Unify the other axis of the 8 remaining playerPlacementRiver calls following rP20151...
[0ad.git] / binaries / data / mods / public / maps / random / corinthian_isthmus.js
bloba21588ecba73129da55eab6aaee6ffd6c762df78
1 RMS.LoadLibrary("rmgen");
3 TILE_CENTERED_HEIGHT_MAP = true;
5 const tCity = "medit_city_pavement";
6 const tCityPlaza = "medit_city_pavement";
7 const tHill = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"];
8 const tMainDirt = "medit_dirt";
9 const tCliff = "medit_cliff_aegean";
10 const tForestFloor = "medit_grass_shrubs";
11 const tGrass = ["medit_grass_field", "medit_grass_field_a"];
12 const tGrassSand50 = "medit_grass_field_a";
13 const tGrassSand25 = "medit_grass_field_b";
14 const tDirt = "medit_dirt_b";
15 const tDirt2 = "medit_rocks_grass";
16 const tDirt3 = "medit_rocks_shrubs";
17 const tDirtCracks = "medit_dirt_c";
18 const tShore = "medit_sand";
19 const tWater = "medit_sand_wet";
21 const oBerryBush = "gaia/flora_bush_berry";
22 const oDeer = "gaia/fauna_deer";
23 const oFish = "gaia/fauna_fish";
24 const oSheep = "gaia/fauna_sheep";
25 const oGoat = "gaia/fauna_goat";
26 const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
27 const oStoneSmall = "gaia/geology_stone_mediterranean";
28 const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
29 const oDatePalm = "gaia/flora_tree_cretan_date_palm_short";
30 const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall";
31 const oCarob = "gaia/flora_tree_carob";
32 const oFanPalm = "gaia/flora_tree_medit_fan_palm";
33 const oPoplar = "gaia/flora_tree_poplar_lombardy";
34 const oCypress = "gaia/flora_tree_cypress";
36 const aBush1 = "actor|props/flora/bush_medit_sm.xml";
37 const aBush2 = "actor|props/flora/bush_medit_me.xml";
38 const aBush3 = "actor|props/flora/bush_medit_la.xml";
39 const aBush4 = "actor|props/flora/bush_medit_me.xml";
40 const aDecorativeRock = "actor|geology/stone_granite_med.xml";
42 const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
44 InitMap();
46 const numPlayers = getNumPlayers();
47 const mapSize = getMapSize();
48 const mapCenter = getMapCenter();
50 var clPlayer = createTileClass();
51 var clForest = createTileClass();
52 var clWater = createTileClass();
53 var clDirt = createTileClass();
54 var clRock = createTileClass();
55 var clMetal = createTileClass();
56 var clFood = createTileClass();
57 var clBaseResource = createTileClass();
58 var clGrass = createTileClass();
59 var clHill = createTileClass();
61 var landHeight = getMapBaseHeight();
62 var waterHeight = -4;
64 log("Creating the main river");
65 var riverAngle = randFloat(0, Math.PI);
66 var riverWidth = scaleByMapSize(15, 70);
67 var riverStart = new Vector2D(mapCenter.x, 0).rotateAround(riverAngle, mapCenter);
68 var riverEnd = new Vector2D(mapCenter.x, mapSize).rotateAround(riverAngle, mapCenter);
70 createArea(
71         new PathPlacer(riverStart.x, riverStart.y, riverEnd.x, riverEnd.y, riverWidth, 0.2, 15 * scaleByMapSize(1, 3), 0.04, 0.01),
72         new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
73         null);
75 log("Creating small puddles at the map border to ensure players being separated...");
76 for (let point of [riverStart, riverEnd])
77         createArea(
78                 new ClumpPlacer(Math.floor(diskArea(riverWidth / 2)), 0.95, 0.6, 10, point.x, point.y),
79                 new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
80                 null);
82 log("Creating passage connecting the two riversides...");
83 var passageStart = riverStart.rotateAround(Math.PI / 2, mapCenter);
84 var passageEnd = riverEnd.rotateAround(Math.PI / 2, mapCenter);
85 createArea(
86         new PathPlacer(
87                 passageStart.x,
88                 passageStart.y,
89                 passageEnd.x,
90                 passageEnd.y,
91                 scaleByMapSize(10, 30),
92                 0.5,
93                 3 * scaleByMapSize(1, 4),
94                 0.1,
95                 0.01),
96         new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
97         null);
99 paintTerrainBasedOnHeight(-6, 1, 1, tWater);
100 paintTerrainBasedOnHeight(1, 2, 1, tShore);
101 paintTerrainBasedOnHeight(2, 5, 1, tGrass);
103 paintTileClassBasedOnHeight(-6, 0.5, 1, clWater);
105 var [playerIDs, playerX, playerZ] = playerPlacementRiver(riverAngle + Math.PI / 2, 0.6);
107 for (var i = 0; i < numPlayers; i++)
109         var id = playerIDs[i];
110         log("Creating base for player " + id + "...");
112         var radius = scaleByMapSize(15,25);
113         var cliffRadius = 2;
114         var elevation = 20;
116         // get the x and z in tiles
117         var fx = fractionToTiles(playerX[i]);
118         var fz = fractionToTiles(playerZ[i]);
119         var ix = floor(fx);
120         var iz = floor(fz);
121         addToClass(ix, iz, clPlayer);
123         // create the city patch
124         var cityRadius = radius/3;
125         var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
126         var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
127         createArea(placer, painter, null);
129         placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
131         placeDefaultChicken(fx, fz, clBaseResource);
133         // create berry bushes
134         var bbAngle = randFloat(0, TWO_PI);
135         var bbDist = 12;
