Add randomAngle helper function to abbreviate calls.
[0ad.git] / binaries / data / mods / public / maps / random / islands.js
blob180331fc22bf16ae2ed5715d34a411ce71ed81d3
1 Engine.LoadLibrary("rmgen");
2 Engine.LoadLibrary("rmbiome");
4 TILE_CENTERED_HEIGHT_MAP = true;
6 setSelectedBiome();
8 const tMainTerrain = g_Terrains.mainTerrain;
9 const tForestFloor1 = g_Terrains.forestFloor1;
10 const tForestFloor2 = g_Terrains.forestFloor2;
11 const tCliff = g_Terrains.cliff;
12 const tTier1Terrain = g_Terrains.tier1Terrain;
13 const tTier2Terrain = g_Terrains.tier2Terrain;
14 const tTier3Terrain = g_Terrains.tier3Terrain;
15 const tHill = g_Terrains.hill;
16 const tRoad = g_Terrains.road;
17 const tRoadWild = g_Terrains.roadWild;
18 const tTier4Terrain = g_Terrains.tier4Terrain;
19 const tShore = g_Terrains.shore;
20 const tWater = g_Terrains.water;
22 const oTree1 = g_Gaia.tree1;
23 const oTree2 = g_Gaia.tree2;
24 const oTree3 = g_Gaia.tree3;
25 const oTree4 = g_Gaia.tree4;
26 const oTree5 = g_Gaia.tree5;
27 const oFruitBush = g_Gaia.fruitBush;
28 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
29 const oFish = g_Gaia.fish;
30 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
31 const oStoneLarge = g_Gaia.stoneLarge;
32 const oStoneSmall = g_Gaia.stoneSmall;
33 const oMetalLarge = g_Gaia.metalLarge;
34 const oWoodTreasure = "gaia/special_treasure_wood";
35 const oDock = "skirmish/structures/default_dock";
37 const aGrass = g_Decoratives.grass;
38 const aGrassShort = g_Decoratives.grassShort;
39 const aRockLarge = g_Decoratives.rockLarge;
40 const aRockMedium = g_Decoratives.rockMedium;
41 const aBushMedium = g_Decoratives.bushMedium;
42 const aBushSmall = g_Decoratives.bushSmall;
44 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
45 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
47 InitMap();
49 const numPlayers = getNumPlayers();
50 const mapSize = getMapSize();
51 const mapCenter = getMapCenter();
53 var clPlayer = createTileClass();
54 var clHill = createTileClass();
55 var clForest = createTileClass();
56 var clDirt = createTileClass();
57 var clRock = createTileClass();
58 var clMetal = createTileClass();
59 var clFood = createTileClass();
60 var clBaseResource = createTileClass();
61 var clLand = createTileClass();
63 var landHeight = 3;
64 var playerIslandRadius = scaleByMapSize(20, 29);
66 var [playerIDs, playerX, playerZ, playerAngle] = playerPlacementCircle(0.35);
68 if (!isNomad())
70         log("Creating player islands and docks...");
71         for (let i = 0; i < numPlayers; i++)
72         {
73                 let playerPos = new Vector2D(playerX[i], playerZ[i]).mult(mapSize);
74                 createArea(
75                         new ClumpPlacer(diskArea(playerIslandRadius), 0.8, 0.1, 10, playerPos.x, playerPos.y),
76                         [
77                                 new LayeredPainter([tMainTerrain , tMainTerrain, tMainTerrain], [1, 6]),
78                                 new SmoothElevationPainter(ELEVATION_SET, landHeight, 6),
79                                 paintClass(clLand),
80                                 paintClass(clPlayer)
81                         ]);
83                 let dockLocation = findLocationInDirectionBasedOnHeight(playerPos, mapCenter, -3 , landHeight - 0.5, landHeight);
84                 placeObject(dockLocation.x, dockLocation.y, oDock, playerIDs[i], playerAngle[i] + Math.PI);
85         }
88 log("Creating big islands...");
89 createAreas(
90         new ChainPlacer(
91                 Math.floor(scaleByMapSize(4, 8)),
92                 Math.floor(scaleByMapSize(8, 14)),
93                 Math.floor(scaleByMapSize(25, 60)),
94                 0.07),
95         [
96                 new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
97                 new SmoothElevationPainter(ELEVATION_SET, landHeight, 6),
98                 paintClass(clLand)
99         ],
100         avoidClasses(clLand, scaleByMapSize(8, 12)),
101         scaleByMapSize(4, 14));
103 log("Creating small islands...");
104 createAreas(
105         new ChainPlacer(
106                 Math.floor(scaleByMapSize(4, 7)),
107                 Math.floor(scaleByMapSize(7, 10)),
108                 Math.floor(scaleByMapSize(16, 40)),
109                 0.07),
110         [
