Always use the StaticConstraint for createPassage nomad player placement to improve...
[0ad.git] / binaries / data / mods / public / maps / random / snowflake_searocks.js
blob08b18b4c74eef3a8d71c57c563db991bafb603dc
1 Engine.LoadLibrary("rmgen");
2 Engine.LoadLibrary("rmgen-common");
3 Engine.LoadLibrary("rmbiome");
5 setSelectedBiome();
7 const tMainTerrain = g_Terrains.mainTerrain;
8 const tForestFloor1 = g_Terrains.forestFloor1;
9 const tForestFloor2 = g_Terrains.forestFloor2;
10 const tCliff = g_Terrains.cliff;
11 const tTier1Terrain = g_Terrains.tier1Terrain;
12 const tTier2Terrain = g_Terrains.tier2Terrain;
13 const tTier3Terrain = g_Terrains.tier3Terrain;
14 const tHill = g_Terrains.mainTerrain;
15 const tRoad = g_Terrains.road;
16 const tRoadWild = g_Terrains.roadWild;
17 const tTier4Terrain = g_Terrains.tier4Terrain;
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 oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
28 const oStoneLarge = g_Gaia.stoneLarge;
29 const oStoneSmall = g_Gaia.stoneSmall;
30 const oMetalLarge = g_Gaia.metalLarge;
32 const aGrass = g_Decoratives.grass;
33 const aGrassShort = g_Decoratives.grassShort;
34 const aRockLarge = g_Decoratives.rockLarge;
35 const aRockMedium = g_Decoratives.rockMedium;
36 const aBushMedium = g_Decoratives.bushMedium;
37 const aBushSmall = g_Decoratives.bushSmall;
39 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
40 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
42 const heightIsland = 20;
43 const heightSeaGround = -5;
45 var g_Map = new RandomMap(heightSeaGround, tWater);
47 const numPlayers = getNumPlayers();
48 const mapSize = g_Map.getSize();
49 const mapCenter = g_Map.getCenter();
51 var clPlayer = g_Map.createTileClass();
52 var clForest = g_Map.createTileClass();
53 var clDirt = g_Map.createTileClass();
54 var clRock = g_Map.createTileClass();
55 var clMetal = g_Map.createTileClass();
56 var clFood = g_Map.createTileClass();
57 var clBaseResource = g_Map.createTileClass();
58 var clLand = g_Map.createTileClass();
60 const playerIslandRadius = scaleByMapSize(15, 30);
62 const islandBetweenPlayerAndCenterDist = 0.16;
63 const islandBetweenPlayerAndCenterRadius = 0.81;
64 const centralIslandRadius = 0.36;
66 var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
68 var numIslands = 0;
69 var isConnected = [];
70 var islandPos = [];
72 function initIsConnected()
74         for (let m = 0; m < numIslands; ++m)
75         {
76                 isConnected[m] = [];
77                 for (let n = 0; n < numIslands; ++n)
78                         isConnected[m][n] = 0;
79         }
82 function createIsland(islandID, size, tileClass)
84         createArea(
85                 new ClumpPlacer(size * diskArea(playerIslandRadius), 0.95, 0.6, Infinity, islandPos[islandID]),
86                 [
87                         new LayeredPainter([tCliff, tHill], [2]),
88                         new SmoothElevationPainter(ELEVATION_SET, heightIsland, 2),
89                         new TileClassPainter(tileClass)
90                 ]);
93 function createIslandAtRadialLocation(playerID, islandID, playerIDOffset, distFromCenter, islandRadius)
95         let angle = startAngle + (playerID * 2 + playerIDOffset) * Math.PI / numPlayers;
96         islandPos[islandID] = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(distFromCenter), 0).rotate(-angle)).round();
97         createIsland(islandID, islandRadius, clLand);
100 function createSnowflakeSearockWithCenter(sizeID)
102         let [tertiaryIslandDist, tertiaryIslandRadius, islandBetweenPlayersDist, islandBetweenPlayersRadius] = islandSizes[sizeID];
104         let islandID_center = 4 * numPlayers;
105         numIslands = islandID_center + 1;
106         initIsConnected();
108         g_Map.log("Creating central island");
109         islandPos[islandID_center] = mapCenter;
110         createIsland(islandID_center, centralIslandRadius, clLand);
112         for (let playerID = 0; playerID < numPlayers; ++playerID)
113         {
114                 let playerID_neighbor = playerID + 1 < numPlayers ? playerID + 1 : 0;
