Nomad mode on all random map scripts (except Survival of the Fittest), fixes #3591.
[0ad.git] / binaries / data / mods / public / maps / random / migration.js
bloba76180d1a2c9f140742c1cabf58f9b08b87d268f
1 Engine.LoadLibrary("rmgen");
2 Engine.LoadLibrary("rmbiome");
4 setSelectedBiome();
6 const tMainTerrain = g_Terrains.mainTerrain;
7 const tForestFloor1 = g_Terrains.forestFloor1;
8 const tForestFloor2 = g_Terrains.forestFloor2;
9 const tCliff = g_Terrains.cliff;
10 const tTier1Terrain = g_Terrains.tier1Terrain;
11 const tTier2Terrain = g_Terrains.tier2Terrain;
12 const tTier3Terrain = g_Terrains.tier3Terrain;
13 const tHill = g_Terrains.hill;
14 const tRoad = g_Terrains.road;
15 const tRoadWild = g_Terrains.roadWild;
16 const tTier4Terrain = g_Terrains.tier4Terrain;
17 const tShore = g_Terrains.shore;
18 const tWater = g_Terrains.water;
20 const oTree1 = g_Gaia.tree1;
21 const oTree2 = g_Gaia.tree2;
22 const oTree3 = g_Gaia.tree3;
23 const oTree4 = g_Gaia.tree4;
24 const oTree5 = g_Gaia.tree5;
25 const oFruitBush = g_Gaia.fruitBush;
26 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
27 const oFish = g_Gaia.fish;
28 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
29 const oStoneLarge = g_Gaia.stoneLarge;
30 const oStoneSmall = g_Gaia.stoneSmall;
31 const oMetalLarge = g_Gaia.metalLarge;
32 const oWoodTreasure = "gaia/special_treasure_wood";
33 const oDock = "skirmish/structures/default_dock";
35 const aGrass = g_Decoratives.grass;
36 const aGrassShort = g_Decoratives.grassShort;
37 const aRockLarge = g_Decoratives.rockLarge;
38 const aRockMedium = g_Decoratives.rockMedium;
39 const aBushMedium = g_Decoratives.bushMedium;
40 const aBushSmall = g_Decoratives.bushSmall;
42 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
43 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
45 InitMap();
47 const numPlayers = getNumPlayers();
48 const mapSize = getMapSize();
49 const mapArea = getMapArea();
50 const mapCenter = getMapCenter();
52 var clPlayer = createTileClass();
53 var clHill = createTileClass();
54 var clForest = createTileClass();
55 var clDirt = createTileClass();
56 var clRock = createTileClass();
57 var clMetal = createTileClass();
58 var clFood = createTileClass();
59 var clBaseResource = createTileClass();
60 var clLand = createTileClass();
61 var clIsland = createTileClass();
63 var landHeight = 3;
65 var startAngle = 4/7 * Math.PI;
66 var playerIDs = sortAllPlayers();
67 var [playerX, playerZ, playerAngle] = playerPlacementCustomAngle(
68         0.35,
69         tilesToFraction(mapCenter.x),
70         tilesToFraction(mapCenter.y),
71         i => startAngle - 8/7 * Math.PI * (i + 1) / (numPlayers + 1));
73 log("Creating player islands and docks...");
74 for (let i = 0; i < numPlayers; ++i)
76         let playerPosition = new Vector2D(playerX[i], playerZ[i]).mult(mapSize).round();
78         createArea(
79                 new ClumpPlacer(diskArea(scaleByMapSize(15, 25)), 0.8, 0.1, 10, playerPosition.x, playerPosition.y),
80                 [
81                         new LayeredPainter([tWater, tShore, tMainTerrain], [1, 4]),
82                         new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
83                         paintClass(clIsland),
84                         paintClass(isNomad() ? clLand : clPlayer)
85                 ]);
87         if (isNomad())
88                 continue;
90         let dockLocation = findLocationInDirectionBasedOnHeight(playerPosition, mapCenter, -3 , 2.6, 3);
91         placeObject(dockLocation.x, dockLocation.y, oDock, playerIDs[i], playerAngle[i] + Math.PI);
93 Engine.SetProgress(10);
95 placePlayerBases({
96         "PlayerPlacement": [playerIDs, playerX, playerZ],
97         "PlayerTileClass": clPlayer,
98         "BaseResourceClass": clBaseResource,
99         "Walls": false,
100         // No city patch
101         "Chicken": {
102         },
103         "Berries": {
104                 "template": oFruitBush
105         },
106         "Mines": {
107                 "types": [
108                         { "template": oMetalLarge },
109                         { "template": oStoneLarge }
110                 ]
111         },
112         "Treasures": {
113                 "types": [
114                         {
115                                 "template": oWoodTreasure,
116                                 "count": 14
