585 | "spread": Math.floor(scaleByMapSize(200, 200)), |
| 586 | "minElevation": 20, |
| 587 | "maxElevation": 30, |
| 588 | "steepness": 8 |
| 589 | }); |
| 590 | |
| 591 | for (var i = 0; i < 40; ++i) |
| 592 | { |
| 593 | var placer = new ChainPlacer(3, 15, 1, 0.5); |
| 594 | var terrainPainter = new LayeredPainter([plateauTile, plateauTile], [3]); |
| 595 | var hillElevation = 4 + randInt(15); |
| 596 | var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, hillElevation, hillElevation - 2); |
| 597 | |
| 598 | createAreas( |
| 599 | placer, |
| 600 | [ |
| 601 | terrainPainter, |
| 602 | elevationPainter, |
| 603 | paintClass(g_TileClasses.hill) |
| 604 | ], |
| 605 | [ |
| 606 | avoidClasses(g_TileClasses.hill, 7), |
| 607 | stayClasses(g_TileClasses.plateau, 7) |
| 608 | ], |
| 609 | 1 |
| 610 | ); |
| 611 | } |
| 612 | |
| 613 | addElements([ |
| 614 | { |
| 615 | "func": addDecoration, |
| 616 | "avoid": [ |
| 617 | g_TileClasses.dirt, 15, |
| 618 | g_TileClasses.forest, 2, |
| 619 | g_TileClasses.player, 12, |
| 620 | g_TileClasses.water, 3 |
| 621 | ], |
| 622 | "stay": [g_TileClasses.plateau, 8], |
| 623 | "sizes": ["normal"], |
| 624 | "mixes": ["normal"], |
| 625 | "amounts": ["tons"] |
| 626 | }, |
| 627 | { |
| 628 | "func": addProps, |
| 629 | "avoid": [ |
| 630 | g_TileClasses.forest, 2, |
| 631 | g_TileClasses.player, 12, |
| 632 | g_TileClasses.prop, 40, |
| 633 | g_TileClasses.water, 3 |
| 634 | ], |
| 635 | "stay": [g_TileClasses.plateau, 8], |
| 636 | "sizes": ["normal"], |
| 637 | "mixes": ["normal"], |
| 638 | "amounts": ["scarce"] |
| 639 | } |
| 640 | ]); |
| 641 | } |
| 642 | |
| 643 | /** |
| 644 | * Place less usual decoratives like barrels or crates. |
| 645 | */ |
| 646 | function addProps(constraint, size, deviation, fill) |
| 647 | { |
| 648 | deviation = deviation || g_DefaultDeviation; |
| 649 | size = size || 1; |
| 650 | fill = fill || 1; |
| 651 | |
| 652 | var offset = getRandomDeviation(size, deviation); |
| 653 | |
| 654 | var props = [ |
| 655 | [ |
| 656 | new SimpleObject(g_Props.skeleton, 1 * offset, 5 * offset, 0, 3 * offset + 2), |
| 657 | ], |
| 658 | [ |
| 659 | new SimpleObject(g_Props.barrels, 1 * offset, 2 * offset, 2, 3 * offset + 2), |
| 660 | new SimpleObject(g_Props.cart, 0, 1 * offset, 5, 2.5 * offset + 5), |
| 661 | new SimpleObject(g_Props.crate, 1 * offset, 2 * offset, 2, 2 * offset + 2), |
| 662 | new SimpleObject(g_Props.well, 0, 1, 2, 2 * offset + 2) |
| 663 | ] |
| 664 | ]; |
| 665 | |
| 666 | var baseCount = 1; |
| 667 | |
| 668 | var counts = [ |
| 669 | scaleByMapSize(16, 262), |
| 670 | scaleByMapSize(8, 131), |
| 671 | baseCount * scaleByMapSize(13, 200), |
| 672 | baseCount * scaleByMapSize(13, 200), |
| 673 | baseCount * scaleByMapSize(13, 200) |
| 674 | ]; |
| 675 | |
| 676 | // Add small props |
| 677 | for (var i = 0; i < props.length; ++i) |
| 678 | { |
| 679 | var propCount = Math.floor(counts[i] * fill); |
