Invincible women on survival of the fittest to prevent women fights and cheap tower...
[0ad.git] / binaries / data / mods / public / maps / random / corinthian_isthmus.js
blob5c7c05736525601ddf04334407d7db4e96b611b3
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 // gaia entities
22 const oBerryBush = "gaia/flora_bush_berry";
23 const oDeer = "gaia/fauna_deer";
24 const oFish = "gaia/fauna_fish";
25 const oSheep = "gaia/fauna_sheep";
26 const oGoat = "gaia/fauna_goat";
27 const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
28 const oStoneSmall = "gaia/geology_stone_mediterranean";
29 const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
30 const oDatePalm = "gaia/flora_tree_cretan_date_palm_short";
31 const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall";
32 const oCarob = "gaia/flora_tree_carob";
33 const oFanPalm = "gaia/flora_tree_medit_fan_palm";
34 const oPoplar = "gaia/flora_tree_poplar_lombardy";
35 const oCypress = "gaia/flora_tree_cypress";
37 // decorative props
38 const aBush1 = "actor|props/flora/bush_medit_sm.xml";
39 const aBush2 = "actor|props/flora/bush_medit_me.xml";
40 const aBush3 = "actor|props/flora/bush_medit_la.xml";
41 const aBush4 = "actor|props/flora/bush_medit_me.xml";
42 const aBushes = [aBush1, aBush2, aBush3, aBush4];
43 const aDecorativeRock = "actor|geology/stone_granite_med.xml";
45 // terrain + entity (for painting)
46 const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, 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 clForest = createTileClass();
60 var clWater = createTileClass();
61 var clDirt = createTileClass();
62 var clRock = createTileClass();
63 var clMetal = createTileClass();
64 var clFood = createTileClass();
65 var clBaseResource = createTileClass();
66 var clSettlement = createTileClass();
67 var clGrass = createTileClass();
68 var clHill = createTileClass();
70 // create the main river
71 log("Creating the main river");
72 var placer = new PathPlacer(fractionToTiles(0.5 + cos(3 * PI / 4)), fractionToTiles(0.5 + sin(3 * PI / 4)), fractionToTiles(0.5 + cos(- PI / 4)), fractionToTiles(0.5 + sin(- PI / 4)), scaleByMapSize(15,70), 0.2, 3*(scaleByMapSize(5,15)), 0.04, 0.01);
73 var terrainPainter = new LayeredPainter(
74         [tShore, tWater, tWater],               // terrains
75         [1, 3]                                                          // widths
77 var elevationPainter = new SmoothElevationPainter(
78         ELEVATION_SET,                  // type
79         -4,                             // elevation
80         4                               // blend radius
82 createArea(placer, [terrainPainter, elevationPainter], avoidClasses(clPlayer, 4));
84 placer = new ClumpPlacer(floor(PI*scaleByMapSize(15,70)*scaleByMapSize(15,70)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + cos(3 * PI / 4))+3, fractionToTiles(0.5 + sin(3 * PI / 4))-3);
85 var painter = new LayeredPainter([tWater, tWater], [1]);
86 var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4);
87 createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
89 placer = new ClumpPlacer(floor(PI*scaleByMapSize(15,70)*scaleByMapSize(15,70)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + cos(- PI / 4))-3, fractionToTiles(0.5 + sin(- PI / 4))+3);
90 var painter = new LayeredPainter([tWater, tWater], [1]);
91 var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4);
92 createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
94 for (var ix = 0; ix < mapSize; ix++)
96         for (var iz = 0; iz < mapSize; iz++)
97         {
98                 if ((ix + iz < scaleByMapSize(6,30) + mapSize)&&(ix + iz > - scaleByMapSize(6,30) + mapSize))
99                         if ((ix - iz < mapSize / 2)||(ix - iz > mapSize / 2))
100                                 setHeight(ix, iz, -4);
101         }
104 var placer = new PathPlacer(fractionToTiles(0.5 + cos(5 * PI / 4)), fractionToTiles(0.5 + sin(5 * PI / 4)), fractionToTiles(0.5 + cos( PI / 4)), fractionToTiles(0.5 + sin( PI / 4)), scaleByMapSize(10,30), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
105 var terrainPainter = new LayeredPainter(
106         [tShore, tGrass],               // terrains
107         [2]                                                             // widths