117                         }
118                 ]
119         },
120         "Trees": {
121                 "template": oTree1,
122                 "count": scaleByMapSize(12, 30)
123         },
124         "Decoratives": {
125                 "template": aGrassShort
126         }
128 Engine.SetProgress(15);
130 log("Create the continent body...");
131 createArea(
132         new ClumpPlacer(mapArea * 0.50, 0.8, 0.08, 10,  Math.round(fractionToTiles(0.12)), Math.round(fractionToTiles(0.5))),
133         [
134                 new LayeredPainter([tWater, tShore, tMainTerrain], [4, 2]),
135                 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
136                 paintClass(clLand)
137         ],
138         avoidClasses(clIsland, 8));
139 Engine.SetProgress(20);
141 log("Creating shore jaggedness...");
142 createAreas(
143         new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1),
144         [
145                 new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
146                 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
147                 paintClass(clLand)
148         ],
149         [
150                 borderClasses(clLand, 6, 3),
151                 avoidClasses(clIsland, 8)
152         ],
153         scaleByMapSize(2, 15) * 20,
154         150);
156 paintTerrainBasedOnHeight(1, 3, 0, tShore);
157 paintTerrainBasedOnHeight(-8, 1, 2, tWater);
158 Engine.SetProgress(25);
160 log("Creating bumps...");
161 createAreas(
162         new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1),
163         new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2),
164         [avoidClasses(clIsland, 10), stayClasses(clLand, 3)],
165         scaleByMapSize(100, 200)
167 Engine.SetProgress(30);
169 log("Creating hills...");
170 createAreas(
171         new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1),
172         [
173                 new LayeredPainter([tCliff, tHill], [2]),
174                 new SmoothElevationPainter(ELEVATION_SET, 18, 2),
175                 paintClass(clHill)
176         ],
177         [avoidClasses(clIsland, 10, clHill, 15), stayClasses(clLand, 7)],
178         scaleByMapSize(1, 4) * numPlayers
180 Engine.SetProgress(34);
182 log("Creating forests...");
183 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
184 var types = [
185         [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
186         [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
189 var size = forestTrees / (scaleByMapSize(2,8) * numPlayers) *
190         (currentBiome() == "savanna" ? 2 : 1);
192 var num = Math.floor(size / types.length);
193 for (let type of types)
194         createAreas(
195                 new ClumpPlacer(forestTrees / num, 0.1, 0.1, 1),
196                 [
197                         new LayeredPainter(type, [2]),
198                         paintClass(clForest)
199                 ],
200                 [avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 7)],
201                 num);
202 Engine.SetProgress(38);
204 log("Creating dirt patches...");
205 for (let size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
206         createAreas(
207                 new ClumpPlacer(size, 0.3, 0.06, 0.5),
208                 [
209                         new LayeredPainter(
210                                 [[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]],
211                                 [1, 1]),
212                         paintClass(clDirt)
213                 ],
214                 [
215                         avoidClasses(
216                                 clForest, 0,
217                                 clHill, 0,
218                                 clDirt, 5,
219                                 clIsland, 0),
220                         stayClasses(clLand, 7)
221                 ],
222                 scaleByMapSize(15, 45));
224 Engine.SetProgress(42);
226 log("Creating grass patches...");
227 for (let size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
228         createAreas(
229                 new ClumpPlacer(size, 0.3, 0.06, 0.5),
230                 new TerrainPainter(tTier4Terrain),
231                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clIsland, 0), stayClasses(clLand, 7)],
232                 scaleByMapSize(15, 45));
233 Engine.SetProgress(46);