| 680 | var group = new SimpleGroup(props[i], true); |
| 681 | createObjectGroups(group, 0, constraint, propCount, 5); |
| 682 | } |
| 683 | |
| 684 | // Add decorative trees |
| 685 | var trees = new SimpleObject(g_Decoratives.tree, 5 * offset, 30 * offset, 2, 3 * offset + 10); |
| 686 | createObjectGroups(new SimpleGroup([trees], true), 0, constraint, counts[0] * 5 * fill, 5); |
| 687 | } |
| 688 | |
| 689 | /** |
| 690 | * Create rivers. |
| 691 | */ |
| 692 | function addRivers(constraint, size, deviation, fill) |
| 693 | { |
| 694 | deviation = deviation || g_DefaultDeviation; |
| 695 | size = size || 1; |
| 696 | fill = fill || 1; |
| 697 | |
| 698 | var count = 5; |
| 699 | var minSize = scaleByMapSize(15, 15); |
| 700 | var maxSize = scaleByMapSize(15, 15); |
| 701 | var elevation = -2; |
| 702 | var spread = scaleByMapSize(5, 5); |
| 703 | |
| 704 | for (var i = 0; i < count; ++i) |
| 705 | { |
| 706 | var offset = getRandomDeviation(size, deviation); |
| 707 | |
| 708 | var startAngle = randFloat(0, 2 * PI); |
| 709 | var endAngle = startAngle + randFloat(PI * 0.5, PI * 1.5); |
| 710 | |
| 711 | var startX = g_MapInfo.centerOfMap + Math.floor(g_MapInfo.centerOfMap * Math.cos(startAngle)); |
| 712 | var startZ = g_MapInfo.centerOfMap + Math.floor(g_MapInfo.centerOfMap * Math.sin(startAngle)); |
| 713 | |
| 714 | var endX = g_MapInfo.centerOfMap + Math.floor(g_MapInfo.centerOfMap * Math.cos(endAngle)); |
| 715 | var endZ = g_MapInfo.centerOfMap + Math.floor(g_MapInfo.centerOfMap * Math.sin(endAngle)); |
| 716 | |
| 717 | var pMinSize = Math.floor(minSize * offset); |
| 718 | var pMaxSize = Math.floor(maxSize * offset); |
| 719 | var pSpread = Math.floor(spread * offset); |
| 720 | |
| 721 | var placer = new PathPlacer(startX, startZ, endX, endZ, 12, 0.25, 1, 0.05, 0.3); |
| 722 | var terrainPainter = new LayeredPainter([g_Terrains.water, g_Terrains.shore], [2]); |
| 723 | var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, elevation, 2); |
| 724 | createArea(placer, [terrainPainter, elevationPainter, paintClass(g_TileClasses.water)], constraint); |
| 725 | } |
| 726 | } |
| 727 | |
| 728 | /** |
| 729 | * Create valleys. |
| 730 | */ |
| 731 | function addValleys(constraint, size, deviation, fill) |
| 732 | { |
| 733 | if (g_MapInfo.mapHeight < 6) |
| 734 | return; |
| 735 | |
| 736 | var minElevation = (-1 * g_MapInfo.mapHeight) / (size * (1 + deviation)) + 1; |
| 737 | if (minElevation < -1 * g_MapInfo.mapHeight) |
| 738 | minElevation = -1 * g_MapInfo.mapHeight; |
| 739 | |
| 740 | var valleySlope = g_Terrains.tier1Terrain; |
| 741 | var valleyFloor = g_Terrains.tier4Terrain; |
| 742 | |
| 743 | if (g_MapInfo.biome == g_BiomeDesert) |
| 744 | { |
| 745 | valleySlope = g_Terrains.tier3Terrain; |
| 746 | valleyFloor = g_Terrains.dirt; |
| 747 | } |
| 748 | |
| 749 | if (g_MapInfo.biome == g_BiomeMediterranean) |
| 750 | { |
| 751 | valleySlope = g_Terrains.tier2Terrain; |
