Fix wrong dock owner (off-by-1) in Migration in rP20301, fixes #4837.
[0ad.git] / binaries / data / mods / public / maps / random / migration.js
blob8b74b096c35e6e0e8302cbd539ea4bef6e7c6167
1 RMS.LoadLibrary("rmgen");
2 RMS.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 oWood = "gaia/special_treasure_wood";
34 const aGrass = g_Decoratives.grass;
35 const aGrassShort = g_Decoratives.grassShort;
36 const aRockLarge = g_Decoratives.rockLarge;
37 const aRockMedium = g_Decoratives.rockMedium;
38 const aBushMedium = g_Decoratives.bushMedium;
39 const aBushSmall = g_Decoratives.bushSmall;
41 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
42 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
44 InitMap();
46 const numPlayers = getNumPlayers();
47 const mapSize = getMapSize();
48 const mapArea = getMapArea();
50 var clPlayer = createTileClass();
51 var clHill = createTileClass();
52 var clForest = createTileClass();
53 var clDirt = createTileClass();
54 var clRock = createTileClass();
55 var clMetal = createTileClass();
56 var clFood = createTileClass();
57 var clBaseResource = createTileClass();
58 var clLand = createTileClass();
60 var landHeight = 3;
62 var playerIDs = sortAllPlayers();
64 // place players
65 var playerX = [];
66 var playerZ = [];
67 var playerAngle = [];
69 var startAngle = PI/2 + PI/14;
70 for (var i = 0; i < numPlayers; i++)
72         playerAngle[i] = startAngle - (i+1)*(PI+ PI/7)/(numPlayers+1);
73         playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
74         playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
77 for (var i = 0; i < numPlayers; i++)
79         var id = playerIDs[i];
80         log("Creating base for player " + id + "...");
82         var radius = scaleByMapSize(15,25);
83         var shoreRadius = 4;
84         var elevation = 3;
86         var hillSize = PI * radius * radius;
87         // get the x and z in tiles
88         var fx = fractionToTiles(playerX[i]);
89         var fz = fractionToTiles(playerZ[i]);
90         var ix = round(fx);
91         var iz = round(fz);
92         // create the hill
93         var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
94         var terrainPainter = new LayeredPainter(
95                 [tWater , tShore, tMainTerrain],                // terrains
96                 [1, shoreRadius]                // widths
97         );
98         var elevationPainter = new SmoothElevationPainter(
99                 ELEVATION_SET,                  // type
100                 elevation,                              // elevation
101                 shoreRadius                             // blend radius
102         );
103         createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
105         // create the city patch
106         var cityRadius = radius/3;
107         placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
108         var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
109         createArea(placer, painter, null);
111         placeCivDefaultEntities(fx, fz, id, { 'iberWall': false });
113         placeDefaultChicken(fx, fz, clBaseResource);
115         // create berry bushes
116         var bbAngle = randFloat(0, TWO_PI);
117         var bbDist = 12;
118         var bbX = round(fx + bbDist * cos(bbAngle));
119         var bbZ = round(fz + bbDist * sin(bbAngle));
120         var group = new SimpleGroup(
121                 [new SimpleObject(oFruitBush, 5,5, 0,3)],
122                 true, clBaseResource, bbX, bbZ
123         );
124         createObjectGroup(group, 0);
126         // create woods
127         var bbAngle = randFloat(0, TWO_PI);
128         var bbDist = 13;
129         var bbX = round(fx + bbDist * cos(bbAngle));
130         var bbZ = round(fz + bbDist * sin(bbAngle));
131         group = new SimpleGroup(
132                 [new SimpleObject(oWood, 14,14, 0,3)],
133                 true, clBaseResource, bbX, bbZ
134         );
135         createObjectGroup(group, 0);
137         // create metal mine
138         var mAngle = bbAngle;
139         while(abs(mAngle - bbAngle) < PI/3)
140                 mAngle = randFloat(0, TWO_PI);
142         var mDist = radius - 4;
143         var mX = round(fx + mDist * cos(mAngle));
144         var mZ = round(fz + mDist * sin(mAngle));
145         group = new SimpleGroup(
146                 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
147                 true, clBaseResource, mX, mZ
148         );
149         createObjectGroup(group, 0);
151         // create stone mines
152         mAngle += randFloat(PI/8, PI/4);
153         mX = round(fx + mDist * cos(mAngle));
154         mZ = round(fz + mDist * sin(mAngle));
155         group = new SimpleGroup(