116                 let islandID_player = playerID;
117                 let islandID_playerNeighbor = playerID_neighbor;
118                 let islandID_betweenPlayers = playerID + numPlayers;
119                 let islandID_betweenPlayerAndCenter = playerID + 2 * numPlayers;
120                 let islandID_betweenPlayerAndCenterNeighbor = playerID_neighbor + 2 * numPlayers;
121                 let islandID_tertiary = playerID + 3 * numPlayers;
123                 g_Map.log("Creating island between the player and their neighbor");
124                 isConnected[islandID_betweenPlayers][islandID_player] = 1;
125                 isConnected[islandID_betweenPlayers][islandID_playerNeighbor] = 1;
126                 createIslandAtRadialLocation(playerID, islandID_betweenPlayers, 1, islandBetweenPlayersDist, islandBetweenPlayersRadius);
128                 g_Map.log("Creating an island between the player and the center");
129                 isConnected[islandID_betweenPlayerAndCenter][islandID_player] = 1;
130                 isConnected[islandID_betweenPlayerAndCenter][islandID_center] = 1;
131                 isConnected[islandID_betweenPlayerAndCenter][islandID_betweenPlayerAndCenterNeighbor] = 1;
132                 createIslandAtRadialLocation(playerID, islandID_betweenPlayerAndCenter, 0, islandBetweenPlayerAndCenterDist, islandBetweenPlayerAndCenterRadius);
134                 g_Map.log("Creating tertiary island, at the map border");
135                 isConnected[islandID_tertiary][islandID_betweenPlayers] = 1;
136                 createIslandAtRadialLocation(playerID, islandID_tertiary, 1, tertiaryIslandDist, tertiaryIslandRadius);
137         }
141  * Creates one island in front of every player and connects it with the neighbors.
142  */
143 function createSnowflakeSearockWithoutCenter()
145         numIslands = 2 * numPlayers;
146         initIsConnected();
148         for (let playerID = 0; playerID < numPlayers; ++playerID)
149         {
150                 let playerID_neighbor = playerID + 1 < numPlayers ? playerID + 1 : 0;
152                 let islandID_player = playerID;
153                 let islandID_playerNeighbor = playerID_neighbor;
154                 let islandID_inFrontOfPlayer = playerID + numPlayers;
155                 let islandID_inFrontOfPlayerNeighbor = playerID_neighbor + numPlayers;
157                 isConnected[islandID_player][islandID_playerNeighbor] = 1;
158                 isConnected[islandID_player][islandID_inFrontOfPlayer] = 1;
159                 isConnected[islandID_inFrontOfPlayer][islandID_inFrontOfPlayerNeighbor] = 1;
161                 createIslandAtRadialLocation(playerID, islandID_inFrontOfPlayer, 0, islandBetweenPlayerAndCenterDist, islandBetweenPlayerAndCenterRadius);
162         }
165 function createSnowflakeSearockTiny()
167         numIslands = numPlayers + 1;
168         initIsConnected();
170         let islandID_center = numPlayers;
172         g_Map.log("Creating central island");
173         islandPos[islandID_center] = mapCenter;
174         createIsland(numPlayers, 1, clLand);
176         for (let playerID = 0; playerID < numPlayers; ++playerID)
177         {
178                 let islandID_player = playerID;
179                 isConnected[islandID_player][islandID_center] = 1;
180         }
183 const islandSizes = {
184         "medium":  [0.41, 0.49, 0.26, 1],
185         "large1":  [0.41, 0.49, 0.24, 1],
186         "large2":  [0.41, 0.36, 0.28, 0.81]
189 if (mapSize <= 128)
191         createSnowflakeSearockTiny();
193 else if (mapSize <= 192)
195         createSnowflakeSearockWithoutCenter();
197 else if (mapSize <= 256)
199         if (numPlayers < 6)
200                 createSnowflakeSearockWithCenter("medium");
201         else
202                 createSnowflakeSearockWithoutCenter();
204 else if (mapSize <= 320)
206         if (numPlayers < 8)
207                 createSnowflakeSearockWithCenter("medium");
208         else
209                 createSnowflakeSearockWithoutCenter();
211 else
212         createSnowflakeSearockWithCenter(numPlayers < 6 ? "large1" : "large2");
