Invincible women on survival of the fittest to prevent women fights and cheap tower...
[0ad.git] / binaries / data / mods / public / maps / random / atlas_mountains.js
blob400cb5af0a96ee5622c55e11cccee0119ae6caf8
1 RMS.LoadLibrary("rmgen");
3 // terrain textures
4 const tGrass = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
5 const tForestFloor = "medit_grass_field_dry";
6 const tCliff = "medit_cliff_italia";
7 const tHill = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
8 const tGrassDirt = "medit_rocks_grass";
9 const tDirt = "medit_dirt";
10 const tRoad = "medit_city_tile";
11 const tRoadWild = "medit_city_tile";
12 const tGrass2 = "medit_rocks_grass_shrubs";
13 const tGrassPatch = "medit_grass_wild";
14 const tShoreBlend = "medit_sand";
15 const tShore = "medit_sand";
16 const tWater = "medit_sand";
18 // gaia entities
19 const oCarob = "gaia/flora_tree_carob";
20 const oAleppoPine = "gaia/flora_tree_aleppo_pine";
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 oStoneLarge = "gaia/geology_stonemine_medit_quarry";
26 const oStoneSmall = "gaia/geology_stone_mediterranean";
27 const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
28 const oWood = "gaia/special_treasure_wood";
29 const oFood = "gaia/special_treasure_food_bin";
32 // decorative props
33 const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
34 const aGrassShort = "actor|props/flora/grass_soft_large.xml";
35 const aRockLarge = "actor|geology/stone_granite_large.xml";
36 const aRockMedium = "actor|geology/stone_granite_med.xml";
37 const aBushMedium = "actor|props/flora/bush_medit_me.xml";
38 const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
39 const aCarob = "actor|flora/trees/carob.xml";
40 const aAleppoPine = "actor|flora/trees/aleppo_pine.xml";
44 // terrain + entity (for painting)
45 const pForest1 = [tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor];
46 const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, tForestFloor];
48 log("Initializing map...");
50 InitMap();
52 const numPlayers = getNumPlayers();
53 const mapSize = getMapSize();
54 const mapArea = mapSize*mapSize;
56 // create tile classes
58 var clPlayer = createTileClass();
59 var clHill = createTileClass();
60 var clForest = createTileClass();
61 var clDirt = createTileClass();
62 var clRock = createTileClass();
63 var clMetal = createTileClass();
64 var clFood = createTileClass();
65 var clBaseResource = createTileClass();
66 var clTreasure = createTileClass();
67 var clGrass = createTileClass();
69 // randomize player order
70 var playerIDs = [];
71 for (var i = 0; i < numPlayers; i++)
73         playerIDs.push(i+1);
75 playerIDs = sortPlayers(playerIDs);
77 // place players
79 var playerX = new Array(numPlayers);
80 var playerZ = new Array(numPlayers);
81 var playerAngle = new Array(numPlayers);
83 var startAngle = randFloat(0, TWO_PI);
84 for (var i = 0; i < numPlayers; i++)
86         playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
87         playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
88         playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
91 for (var i = 0; i < numPlayers; i++)
93         var id = playerIDs[i];
94         log("Creating base for player " + id + "...");
96         // some constants
97         var radius = scaleByMapSize(15,25);
98         var cliffRadius = 2;
99         var elevation = 20;
101         // get the x and z in tiles
102         var fx = fractionToTiles(playerX[i]);
103         var fz = fractionToTiles(playerZ[i]);
104         var ix = round(fx);
105         var iz = round(fz);
106         addToClass(ix, iz, clPlayer);
107         addToClass(ix+5, iz, clPlayer);
108         addToClass(ix, iz+5, clPlayer);
109         addToClass(ix-5, iz, clPlayer);
110         addToClass(ix, iz-5, clPlayer);
112         // create the city patch
113         var cityRadius = radius/3;
114         var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
115         var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
116         createArea(placer, painter, null);
118         // create starting units
119         placeCivDefaultEntities(fx, fz, id);
121         placeDefaultChicken(fx, fz, clBaseResource);
123         // create berry bushes
124         var bbAngle = randFloat(0, TWO_PI);
125         var bbDist = 12;
126         var bbX = round(fx + bbDist * cos(bbAngle));
127         var bbZ = round(fz + bbDist * sin(bbAngle));
128         var group = new SimpleGroup(
129                 [new SimpleObject(oBerryBush, 5,5, 0,3)],
130                 true, clBaseResource, bbX, bbZ
131         );
132         createObjectGroup(group, 0);
134         // create metal mine
135         var mAngle = bbAngle;
136         while(abs(mAngle - bbAngle) < PI/3)
137         {
138                 mAngle = randFloat(0, TWO_PI);
139         }
140         var mDist = 12;
141         var mX = round(fx + mDist * cos(mAngle));
142         var mZ = round(fz + mDist * sin(mAngle));
143         group = new SimpleGroup(
144                 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
145                 true, clBaseResource, mX, mZ
146         );
147         createObjectGroup(group, 0);
149         // create stone mines
150         mAngle += randFloat(PI/8, PI/4);
151         mX = round(fx + mDist * cos(mAngle));
152         mZ = round(fz + mDist * sin(mAngle));