111                 new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
112                 new SmoothElevationPainter(ELEVATION_SET, landHeight, 6),
113                 paintClass(clLand)
114         ],
115         avoidClasses(clLand, scaleByMapSize(8, 12)),
116         scaleByMapSize(6, 54));
118 paintTerrainBasedOnHeight(1, 3, 0, tShore);
119 paintTerrainBasedOnHeight(-8, 1, 2, tWater);
121 placePlayerBases({
122         "PlayerPlacement": [playerIDs, playerX, playerZ],
123         // PlayerTileClass marked above
124         "BaseResourceClass": clBaseResource,
125         "Walls": "towers",
126         "CityPatch": {
127                 "radius": playerIslandRadius / 3,
128                 "outerTerrain": tRoadWild,
129                 "innerTerrain": tRoad
130         },
131         "Chicken": {
132         },
133         "Berries": {
134                 "template": oFruitBush
135         },
136         "Mines": {
137                 "types": [
138                         { "template": oMetalLarge },
139                         { "template": oStoneLarge }
140                 ]
141         },
142         "Treasures": {
143                 "types": [
144                         {
145                                 "template": oWoodTreasure,
146                                 "count": 14
147                         }
148                 ]
149         },
150         "Trees": {
151                 "template": oTree1,
152                 "count": 5
153         },
154         "Decoratives": {
155                 "template": aGrassShort
156         }
159 log("Creating bumps...");
160 createAreas(
161         new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1),
162         new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2),
163         [avoidClasses(clPlayer, 0), stayClasses(clLand, 3)],
164         scaleByMapSize(20, 100));
166 log("Creating hills...");
167 createAreas(
168         new ChainPlacer(1, Math.floor(scaleByMapSize(4, 6)), Math.floor(scaleByMapSize(16, 40)), 0.5),
169         [
170                 new LayeredPainter([tCliff, tHill], [2]),
171                 new SmoothElevationPainter(ELEVATION_SET, 18, 2),
172                 paintClass(clHill)
173         ],
174         [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)],
175         scaleByMapSize(4, 13));
177 log("Creating forests...");
178 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
179 var types = [
180         [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
181         [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
184 if (currentBiome() != "savanna")
186         var size = forestTrees / (scaleByMapSize(3,6) * numPlayers);
187         var num = Math.floor(size / types.length);
188         for (let type of types)
189                 createAreas(
190                         new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), forestTrees / (num * Math.floor(scaleByMapSize(2, 5))), 0.5),
191                         [
192                                 new LayeredPainter(type, [2]),
193                                 paintClass(clForest)
194                         ],
195                         [avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
196                         num);
199 Engine.SetProgress(50);
200 log("Creating dirt patches...");
201 var numberOfPatches = scaleByMapSize(15, 45) * (currentBiome() == "savanna" ? 3 : 1);
202 for (let size of [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)])
203         createAreas(
204                 new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
205                 [
206                         new LayeredPainter([[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]], [1, 1]),
207                         paintClass(clDirt)
208                 ],
209                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
210                 numberOfPatches);
212 log("Creating grass patches...");
213 for (let size of [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)])
214         createAreas(
215                 new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
216                 new TerrainPainter(tTier4Terrain),
217                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
218                 numberOfPatches);
220 Engine.SetProgress(55);
222 log("Creating stone mines...");