| 752 | valleyFloor = g_Terrains.dirt; |
| 753 | } |
| 754 | |
| 755 | if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna) |
| 756 | valleyFloor = g_Terrains.tier2Terrain; |
| 757 | |
| 758 | if (g_MapInfo.biome == g_BiomeTropic) |
| 759 | valleySlope = g_Terrains.dirt; |
| 760 | |
| 761 | if (g_MapInfo.biome == g_BiomeAutumn) |
| 762 | valleyFloor = g_Terrains.tier3Terrain; |
| 763 | |
| 764 | addElevation(constraint, { |
| 765 | "class": g_TileClasses.valley, |
| 766 | "painter": [valleySlope, valleyFloor], |
| 767 | "size": size, |
| 768 | "deviation": deviation, |
| 769 | "fill": fill, |
| 770 | "count": scaleByMapSize(8, 8), |
| 771 | "minSize": Math.floor(scaleByMapSize(5, 5)), |
| 772 | "maxSize": Math.floor(scaleByMapSize(8, 8)), |
| 773 | "spread": Math.floor(scaleByMapSize(30, 30)), |
| 774 | "minElevation": minElevation, |
| 775 | "maxElevation": -2, |
| 776 | "steepness": 4 |
| 777 | }); |
| 778 | } |
| 779 | |
| 780 | /** |
| 781 | * Create huntable animals. |
| 782 | */ |
| 783 | function addAnimals(constraint, size, deviation, fill) |
| 784 | { |
| 785 | deviation = deviation || g_DefaultDeviation; |
| 786 | size = size || 1; |
| 787 | fill = fill || 1; |
| 788 | |
| 789 | var groupOffset = getRandomDeviation(size, deviation); |
| 790 | |
| 791 | var animals = [ |
| 792 | [new SimpleObject(g_Gaia.mainHuntableAnimal, 5 * groupOffset, 7 * groupOffset, 0, 4 * groupOffset)], |
| 793 | [new SimpleObject(g_Gaia.secondaryHuntableAnimal, 2 * groupOffset, 3 * groupOffset, 0, 2 * groupOffset)] |
| 794 | ]; |
| 795 | |
| 796 | var counts = [scaleByMapSize(30, 30) * fill, scaleByMapSize(30, 30) * fill]; |
| 797 | |
| 798 | for (var i = 0; i < animals.length; ++i) |
| 799 | { |
| 800 | var group = new SimpleGroup(animals[i], true, g_TileClasses.animals); |
| 801 | createObjectGroups(group, 0, constraint, Math.floor(counts[i]), 50); |
| 802 | } |
| 803 | } |
| 804 | |
| 805 | /** |
| 806 | * Create fruits. |
| 807 | */ |
| 808 | function addBerries(constraint, size, deviation, fill) |
| 809 | { |
| 810 | deviation = deviation || g_DefaultDeviation; |
| 811 | size = size || 1; |
| 812 | fill = fill || 1; |
| 813 | |
| 814 | var groupOffset = getRandomDeviation(size, deviation); |
| 815 | |
| 816 | var count = scaleByMapSize(50, 50) * fill; |
| 817 | var berries = [[new SimpleObject(g_Gaia.fruitBush, 5 * groupOffset, 5 * groupOffset, 0, 3 * groupOffset)]]; |
| 818 | |
| 819 | for (var i = 0; i < berries.length; ++i) |
| 820 | { |
| 821 | var group = new SimpleGroup(berries[i], true, g_TileClasses.berries); |
| 822 | createObjectGroups(group, 0, constraint, Math.floor(count), 40); |
| 823 | } |
| 824 | } |
| 825 | |
| 826 | /** |
| 827 | * Create fish. |
| 828 | */ |
| 829 | function addFish(constraint, size, deviation, fill) |
| 830 | { |
| 831 | deviation = deviation || g_DefaultDeviation; |
| 832 | size = size || 1; |
| 833 | fill = fill || 1; |
| 834 | |