136         var bbX = round(fx + bbDist * cos(bbAngle));
137         var bbZ = round(fz + bbDist * sin(bbAngle));
138         var group = new SimpleGroup(
139                 [new SimpleObject(oBerryBush, 5,5, 0,3)],
140                 true, clBaseResource, bbX, bbZ
141         );
142         createObjectGroup(group, 0);
144         // create metal mine
145         var mAngle = bbAngle;
146         while(abs(mAngle - bbAngle) < PI/3)
147         {
148                 mAngle = randFloat(0, TWO_PI);
149         }
150         var mDist = 12;
151         var mX = round(fx + mDist * cos(mAngle));
152         var mZ = round(fz + mDist * sin(mAngle));
153         group = new SimpleGroup(
154                 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
155                 true, clBaseResource, mX, mZ
156         );
157         createObjectGroup(group, 0);
159         // create stone mines
160         mAngle += randFloat(PI/8, PI/4);
161         mX = round(fx + mDist * cos(mAngle));
162         mZ = round(fz + mDist * sin(mAngle));
163         group = new SimpleGroup(
164                 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
165                 true, clBaseResource, mX, mZ
166         );
167         createObjectGroup(group, 0);
169         // create starting trees
170         var num = 2;
171         var tAngle = randFloat(-PI/3, 4*PI/3);
172         var tDist = randFloat(11, 13);
173         var tX = round(fx + tDist * cos(tAngle));
174         var tZ = round(fz + tDist * sin(tAngle));
175         group = new SimpleGroup(
176                 [new SimpleObject(oCarob, num, num, 0,5)],
177                 false, clBaseResource, tX, tZ
178         );
179         createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
181         placeDefaultDecoratives(fx, fz, aBush1, clBaseResource, radius);
184 RMS.SetProgress(40);
186 createBumps(avoidClasses(clWater, 2, clPlayer, 20));
188 var [forestTrees, stragglerTrees] = getTreeCounts(500, 3000, 0.7);
189 createForests(
190  [tForestFloor, tForestFloor, tForestFloor, pForest, pForest],
191  avoidClasses(clPlayer, 20, clForest, 17, clWater, 2, clBaseResource, 3),
192  clForest,
193  forestTrees);
195 RMS.SetProgress(50);
197 if (randBool())
198         createHills([tGrass, tCliff, tHill], avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
199 else
200         createMountains(tCliff, avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
202 log("Creating grass patches...");
203 createLayeredPatches(
204  [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
205  [[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]],
206  [1,1],
207  avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1),
208  scaleByMapSize(15, 45),
209  clDirt);
211 RMS.SetProgress(55);
213 log("Creating dirt patches...");
214 createLayeredPatches(
215  [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
216  [tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]],
217  [1,1,1],
218  avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1),
219  scaleByMapSize(15, 45),
220  clDirt);
222 RMS.SetProgress(60);
224 log("Creating stone mines...");
225 createMines(
227   [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
228   [new SimpleObject(oStoneSmall, 2,5, 1,3)]
229  ],
230  avoidClasses(clForest, 4, clPlayer, 15, clRock, 10, clWater, 4, clHill, 4),
231  clRock);
233 log("Creating metal mines...");
234 createMines(
236   [new SimpleObject(oMetalLarge, 1,1, 0,4)]
237  ],
238  avoidClasses(clForest, 4, clPlayer, 15, clMetal, 10, clRock, 5, clWater, 4, clHill, 4),
239  clMetal
242 RMS.SetProgress(65);
244 createDecoration
246  [[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
247   [new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)]
248  ],
250   scaleByMapSize(16, 262),
251   scaleByMapSize(40, 360)
252  ],
253  avoidClasses(clWater, 2, clForest, 0, clPlayer, 5, clBaseResource, 6, clHill, 1, clRock, 6, clMetal, 6)
256 RMS.SetProgress(70);
258 createFood
261   [new SimpleObject(oFish, 2,3, 0,2)]
262  ],
264   3*scaleByMapSize(5,20)
265  ],
266  [avoidClasses(clFood, 10), stayClasses(clWater, 5)]
269 createFood
272   [new SimpleObject(oSheep, 5,7, 0,4)],
273   [new SimpleObject(oGoat, 2,4, 0,3)],
274   [new SimpleObject(oDeer, 2,4, 0,2)]
275  ],
277   scaleByMapSize(5,20),
278   scaleByMapSize(5,20),
279   scaleByMapSize(5,20)
280  ],
281  avoidClasses(clForest, 0, clPlayer, 10, clBaseResource, 6, clWater, 1, clFood, 10, clHill, 1, clRock, 6, clMetal, 6)
284 createFood
287   [new SimpleObject(oBerryBush, 5,7, 0,4)]
288  ],
290   3 * numPlayers
291  ],
292  avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRock, 6, clMetal, 6)
295 RMS.SetProgress(90);
297 createStragglerTrees(
298         [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress],
299         avoidClasses(clForest, 1, clWater, 2, clPlayer, 8, clBaseResource, 6, clMetal, 6, clRock, 6, clHill, 1),
300         clForest,
301         stragglerTrees);
303 setSkySet("sunny");
304 setSunColor(0.917, 0.828, 0.734);
305 setWaterColor(0, 0.501961, 1);
306 setWaterTint(0.501961, 1, 1);
307 setWaterWaviness(2.5);
308 setWaterType("ocean");
309 setWaterMurkiness(0.49);
311 setFogFactor(0.3);
312 setFogThickness(0.25);
314 setPPEffect("hdr");
315 setPPContrast(0.62);
316 setPPSaturation(0.51);
317 setPPBloom(0.12);
319 ExportMap();