156                 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
157                 true, clBaseResource, mX, mZ
158         );
159         createObjectGroup(group, 0);
160         var hillSize = PI * radius * radius;
161         // create starting trees
162         var num = floor(hillSize / 60);
163         var tAngle = randFloat(-PI/3, 4*PI/3);
164         var tDist = 11;
165         var tX = round(fx + tDist * cos(tAngle));
166         var tZ = round(fz + tDist * sin(tAngle));
167         group = new SimpleGroup(
168                 [new SimpleObject(oTree1, num, num, 0,4)],
169                 false, clBaseResource, tX, tZ
170         );
171         createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
173         placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius);
175         let dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3);
176         if (dockLocation === undefined)
177         {
178                 warn("Could not place dock for player " + playerIDs[i])
179                 continue;
180         }
182         placeObject(
183                 dockLocation[0],
184                 dockLocation[1],
185                 "structures/" + getCivCode(playerIDs[i] - 1) + "_dock",
186                 playerIDs[i],
187                 playerAngle[i] + Math.PI);
189 RMS.SetProgress(15);
191 log("Create the continent body...");
192 createArea(
193         new ClumpPlacer(mapArea * 0.50, 0.8, 0.08, 10,  Math.round(fractionToTiles(0.12)), Math.round(fractionToTiles(0.5))),
194         [
195                 new LayeredPainter([tWater, tShore, tMainTerrain], [4, 2]),
196                 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
197                 paintClass(clLand)
198         ],
199         avoidClasses(clPlayer, 8));
200 RMS.SetProgress(20);
202 log("Creating shore jaggedness...");
203 createAreas(
204         new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1),
205         [
206                 new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
207                 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
208                 paintClass(clLand)
209         ],
210         [
211                 borderClasses(clLand, 6, 3),
212                 avoidClasses(clPlayer, 8)
213         ],
214         scaleByMapSize(2, 15) * 20,
215         150);
217 paintTerrainBasedOnHeight(1, 3, 0, tShore);
218 paintTerrainBasedOnHeight(-8, 1, 2, tWater);
219 RMS.SetProgress(25);
221 log("Creating bumps...");
222 createAreas(
223         new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1),
224         new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2),
225         [avoidClasses(clPlayer, 10), stayClasses(clLand, 3)],
226         scaleByMapSize(100, 200)
228 RMS.SetProgress(30);
230 log("Creating hills...");
231 createAreas(
232         new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1),
233         [
234                 new LayeredPainter([tCliff, tHill], [2]),
235                 new SmoothElevationPainter(ELEVATION_SET, 18, 2),
236                 paintClass(clHill)
237         ],
238         [avoidClasses(clPlayer, 10, clHill, 15), stayClasses(clLand, 7)],
239         scaleByMapSize(1, 4) * numPlayers
241 RMS.SetProgress(34);
243 log("Creating forests...");
244 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
245 var types = [
246         [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
247         [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
250 var size = forestTrees / (scaleByMapSize(2,8) * numPlayers) *
251         (currentBiome() == "savanna" ? 2 : 1);
253 var num = floor(size / types.length);
254 for (let type of types)
255         createAreas(
256                 new ClumpPlacer(forestTrees / num, 0.1, 0.1, 1),
257                 [
258                         new LayeredPainter(type, [2]),
259                         paintClass(clForest)
260                 ],
261                 [avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 7)],
262                 num);
263 RMS.SetProgress(38);
265 log("Creating dirt patches...");
266 for (let size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
267         createAreas(
268                 new ClumpPlacer(size, 0.3, 0.06, 0.5),
269                 [
270                         new LayeredPainter(
271                                 [[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]],
272                                 [1, 1]),
273                         paintClass(clDirt)
274                 ],
275                 [
276                         avoidClasses(
277                                 clForest, 0,
278                                 clHill, 0,
279                                 clDirt, 5,