223 var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0, 2, 0, 4), new SimpleObject(oStoneLarge, 1, 1, 0, 4)], true, clRock);
224 createObjectGroupsDeprecated(group, 0,
225         [avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
226         scaleByMapSize(4,16), 100
229 log("Creating small stone quarries...");
230 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
231 createObjectGroupsDeprecated(group, 0,
232         [avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
233         scaleByMapSize(4,16), 100
236 log("Creating metal mines...");
237 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
238 createObjectGroupsDeprecated(group, 0,
239         [avoidClasses(clForest, 1, clPlayer, 0, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 5)],
240         scaleByMapSize(4,16), 100
243 Engine.SetProgress(65);
245 log("Creating small decorative rocks...");
246 group = new SimpleGroup(
247         [new SimpleObject(aRockMedium, 1,3, 0,1)],
248         true
250 createObjectGroupsDeprecated(
251         group, 0,
252         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
253         scaleByMapSize(16, 262), 50
256 log("Creating large decorative rocks...");
257 group = new SimpleGroup(
258         [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
259         true
261 createObjectGroupsDeprecated(
262         group, 0,
263         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
264         scaleByMapSize(8, 131), 50
267 Engine.SetProgress(70);
269 log("Creating deer...");
270 group = new SimpleGroup(
271         [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
272         true, clFood
274 createObjectGroupsDeprecated(group, 0,
275         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
276         3 * numPlayers, 50
279 Engine.SetProgress(75);
281 log("Creating sheep...");
282 group = new SimpleGroup(
283         [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
284         true, clFood
286 createObjectGroupsDeprecated(group, 0,
287         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
288         3 * numPlayers, 50
291 log("Creating fruit bush...");
292 group = new SimpleGroup(
293         [new SimpleObject(oFruitBush, 5,7, 0,4)],
294         true, clFood
296 createObjectGroupsDeprecated(group, 0,
297         [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
298         randIntInclusive(1, 4) * numPlayers + 2, 50
301 log("Creating fish...");
302 group = new SimpleGroup(
303         [new SimpleObject(oFish, 2,3, 0,2)],
304         true, clFood
306 createObjectGroupsDeprecated(group, 0,
307         avoidClasses(clLand, 4, clForest, 2, clPlayer, 2, clHill, 2, clFood, 20),
308         25 * numPlayers, 60
311 Engine.SetProgress(85);
313 createStragglerTrees(
314         [oTree1, oTree2, oTree4, oTree3],
315         [avoidClasses(clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6), stayClasses(clLand, 6)],
316         clForest,
317         stragglerTrees);
319 var planetm = 1;
320 if (currentBiome() == "tropic")
321         planetm = 8;
323 log("Creating small grass tufts...");
324 group = new SimpleGroup(
325         [new SimpleObject(aGrassShort, 1,2, 0,1, -Math.PI / 8, Math.PI / 8)]
327 createObjectGroupsDeprecated(group, 0,
328         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
329         planetm * scaleByMapSize(13, 200)
332 Engine.SetProgress(90);
334 log("Creating large grass tufts...");
335 group = new SimpleGroup(
336         [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)]
338 createObjectGroupsDeprecated(group, 0,
339         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
340         planetm * scaleByMapSize(13, 200)
343 Engine.SetProgress(95);
345 log("Creating bushes...");
346 group = new SimpleGroup(
347         [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
349 createObjectGroupsDeprecated(group, 0,
350         [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
351         planetm * scaleByMapSize(13, 200), 50
354 placePlayersNomad(clPlayer, [stayClasses(clLand, 4), avoidClasses(clHill, 2, clForest, 1, clMetal, 4, clRock, 4, clFood, 2)]);
356 setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
357 setSunRotation(randomAngle());
358 setSunElevation(randFloat(1/5, 1/3) * Math.PI);
359 setWaterWaviness(2);
361 ExportMap();