214 g_Map.log("Creating player islands");
215 for (let i = 0; i < numPlayers; ++i)
217         islandPos[i] = playerPosition[i];
218         createIsland(i, 1, isNomad() ? clLand : clPlayer);
221 placePlayerBases({
222         "PlayerPlacement": [playerIDs, playerPosition],
223         // PlayerTileClass already marked above
224         "BaseResourceClass": clBaseResource,
225         "baseResourceConstraint": stayClasses(clPlayer, 4),
226         "Walls": "towers",
227         "CityPatch": {
228                 "outerTerrain": tRoadWild,
229                 "innerTerrain": tRoad
230         },
231         "Chicken": {
232         },
233         "Berries": {
234                 "template": oFruitBush,
235                 "distance": playerIslandRadius - 4
236         },
237         "Mines": {
238                 "types": [
239                         { "template": oMetalLarge },
240                         { "template": oStoneLarge }
241                 ],
242                 "distance": playerIslandRadius - 4
243         },
244         "Trees": {
245                 "template": oTree1,
246                 "count": scaleByMapSize(10, 50),
247                 "minDist": 11,
248                 "maxDist": 11
249         },
250         "Decoratives": {
251                 "template": aGrassShort
252         }
254 Engine.SetProgress(30);
256 g_Map.log("Creating connectors");
257 for (let i = 0; i < numIslands; ++i)
258         for (let j = 0; j < numIslands; ++j)
259                 if (isConnected[i][j])
260                         createPassage({
261                                 "start": islandPos[i],
262                                 "end": islandPos[j],
263                                 "startWidth": 11,
264                                 "endWidth": 11,
265                                 "smoothWidth": 3,
266                                 "constraints": new HeightConstraint(-Infinity, heightIsland - 1),
267                                 "tileClass": clLand,
268                                 "terrain": tHill,
269                                 "edgeTerrain": tCliff
270                         });
272 g_Map.log("Creating forests");
273 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
274 var types = [
275         [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
276         [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
279 var size = forestTrees / (scaleByMapSize(2, 8) * numPlayers) * (currentBiome() == "generic/savanna" ? 2 : 1);
280 var num = Math.floor(size / types.length);
281 for (let type of types)
282         createAreas(
283                 new ClumpPlacer(forestTrees / num, 0.1, 0.1, Infinity),
284                 [
285                         new LayeredPainter(type, [2]),
286                         new TileClassPainter(clForest)
287                 ],
288                 [avoidClasses(clPlayer, 6, clForest, 10), stayClasses(clLand, 4)],
289                 num);
290 Engine.SetProgress(55);
292 g_Map.log("Creating stone mines");
293 var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)], true, clRock);
294 createObjectGroupsDeprecated(group, 0,
295         [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10), stayClasses(clLand, 5)],
296         5*scaleByMapSize(4,16), 100
299 g_Map.log("Creating small stone quarries");
300 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
301 createObjectGroupsDeprecated(group, 0,
302         [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10), stayClasses(clLand, 5)],
303         5*scaleByMapSize(4,16), 100
306 g_Map.log("Creating metal mines");
307 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
308 createObjectGroupsDeprecated(group, 0,
309         [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5), stayClasses(clLand, 5)],
310         5*scaleByMapSize(4,16), 100
313 Engine.SetProgress(65);
314 g_Map.log("Creating dirt patches");
315 for (let size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
316         createAreas(
317                 new ClumpPlacer(size, 0.3, 0.06, 0.5),
318                 [