280                                 clPlayer, 0),
281                         stayClasses(clLand, 7)
282                 ],
283                 scaleByMapSize(15, 45));
285 RMS.SetProgress(42);
287 log("Creating grass patches...");
288 for (let size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
289         createAreas(
290                 new ClumpPlacer(size, 0.3, 0.06, 0.5),
291                 new TerrainPainter(tTier4Terrain),
292                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 7)],
293                 scaleByMapSize(15, 45));
294 RMS.SetProgress(46);
296 log("Creating stone mines...");
297 var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
298 createObjectGroupsDeprecated(group, 0,
299         [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
300         scaleByMapSize(4,16), 100
302 RMS.SetProgress(50);
304 log("Creating small stone quarries...");
305 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
306 createObjectGroupsDeprecated(group, 0,
307         [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
308         scaleByMapSize(4,16), 100
310 RMS.SetProgress(54);
312 log("Creating metal mines...");
313 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
314 createObjectGroupsDeprecated(group, 0,
315         [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 7)],
316         scaleByMapSize(4,16), 100
318 RMS.SetProgress(58);
320 log("Creating small decorative rocks...");
321 group = new SimpleGroup(
322         [new SimpleObject(aRockMedium, 1,3, 0,1)],
323         true
325 createObjectGroupsDeprecated(
326         group, 0,
327         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)],
328         scaleByMapSize(16, 262), 50
330 RMS.SetProgress(62);
332 log("Creating large decorative rocks...");
333 group = new SimpleGroup(
334         [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
335         true
337 createObjectGroupsDeprecated(
338         group, 0,
339         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)],
340         scaleByMapSize(8, 131), 50
342 RMS.SetProgress(66);
344 log("Creating deer...");
345 group = new SimpleGroup(
346         [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
347         true, clFood
349 createObjectGroupsDeprecated(group, 0,
350         [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
351         3 * numPlayers, 50
353 RMS.SetProgress(70);
355 log("Creating sheep...");
356 group = new SimpleGroup(
357         [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
358         true, clFood
360 createObjectGroupsDeprecated(group, 0,
361         [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
362         3 * numPlayers, 50
364 RMS.SetProgress(74);
366 log("Creating fruit bush...");
367 group = new SimpleGroup(
368         [new SimpleObject(oFruitBush, 5,7, 0,4)],
369         true, clFood
371 createObjectGroupsDeprecated(group, 0,
372         [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
373         randIntInclusive(1, 4) * numPlayers + 2, 50
375 RMS.SetProgress(78);
377 log("Creating fish...");
378 createObjectGroupsDeprecated(
379         new SimpleGroup([new SimpleObject(oFish, 2,3, 0,2)], true, clFood),
380         0,
381         avoidClasses(clLand, 2, clPlayer, 2, clHill, 0, clFood, 20),
382         25 * numPlayers, 60
384 RMS.SetProgress(82);
386 createStragglerTrees(
387         [oTree1, oTree2, oTree4, oTree3],
388         [avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 9)],
389         clForest,
390         stragglerTrees);
392 RMS.SetProgress(86);
394 var planetm = currentBiome() == "tropic" ? 8 : 1;
396 log("Creating small grass tufts...");
397 group = new SimpleGroup(
398         [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
400 createObjectGroupsDeprecated(group, 0,
401         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
402         planetm * scaleByMapSize(13, 200)
404 RMS.SetProgress(90);
406 log("Creating large grass tufts...");
407 group = new SimpleGroup(
408         [new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
410 createObjectGroupsDeprecated(group, 0,
411         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)],
412         planetm * scaleByMapSize(13, 200)
414 RMS.SetProgress(94);
416 log("Creating bushes...");
417 group = new SimpleGroup(
418         [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
420 createObjectGroupsDeprecated(group, 0,
421         [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
422         planetm * scaleByMapSize(13, 200), 50
424 RMS.SetProgress(98);
426 setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
427 setSunRotation(randFloat(0, TWO_PI));
428 setSunElevation(randFloat(PI/ 5, PI / 3));
429 setWaterWaviness(2);
431 ExportMap();