109 var elevationPainter = new SmoothElevationPainter(
110         ELEVATION_SET,                  // type
111         3,                              // elevation
112         4                               // blend radius
114 createArea(placer, [terrainPainter, elevationPainter], null);
116 paintTerrainBasedOnHeight(-6, 1, 1, tWater);
117 paintTerrainBasedOnHeight(1, 2, 1, tShore);
118 paintTerrainBasedOnHeight(2, 5, 1, tGrass);
120 paintTileClassBasedOnHeight(-6, 0.5, 1, clWater);
122 // randomize player order
123 var playerIDs = [];
124 for (var i = 0; i < numPlayers; i++)
126         playerIDs.push(i+1);
128 playerIDs = primeSortPlayers(sortPlayers(playerIDs));
130 // place players
132 var playerX = new Array(numPlayers);
133 var playerZ = new Array(numPlayers);
134 var playerAngle = new Array(numPlayers);
135 var playerPos = new Array(numPlayers);
136 var iop = 0;
137 for (var i = 0; i < numPlayers; i++)
139         iop = i - 1;
140         if (!(numPlayers%2)){
141                 playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
142         }
143         else
144         {
145                 if (iop%2)
146                 {
147                         playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
148                 }
149                 else
150                 {
151                         playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
152                 }
153         }
154         playerZ[i] = Math.sqrt(0.5)*(0.6*(i%2) - 0.8 + playerPos[i]) + 0.5;
155         playerX[i] = Math.sqrt(0.5)*(0.6*(i%2) + 0.2 - playerPos[i]) + 0.5;
158 for (var i = 0; i < numPlayers; i++)
160         var id = playerIDs[i];
161         log("Creating base for player " + id + "...");
163         // some constants
164         var radius = scaleByMapSize(15,25);
165         var cliffRadius = 2;
166         var elevation = 20;
168         // get the x and z in tiles
169         var fx = fractionToTiles(playerX[i]);
170         var fz = fractionToTiles(playerZ[i]);
171         var ix = floor(fx);
172         var iz = floor(fz);
173         addToClass(ix, iz, clPlayer);
175         // create the city patch
176         var cityRadius = radius/3;
177         var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
178         var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
179         createArea(placer, painter, null);
181         // create starting units
182         placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
184         placeDefaultChicken(fx, fz, clBaseResource);
186         // create berry bushes
187         var bbAngle = randFloat(0, TWO_PI);
188         var bbDist = 12;
189         var bbX = round(fx + bbDist * cos(bbAngle));
190         var bbZ = round(fz + bbDist * sin(bbAngle));
191         var group = new SimpleGroup(
192                 [new SimpleObject(oBerryBush, 5,5, 0,3)],
193                 true, clBaseResource, bbX, bbZ
194         );
195         createObjectGroup(group, 0);
197         // create metal mine
198         var mAngle = bbAngle;
199         while(abs(mAngle - bbAngle) < PI/3)
200         {
201                 mAngle = randFloat(0, TWO_PI);
202         }
203         var mDist = 12;
204         var mX = round(fx + mDist * cos(mAngle));
205         var mZ = round(fz + mDist * sin(mAngle));
206         group = new SimpleGroup(
207                 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
208                 true, clBaseResource, mX, mZ
209         );
210         createObjectGroup(group, 0);
212         // create stone mines
213         mAngle += randFloat(PI/8, PI/4);
214         mX = round(fx + mDist * cos(mAngle));
215         mZ = round(fz + mDist * sin(mAngle));
216         group = new SimpleGroup(
217                 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
218                 true, clBaseResource, mX, mZ
219         );
220         createObjectGroup(group, 0);
221         var hillSize = PI * radius * radius;
222         // create starting trees
223         var num = 2;
224         var tAngle = randFloat(-PI/3, 4*PI/3);
225         var tDist = randFloat(11, 13);
226         var tX = round(fx + tDist * cos(tAngle));
227         var tZ = round(fz + tDist * sin(tAngle));
228         group = new SimpleGroup(
229                 [new SimpleObject(oCarob, num, num, 0,5)],