153         group = new SimpleGroup(
154                 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
155                 true, clBaseResource, mX, mZ
156         );
157         createObjectGroup(group, 0);
158         // create starting trees
159         var num = 4;
160         var tAngle = randFloat(-PI/3, 4*PI/3);
161         var tDist = randFloat(11, 13);
162         var tX = round(fx + tDist * cos(tAngle));
163         var tZ = round(fz + tDist * sin(tAngle));
164         group = new SimpleGroup(
165                 [new SimpleObject(oCarob, num, num, 0,5)],
166                 false, clBaseResource, tX, tZ
167         );
168         createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
169         var hillSize = PI * radius * radius;
170         // create grass tufts
171         var num = hillSize / 250;
172         for (var j = 0; j < num; j++)
173         {
174                 var gAngle = randFloat(0, TWO_PI);
175                 var gDist = radius - (5 + randInt(7));
176                 var gX = round(fx + gDist * cos(gAngle));
177                 var gZ = round(fz + gDist * sin(gAngle));
178                 group = new SimpleGroup(
179                         [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
180                         false, clBaseResource, gX, gZ
181                 );
182                 createObjectGroup(group, 0);
183         }
186 RMS.SetProgress(10);
188 // create bumps
189 createBumps(avoidClasses(clPlayer, 9));
191 createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 8), clHill, scaleByMapSize(20, 120));
193 RMS.SetProgress(25);
195 // create forests
196 createForests(
197  [tGrass, tForestFloor, tForestFloor, pForest1, pForest2],
198  avoidClasses(clPlayer, 20, clForest, 14, clHill, 1),
199  clForest,
200  0.6,
204 RMS.SetProgress(40);
206 // create dirt patches
207 log("Creating dirt patches...");
208 createLayeredPatches(
209  [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
210  [tGrassDirt,tDirt],
211  [2],
212  avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10)
215 // create grass patches
216 log("Creating grass patches...");
217 createLayeredPatches(
218  [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
219  [tGrass2,tGrassPatch],
220  [1],
221  avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10, clGrass, 15)
224 RMS.SetProgress(50);
226 log("Creating stone mines...");
227 // create stone quarries
228 createMines(
230   [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
231   [new SimpleObject(oStoneSmall, 2,5, 1,3)]
232  ],
233  avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2)
236 log("Creating metal mines...");
237 // create large metal quarries
238 createMines(
240   [new SimpleObject(oMetalLarge, 1,1, 0,4)]
241  ],
242  avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2),
243  clMetal
246 RMS.SetProgress(60);
248 // create decoration
249 createDecoration
251  [[new SimpleObject(aRockMedium, 1,3, 0,1)],
252   [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
253   [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
254   [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)],
255   [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
256  ],
258   scaleByMapSize(16, 262),
259   scaleByMapSize(8, 131),
260   scaleByMapSize(13, 200),
261   scaleByMapSize(13, 200),
262   scaleByMapSize(13, 200)
263  ],
264  avoidClasses(clForest, 0, clPlayer, 0, clHill, 0)
267 RMS.SetProgress(75);
269 // create animals
270 createFood
273   [new SimpleObject(oSheep, 5,7, 0,4)],
274   [new SimpleObject(oDeer, 2,3, 0,2)]
275  ],
277   3 * numPlayers,
278   3 * numPlayers
282 // create fruits
283 createFood
286   [new SimpleObject(oBerryBush, 5,7, 0,4)]
287  ],
289   randInt(3, 12) * numPlayers + 2
290  ],
291  avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
294 // create food treasures
295 log("Creating food treasures...");
296 group = new SimpleGroup(
297         [new SimpleObject(oFood, 2,3, 0,2)],
298         true, clTreasure
300 createObjectGroups(group, 0,
301         avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5),
302         3 * numPlayers, 50
305 // create wood treasures
306 log("Creating food treasures...");
307 group = new SimpleGroup(
308         [new SimpleObject(oWood, 2,3, 0,2)],
309         true, clTreasure
311 createObjectGroups(group, 0,
312         avoidClasses(clForest, 0, clPlayer, 18, clHill, 1),
313         3 * numPlayers, 50
316 RMS.SetProgress(80);
318 // create straggler trees
319 var types = [oCarob, oAleppoPine];      // some variation
320 createStragglerTrees(types, avoidClasses(clForest, 1, clHill, 1, clPlayer, 10, clMetal, 1, clRock, 1, clTreasure, 1));
322 // create hill trees
323 log("Creating hill trees...");
324 var types = [aCarob, aAleppoPine];      // some variation
325 var num = floor(0.2 * g_numStragglerTrees / types.length);
326 for (var i = 0; i < types.length; ++i)
328         group = new SimpleGroup(
329                 [new SimpleObject(types[i], 1,1, 0,3)],
330                 true, clForest
331         );
332         createObjectGroups(group, 0,
333                 stayClasses(clHill, 2),
334                 num
335         );
338 setFogFactor(0.2);
339 setFogThickness(0.14);
341 setPPEffect("hdr");
342 setPPContrast(0.45);
343 setPPSaturation(0.56);
344 setPPBloom(0.1);
346 // Export map data
347 ExportMap();