| 835 | var groupOffset = getRandomDeviation(size, deviation); |
| 836 | |
| 837 | var fish = [ |
| 838 | [new SimpleObject(g_Gaia.fish, 1 * groupOffset, 2 * groupOffset, 0, 2 * groupOffset)], |
| 839 | [new SimpleObject(g_Gaia.fish, 2 * groupOffset, 4 * groupOffset, 10 * groupOffset, 20 * groupOffset)] |
| 840 | ]; |
| 841 | |
| 842 | var counts = [scaleByMapSize(40, 40) * fill, scaleByMapSize(40, 40) * fill]; |
| 843 | |
| 844 | for (var i = 0; i < fish.length; ++i) |
| 845 | { |
| 846 | var group = new SimpleGroup(fish[i], true, g_TileClasses.fish); |
| 847 | createObjectGroups(group, 0, constraint, floor(counts[i]), 50); |
| 848 | } |
| 849 | } |
| 850 | |
| 851 | /** |
| 852 | * Create dense forests. |
| 853 | */ |
| 854 | function addForests(constraint, size, deviation, fill) |
| 855 | { |
| 856 | deviation = deviation || g_DefaultDeviation; |
| 857 | size = size || 1; |
| 858 | fill = fill || 1; |
| 859 | |
| 860 | // No forests for the african biome |
| 861 | if (g_MapInfo.biome == g_BiomeSavanna) |
| 862 | return; |
| 863 | |
| 864 | var types = [ |
| 865 | [ |
| 866 | [g_Terrains.forestFloor2, g_Terrains.mainTerrain, g_Forests.forest1], |
| 867 | [g_Terrains.forestFloor2, g_Forests.forest1] |
| 868 | ], |
| 869 | [ |
| 870 | [g_Terrains.forestFloor2, g_Terrains.mainTerrain, g_Forests.forest2], |
| 871 | [g_Terrains.forestFloor1, g_Forests.forest2]], |
| 872 | [ |
| 873 | [g_Terrains.forestFloor1, g_Terrains.mainTerrain, g_Forests.forest1], |
| 874 | [g_Terrains.forestFloor2, g_Forests.forest1]], |
| 875 | [ |
| 876 | [g_Terrains.forestFloor1, g_Terrains.mainTerrain, g_Forests.forest2], |
| 877 | [g_Terrains.forestFloor1, g_Forests.forest2] |
| 878 | ] |
| 879 | ]; |
| 880 | |
| 881 | for (var i = 0; i < types.length; ++i) |
| 882 | { |
| 883 | var offset = getRandomDeviation(size, deviation); |
| 884 | var minSize = floor(scaleByMapSize(3, 5) * offset); |
| 885 | var maxSize = Math.floor(scaleByMapSize(50, 50) * offset); |
| 886 | var forestCount = scaleByMapSize(10, 10) * fill; |
| 887 | |
| 888 | var placer = new ChainPlacer(1, minSize, maxSize, 0.5); |
| 889 | var painter = new LayeredPainter(types[i], [2]); |
| 890 | createAreas(placer, [painter, paintClass(g_TileClasses.forest)], constraint, forestCount); |
| 891 | } |
| 892 | } |
| 893 | |
| 894 | /** |
| 895 | * Create metal mines. |
| 896 | */ |
| 897 | function addMetal(constraint, size, deviation, fill) |
| 898 | { |
| 899 | deviation = deviation || g_DefaultDeviation; |
| 900 | size = size || 1; |
| 901 | fill = fill || 1; |
| 902 | |
| 903 | var offset = getRandomDeviation(size, deviation); |
| 904 | var count = 1 + scaleByMapSize(20, 20) * fill; |
| 905 | var mines = [[new SimpleObject(g_Gaia.metalLarge, 1 * offset, 1 * offset, 0, 4 * offset)]]; |
| 906 | |
| 907 | for (var i = 0; i < mines.length; ++i) |
| 908 | { |
| 909 | var group = new SimpleGroup(mines[i], true, g_TileClasses.metal); |
| 910 | createObjectGroups(group, 0, constraint, count, 100); |