319                         new LayeredPainter([[tMainTerrain, tTier1Terrain],[tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]], [1, 1]),
320                         new TileClassPainter(clDirt)
321                 ],
322                 [avoidClasses(clForest, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
323                 scaleByMapSize(15, 45));
325 g_Map.log("Creating grass patches");
326 for (let size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
327         createAreas(
328                 new ClumpPlacer(size, 0.3, 0.06, 0.5),
329                 new TerrainPainter(tTier4Terrain),
330                 [avoidClasses(clForest, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
331                 scaleByMapSize(15, 45));
333 g_Map.log("Creating small decorative rocks");
334 group = new SimpleGroup(
335         [new SimpleObject(aRockMedium, 1,3, 0,1)],
336         true
338 createObjectGroupsDeprecated(
339         group, 0,
340         [avoidClasses(clForest, 0, clPlayer, 0), stayClasses(clLand, 4)],
341         scaleByMapSize(16, 262), 50
344 g_Map.log("Creating large decorative rocks");
345 group = new SimpleGroup(
346         [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
347         true
349 createObjectGroupsDeprecated(
350         group, 0,
351         [avoidClasses(clForest, 0, clPlayer, 0), stayClasses(clLand, 4)],
352         scaleByMapSize(8, 131), 50
355 Engine.SetProgress(70);
357 g_Map.log("Creating deer");
358 group = new SimpleGroup(
359         [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
360         true, clFood
362 createObjectGroupsDeprecated(group, 0,
363         [avoidClasses(clForest, 0, clPlayer, 10, clFood, 20), stayClasses(clLand, 4)],
364         3 * numPlayers, 50
367 Engine.SetProgress(75);
369 g_Map.log("Creating sheep");
370 group = new SimpleGroup(
371         [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
372         true, clFood
374 createObjectGroupsDeprecated(group, 0,
375         [avoidClasses(clForest, 0, clPlayer, 10, clFood, 20), stayClasses(clLand, 4)],
376         3 * numPlayers, 50
379 g_Map.log("Creating fruits");
380 group = new SimpleGroup(
381         [new SimpleObject(oFruitBush, 5,7, 0,4)],
382         true, clFood
384 createObjectGroupsDeprecated(group, 0,
385         [avoidClasses(clForest, 0, clPlayer, 10, clFood, 20), stayClasses(clLand, 4)],
386         3 * numPlayers, 50
388 Engine.SetProgress(85);
390 createStragglerTrees(
391         [oTree1, oTree2, oTree4, oTree3],
392         [avoidClasses(clForest, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 4)],
393         clForest,
394         stragglerTrees);
396 var planetm = 1;
397 if (currentBiome() == "generic/tropic")
398         planetm = 8;
400 g_Map.log("Creating small grass tufts");
401 group = new SimpleGroup(
402         [new SimpleObject(aGrassShort, 1,2, 0,1, -Math.PI / 8, Math.PI / 8)]
404 createObjectGroupsDeprecated(group, 0,
405         [avoidClasses(clPlayer, 2, clDirt, 0), stayClasses(clLand, 4)],
406         planetm * scaleByMapSize(13, 200)
409 Engine.SetProgress(90);
411 g_Map.log("Creating large grass tufts");
412 group = new SimpleGroup(
413         [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)]
415 createObjectGroupsDeprecated(group, 0,
416         [avoidClasses(clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 4)],
417         planetm * scaleByMapSize(13, 200)
419 Engine.SetProgress(95);
421 g_Map.log("Creating bushes");
422 group = new SimpleGroup(
423         [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
425 createObjectGroupsDeprecated(group, 0,
426         [avoidClasses(clPlayer, 1, clDirt, 1), stayClasses(clLand, 4)],
427         planetm * scaleByMapSize(13, 200), 50
430 placePlayersNomad(
431         clPlayer,
432         [
433                 stayClasses(clLand, 8),
434                 avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clFood, 2)
435         ]);
437 setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
438 setSunRotation(randomAngle());
439 setSunElevation(Math.PI * randFloat(1/5, 1/3));
441 g_Map.ExportMap();