230                 false, clBaseResource, tX, tZ
231         );
232         createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
234         // create grass tufts
235         var num = hillSize / 250;
236         for (var j = 0; j < num; j++)
237         {
238                 var gAngle = randFloat(0, TWO_PI);
239                 var gDist = radius - (5 + randInt(7));
240                 var gX = round(fx + gDist * cos(gAngle));
241                 var gZ = round(fz + gDist * sin(gAngle));
242                 group = new SimpleGroup(
243                         [new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)],
244                         false, clBaseResource, gX, gZ
245                 );
246                 createObjectGroup(group, 0);
247         }
250 RMS.SetProgress(40);
252 // create bumps
253 createBumps(avoidClasses(clWater, 2, clPlayer, 20));
255 // create forests
256 createForests(
257  [tForestFloor, tForestFloor, tForestFloor, pForest, pForest],
258  avoidClasses(clPlayer, 20, clForest, 17, clWater, 2, clBaseResource, 3),
259  clForest
262 RMS.SetProgress(50);
264 // create hills
265 if (randInt(1,2) == 1)
266         createHills([tGrass, tCliff, tHill], avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
267 else
268         createMountains(tCliff, avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
270 // create grass patches
271 log("Creating grass patches...");
272 createLayeredPatches(
273  [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
274  [[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]],
275  [1,1],
276  avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1)
279 RMS.SetProgress(55);
281 // create dirt patches
282 log("Creating dirt patches...");
283 createLayeredPatches(
284  [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
285  [tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]],
286  [1,1,1],
287  avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1)
290 RMS.SetProgress(60);
292 log("Creating stone mines...");
293 // create stone quarries
294 createMines(
296   [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
297   [new SimpleObject(oStoneSmall, 2,5, 1,3)]
298  ],
299  avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clWater, 1, clHill, 1)
302 log("Creating metal mines...");
303 // create large metal quarries
304 createMines(
306   [new SimpleObject(oMetalLarge, 1,1, 0,4)]
307  ],
308  avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
309  clMetal
312 RMS.SetProgress(65);
314 // create decoration
315 createDecoration
317  [[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
318   [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)]
319  ],
321   scaleByMapSize(16, 262),
322   scaleByMapSize(40, 360)
323  ],
324  avoidClasses(clWater, 2, clForest, 0, clPlayer, 0, clHill, 1)
327 RMS.SetProgress(70);
329 // create fish
330 createFood
333   [new SimpleObject(oFish, 2,3, 0,2)]
334  ],
336   3*scaleByMapSize(5,20)
337  ],
338  [avoidClasses(clFood, 10), stayClasses(clWater, 5)]
341 // create animals
342 createFood
345   [new SimpleObject(oSheep, 5,7, 0,4)],
346   [new SimpleObject(oGoat, 2,4, 0,3)],
347   [new SimpleObject(oDeer, 2,4, 0,2)]
348  ],
350   scaleByMapSize(5,20),
351   scaleByMapSize(5,20),
352   scaleByMapSize(5,20)
353  ],
354  avoidClasses(clForest, 0, clPlayer, 8, clWater, 1, clFood, 10, clHill, 1)
357 // create fruits
358 createFood
361   [new SimpleObject(oBerryBush, 5,7, 0,4)]
362  ],
364   3 * numPlayers
365  ],
366  avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
369 RMS.SetProgress(90);
371 // create straggler trees
372 log("Creating straggler trees...");
373 var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress];       // some variation
374 createStragglerTrees(types, avoidClasses(clForest, 0, clWater, 2, clPlayer, 8, clMetal, 1, clHill, 1));
376 // Set environment
377 setSkySet("sunny");
378 setSunColor(0.917, 0.828, 0.734);
379 setWaterColor(0, 0.501961, 1);
380 setWaterTint(0.501961, 1, 1);
381 setWaterWaviness(2.5);
382 setWaterType("ocean");
383 setWaterMurkiness(0.49);
385 setFogFactor(0.3);
386 setFogThickness(0.25);
388 setPPEffect("hdr");
389 setPPContrast(0.62);
390 setPPSaturation(0.51);
391 setPPBloom(0.12);
393 // Export map data
394 ExportMap();