| 911 | } |
| 912 | } |
| 913 | |
| 914 | /** |
| 915 | * Create stone mines. |
| 916 | */ |
| 917 | function addStone(constraint, size, deviation, fill) |
| 918 | { |
| 919 | deviation = deviation || g_DefaultDeviation; |
| 920 | size = size || 1; |
| 921 | fill = fill || 1; |
| 922 | |
| 923 | var offset = getRandomDeviation(size, deviation); |
| 924 | var count = 1 + scaleByMapSize(20, 20) * fill; |
| 925 | var mines = [ |
| 926 | [ |
| 927 | new SimpleObject(g_Gaia.stoneSmall, 0, 2 * offset, 0, 4 * offset), |
| 928 | new SimpleObject(g_Gaia.stoneLarge, 1 * offset, 1 * offset, 0, 4 * offset) |
| 929 | ], |
| 930 | [ |
| 931 | new SimpleObject(g_Gaia.stoneSmall, 2 * offset, 5 * offset, 1 * offset, 3 * offset) |
| 932 | ] |
| 933 | ]; |
| 934 | |
| 935 | for (var i = 0; i < mines.length; ++i) |
| 936 | { |
| 937 | var group = new SimpleGroup(mines[i], true, g_TileClasses.rock); |
| 938 | createObjectGroups(group, 0, constraint, count, 100); |
| 939 | } |
| 940 | } |
| 941 | |
| 942 | /** |
| 943 | * Create straggler trees. |
| 944 | */ |
| 945 | function addStragglerTrees(constraint, size, deviation, fill) |
| 946 | { |
| 947 | deviation = deviation || g_DefaultDeviation; |
| 948 | size = size || 1; |
| 949 | fill = fill || 1; |
| 950 | |
| 951 | // Ensure minimum distribution on african biome |
| 952 | if (g_MapInfo.biome == g_BiomeSavanna) |
| 953 | { |
| 954 | fill = Math.max(fill, 2); |
| 955 | size = Math.max(size, 1); |
| 956 | } |
| 957 | |
| 958 | var trees = [g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree4]; |
| 959 | |
| 960 | var treesPerPlayer = 40; |
| 961 | var playerBonus = Math.max(1, (g_MapInfo.numPlayers - 3) / 2); |
| 962 | |
| 963 | var offset = getRandomDeviation(size, deviation); |
| 964 | var treeCount = treesPerPlayer * playerBonus * fill; |
| 965 | var totalTrees = scaleByMapSize(treeCount, treeCount); |
| 966 | |
| 967 | var count = Math.floor(totalTrees / trees.length) * fill; |
| 968 | var min = 1 * offset; |
| 969 | var max = 4 * offset; |
| 970 | var minDist = 1 * offset; |
| 971 | var maxDist = 5 * offset; |
| 972 | |
| 973 | // More trees for the african biome |
| 974 | if (g_MapInfo.biome == g_BiomeSavanna) |
| 975 | { |
| 976 | min = 3 * offset; |
| 977 | max = 5 * offset; |
| 978 | minDist = 2 * offset + 1; |
| 979 | maxDist = 3 * offset + 2; |
| 980 | } |
| 981 | |
| 982 | for (var i = 0; i < trees.length; ++i) |
| 983 | { |
| 984 | var treesMax = max; |
| 985 | |
| 986 | // Don't clump fruit trees |
| 987 | if (i == 2 && (g_MapInfo.biome == g_BiomeDesert || g_MapInfo.biome == g_BiomeMediterranean)) |
| 988 | treesMax = 1; |
| 989 | |
| 990 | min = Math.min(min, treesMax); |
| 991 | |
| 992 | var group = new SimpleGroup([new SimpleObject(trees[i], min, treesMax, minDist, maxDist)], true, g_TileClasses.forest); |
| 993 | createObjectGroups(group, 0, constraint, count); |
| 994 | } |
| 995 | } |
| 996 | |
| 997 | /////////// |