235 log("Creating stone mines...");
236 var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
237 createObjectGroupsDeprecated(group, 0,
238         [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
239         scaleByMapSize(4,16), 100
241 Engine.SetProgress(50);
243 log("Creating small stone quarries...");
244 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
245 createObjectGroupsDeprecated(group, 0,
246         [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
247         scaleByMapSize(4,16), 100
249 Engine.SetProgress(54);
251 log("Creating metal mines...");
252 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
253 createObjectGroupsDeprecated(group, 0,
254         [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 7)],
255         scaleByMapSize(4,16), 100
257 Engine.SetProgress(58);
259 log("Creating small decorative rocks...");
260 group = new SimpleGroup(
261         [new SimpleObject(aRockMedium, 1,3, 0,1)],
262         true
264 createObjectGroupsDeprecated(
265         group, 0,
266         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)],
267         scaleByMapSize(16, 262), 50
269 Engine.SetProgress(62);
271 log("Creating large decorative rocks...");
272 group = new SimpleGroup(
273         [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
274         true
276 createObjectGroupsDeprecated(
277         group, 0,
278         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)],
279         scaleByMapSize(8, 131), 50
281 Engine.SetProgress(66);
283 log("Creating deer...");
284 group = new SimpleGroup(
285         [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
286         true, clFood
288 createObjectGroupsDeprecated(group, 0,
289         [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
290         3 * numPlayers, 50
292 Engine.SetProgress(70);
294 log("Creating sheep...");
295 group = new SimpleGroup(
296         [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
297         true, clFood
299 createObjectGroupsDeprecated(group, 0,
300         [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
301         3 * numPlayers, 50
303 Engine.SetProgress(74);
305 log("Creating fruit bush...");
306 group = new SimpleGroup(
307         [new SimpleObject(oFruitBush, 5,7, 0,4)],
308         true, clFood
310 createObjectGroupsDeprecated(group, 0,
311         [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
312         randIntInclusive(1, 4) * numPlayers + 2, 50
314 Engine.SetProgress(78);
316 log("Creating fish...");
317 createObjectGroupsDeprecated(
318         new SimpleGroup([new SimpleObject(oFish, 2,3, 0,2)], true, clFood),
319         0,
320         avoidClasses(clLand, 2, clPlayer, 2, clHill, 0, clFood, 20),
321         25 * numPlayers, 60
323 Engine.SetProgress(82);
325 createStragglerTrees(
326         [oTree1, oTree2, oTree4, oTree3],
327         [avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 9)],
328         clForest,
329         stragglerTrees);
331 Engine.SetProgress(86);
333 var planetm = currentBiome() == "tropic" ? 8 : 1;
335 log("Creating small grass tufts...");
336 group = new SimpleGroup(
337         [new SimpleObject(aGrassShort, 1,2, 0,1, -Math.PI / 8, Math.PI / 8)]
339 createObjectGroupsDeprecated(group, 0,
340         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
341         planetm * scaleByMapSize(13, 200)
343 Engine.SetProgress(90);
345 log("Creating large grass tufts...");
346 group = new SimpleGroup(
347         [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)]
349 createObjectGroupsDeprecated(group, 0,
350         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)],
351         planetm * scaleByMapSize(13, 200)
353 Engine.SetProgress(94);
355 log("Creating bushes...");
356 group = new SimpleGroup(
357         [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
359 createObjectGroupsDeprecated(group, 0,
360         [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
361         planetm * scaleByMapSize(13, 200), 50
363 Engine.SetProgress(98);
365 setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
366 setSunRotation(randFloat(0, 2 * Math.PI));
367 setSunElevation(randFloat(1/5, 1/3) * Math.PI);
368 setWaterWaviness(2);
370 placePlayersNomad(clPlayer, [stayClasses(clIsland, 4), avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)]);
372 ExportMap();