| 998 | // Terrain Helpers |
| 999 | /////////// |
| 1000 | |
| 1001 | /** |
| 1002 | * Determine if the endline of the bluff is within the tilemap. |
| 1003 | * |
| 1004 | * @returns {Number} 0 if the bluff is reachable, otherwise a positive number |
| 1005 | */ |
| 1006 | function unreachableBluff(bb, corners, baseLine, endLine) |
| 1007 | { |
| 1008 | // If we couldn't find a slope line |
| 1009 | if (typeof baseLine.midX === "undefined" || typeof endLine.midX === "undefined") |
| 1010 | return 1; |
| 1011 | |
| 1012 | // If the end points aren't on the tilemap |
| 1013 | if (!g_Map.validT(endLine.x1, endLine.z1) && !g_Map.validT(endLine.x2, endLine.z2)) |
| 1014 | return 2; |
| 1015 | |
| 1016 | var minTilesInGroup = 1; |
| 1017 | var insideBluff = false; |
| 1018 | var outsideBluff = false; |
| 1019 | |
| 1020 | // If there aren't enough points in each row |
| 1021 | for (var x = 0; x < bb.length; ++x) |
| 1022 | { |
| 1023 | var count = 0; |
| 1024 | for (var z = 0; z < bb[x].length; ++z) |
| 1025 | { |
| 1026 | if (!bb[x][z].isFeature) |
| 1027 | continue; |
| 1028 | |
| 1029 | var valid = g_Map.validT(x + corners.minX, z + corners.minZ); |
| 1030 | |
| 1031 | if (valid) |
| 1032 | ++count; |
| 1033 | |
| 1034 | if (!insideBluff && valid) |
| 1035 | insideBluff = true; |
| 1036 | |
| 1037 | if (outsideBluff && valid) |
| 1038 | return 3; |
| 1039 | } |
| 1040 | |
| 1041 | // We're expecting the end of the bluff |
| 1042 | if (insideBluff && count < minTilesInGroup) |
| 1043 | outsideBluff = true; |
| 1044 | } |
| 1045 | |
| 1046 | var insideBluff = false; |
| 1047 | var outsideBluff = false; |
| 1048 | |
| 1049 | // If there aren't enough points in each column |
| 1050 | for (var z = 0; z < bb[0].length; ++z) |
| 1051 | { |
| 1052 | var count = 0; |
| 1053 | for (var x = 0; x < bb.length; ++x) |
| 1054 | { |
| 1055 | if (!bb[x][z].isFeature) |
| 1056 | continue; |
| 1057 | |
| 1058 | var valid = g_Map.validT(x + corners.minX, z + corners.minZ); |
| 1059 | |
| 1060 | if (valid) |
| 1061 | ++count; |
| 1062 | |
| 1063 | if (!insideBluff && valid) |
| 1064 | insideBluff = true; |
| 1065 | |
| 1066 | if (outsideBluff && valid) |
| 1067 | return 3; |
| 1068 | } |
| 1069 | |
| 1070 | // We're expecting the end of the bluff |
| 1071 | if (insideBluff && count < minTilesInGroup) |
| 1072 | outsideBluff = true; |
| 1073 | } |
| 1074 | |
| 1075 | // Bluff is reachable |
| 1076 | return 0; |
| 1077 | } |
| 1078 | |
| 1079 | /** |
| 1080 | * Remove the bluff class and turn it into a plateau. |
| 1081 | */ |
| 1082 | function removeBluff(points) |
| 1083 | { |
| 1084 | for (var i = 0; i < points.length; ++i) |
| 1085 | addToClass(points[i].x, points[i].z, g_TileClasses.mountain); |
| 1086 | } |
| 1087 | |
| 1088 | /** |
| 1089 | * Create an array of points the fill a bounding box around a terrain feature. |
| 1090 | */ |
| 1091 | function createBoundingBox(points, corners) |
| 1092 | { |
| 1093 | var bb = []; |
| 1094 | var width = corners.maxX - corners.minX + 1; |
| 1095 | var length = corners.maxZ - corners.minZ + 1; |
| 1096 | for (var w = 0; w < width; ++w) |
| 1097 | { |
| 1098 | bb[w] = []; |
| 1099 | for (var l = 0; l < length; ++l) |
| 1100 | { |
| 1101 | var curHeight = g_Map.getHeight(w + corners.minX, l + corners.minZ); |
| 1102 | bb[w][l] = { |
| 1103 | "height": curHeight, |
| 1104 | "isFeature": false |
| 1105 | }; |
| 1106 | } |
| 1107 | } |
| 1108 | |
| 1109 | // Define the coordinates that represent the bluff |
| 1110 | for (var p = 0; p < points.length; ++p) |
| 1111 | { |
| 1112 | var pt = points[p]; |
| 1113 | bb[pt.x - corners.minX][pt.z - corners.minZ].isFeature = true; |
| 1114 | } |
| 1115 | |
| 1116 | return bb; |
| 1117 | } |
| 1118 | |
| 1119 | /** |
| 1120 | * Flattens the ground touching a terrain feature. |
| 1121 | */ |
| 1122 | function fadeToGround(bb, minX, minZ, elevation) |
| 1123 | { |
| 1124 | var ground = createTerrain(g_Terrains.mainTerrain); |
| 1125 | for (var x = 0; x < bb.length; ++x) |
| 1126 | for (var z = 0; z < bb[x].length; ++z) |
| 1127 | { |
| 1128 | var pt = bb[x][z]; |
| 1129 | if (!pt.isFeature && nextToFeature(bb, x, z)) |
| 1130 | { |
| 1131 | var newEl = smoothElevation(x + minX, z + minZ); |
| 1132 | g_Map.setHeight(x + minX, z + minZ, newEl); |
| 1133 | ground.place(x + minX, z + minZ); |
| 1134 | } |
| 1135 | } |
| 1136 | } |
| 1137 | |
| 1138 | /** |
| 1139 | * Find a 45 degree line in a bounding box that does not intersect any terrain feature. |
| 1140 | */ |
| 1141 | function findClearLine(bb, corners, angle) |
| 1142 | { |
| 1143 | // Angle - 0: northwest; 1: northeast; 2: southeast; 3: southwest |
| 1144 | var z = corners.maxZ; |
| 1145 | var xOffset = -1; |
| 1146 | var zOffset = -1; |
| 1147 | |
| 1148 | switch(angle) |
| 1149 | { |
| 1150 | case 1: |
| 1151 | xOffset = 1; |
| 1152 | break; |
| 1153 | case 2: |
| 1154 | xOffset = 1; |
| 1155 | zOffset = 1; |
| 1156 | z = corners.minZ; |
| 1157 | break; |
| 1158 | case 3: |
| 1159 | zOffset = 1; |
| 1160 | z = corners.minZ; |
| 1161 | break; |
| 1162 | } |
| 1163 | |
| 1164 | var clearLine = {}; |
| 1165 | |
| 1166 | for (var x = corners.minX; x <= corners.maxX; ++x) |
| 1167 | { |
| 1168 | var x2 = x; |
| 1169 | var z2 = z; |
| 1170 | |
| 1171 | var clear = true; |
| 1172 | |
| 1173 | while (x2 >= corners.minX && x2 <= corners.maxX && z2 >= corners.minZ && z2 <= corners.maxZ) |
| 1174 | { |
| 1175 | var bp = bb[x2 - corners.minX][z2 - corners.minZ]; |
| 1176 | if (bp.isFeature && g_Map.validT(x2, z2)) |
| 1177 | { |
| 1178 | clear = false; |
| 1179 | break; |
| 1180 | } |
| 1181 | |
| 1182 | x2 = x2 + xOffset; |
| 1183 | z2 = z2 + zOffset; |
| 1184 | } |
| 1185 | |
| 1186 | if (clear) |
| 1187 | { |
| 1188 | var lastX = x2 - xOffset; |
| 1189 | var lastZ = z2 - zOffset; |
| 1190 | var midX = Math.floor((x + lastX) / 2); |
| 1191 | var midZ = Math.floor((z + lastZ) / 2); |
| 1192 | clearLine = { |
| 1193 | "x1": x, |
| 1194 | "z1": z, |
| 1195 | "x2": lastX, |
| 1196 | "z2": lastZ, |
| 1197 | "midX": midX, |
| 1198 | "midZ": midZ, |
| 1199 | "height": g_MapInfo.mapHeight |
| 1200 | }; |
| 1201 | } |
| 1202 | |
| 1203 | if (clear && (angle == 1 || angle == 2)) |
| 1204 | break; |
| 1205 | |
| 1206 | if (!clear && (angle == 0 || angle == 3)) |
| 1207 | break; |
| 1208 | } |
| 1209 | |
| 1210 | return clearLine; |
| 1211 | } |
| 1212 | |
| 1213 | /** |
| 1214 | * Returns the corners of a bounding box. |
| 1215 | */ |
| 1216 | function findCorners(points) |
| 1217 | { |
| 1218 | // Find the bounding box of the terrain feature |
| 1219 | var minX = g_MapInfo.mapSize + 1; |
| 1220 | var minZ = g_MapInfo.mapSize + 1; |
| 1221 | var maxX = -1; |
| 1222 | var maxZ = -1; |
| 1223 | |
| 1224 | for (var p = 0; p < points.length; ++p) |
| 1225 | { |
| 1226 | var pt = points[p]; |
| 1227 | |
| 1228 | minX = Math.min(pt.x, minX); |
| 1229 | minZ = Math.min(pt.z, minZ); |
| 1230 | |
| 1231 | maxX = Math.max(pt.x, maxX); |
| 1232 | maxZ = Math.max(pt.z, maxZ); |
| 1233 | } |
| 1234 | |
| 1235 | return { |
| 1236 | "minX": minX, |
| 1237 | "minZ": minZ, |
| 1238 | "maxX": maxX, |
| 1239 | "maxZ": maxZ |
| 1240 | }; |
| 1241 | } |
| 1242 | |
| 1243 | /** |
| 1244 | * Finds the average elevation around a point. |
| 1245 | */ |
| 1246 | function smoothElevation(x, z) |
| 1247 | { |
| 1248 | var min = g_Map.getHeight(x, z); |
| 1249 | |
| 1250 | for (var xOffset = -1; xOffset <= 1; ++xOffset) |
| 1251 | for (var zOffset = -1; zOffset <= 1; ++zOffset) |
| 1252 | { |
| 1253 | var thisX = x + xOffset; |
| 1254 | var thisZ = z + zOffset; |
| 1255 | if (!g_Map.validT(thisX, thisZ)) |
| 1256 | continue; |
| 1257 | |
| 1258 | var height = g_Map.getHeight(thisX, thisZ); |
| 1259 | if (height < min) |
| 1260 | min = height; |
| 1261 | } |
| 1262 | |
| 1263 | return min; |
| 1264 | } |
| 1265 | |
| 1266 | /** |
| 1267 | * Determines if a point in a bounding box array is next to a terrain feature. |
| 1268 | */ |
| 1269 | function nextToFeature(bb, x, z) |
| 1270 | { |
| 1271 | for (var xOffset = -1; xOffset <= 1; ++xOffset) |
| 1272 | for (var zOffset = -1; zOffset <= 1; ++zOffset) |
| 1273 | { |
| 1274 | var thisX = x + xOffset; |
| 1275 | var thisZ = z + zOffset; |
| 1276 | if (thisX < 0 || thisX >= bb.length || thisZ < 0 || thisZ >= bb[x].length || (thisX == 0 && thisZ == 0)) |
| 1277 | continue; |
| 1278 | |
| 1279 | if (bb[thisX][thisZ].isFeature) |
| 1280 | return true; |
| 1281 | } |
| 1282 | |
| 1283 | return false; |
| 1284 | } |
| 1285 | |
| 1286 | /** |
| 1287 | * Returns a number within a random deviation of a base number. |
| 1288 | */ |
| 1289 | function getRandomDeviation(base, deviation) |
| 1290 | { |
| 1291 | deviation = Math.min(base, deviation); |
| 1292 | deviation = base + randInt(20 * deviation) / 10 - deviation; |
| 1293 | return deviation.toFixed(2); |
| 1294 | } |