Invincible women on survival of the fittest to prevent women fights and cheap tower...
[0ad.git] / binaries / data / mods / public / maps / random / gulf_of_bothnia.js
blobfa7aeba89cb1d7267e10727201b4cab4d8d68a82
1 RMS.LoadLibrary("rmgen");
3 TILE_CENTERED_HEIGHT_MAP = true;
4 var random_terrain = randInt(1,3);
5 if (random_terrain == 1)
7         setFogThickness(0.26);
8         setFogFactor(0.4);
10         setPPEffect("hdr");
11         setPPSaturation(0.48);
12         setPPContrast(0.53);
13         setPPBloom(0.12);
15         var tPrimary = ["alpine_dirt_grass_50"];
16         var tForestFloor = "alpine_forrestfloor";
17         var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
18         var tSecondary = "alpine_grass_rocky";
19         var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
20         var tSnowLimited = ["alpine_snow_rocky"];
21         var tDirt = "alpine_dirt";
22         var tRoad = "new_alpine_citytile";
23         var tRoadWild = "new_alpine_citytile";
24         var tShore = "alpine_shore_rocks_grass_50";
25         var tWater = "alpine_shore_rocks";
27         // gaia entities
28         var oPine = "gaia/flora_tree_pine";
29         var oBerryBush = "gaia/flora_bush_berry";
30         var oDeer = "gaia/fauna_deer";
31         var oFish = "gaia/fauna_fish";
32         var oRabbit = "gaia/fauna_rabbit";
33         var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
34         var oStoneSmall = "gaia/geology_stone_alpine_a";
35         var oMetalLarge = "gaia/geology_metal_alpine_slabs";
37         // decorative props
38         var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
39         var aGrassShort = "actor|props/flora/grass_soft_large.xml";
40         var aRockLarge = "actor|geology/stone_granite_med.xml";
41         var aRockMedium = "actor|geology/stone_granite_med.xml";
42         var aBushMedium = "actor|props/flora/bush_medit_me.xml";
43         var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
45 else if (random_terrain == 2)
47         setFogFactor(0.35);
48         setFogThickness(0.19);
49         setPPSaturation(0.37);
50         setPPEffect("hdr");
52         var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
53         var tForestFloor = "alpine_forrestfloor_snow";
54         var tCliff = ["alpine_cliff_snow"];
55         var tSecondary = "alpine_grass_snow_50";
56         var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
57         var tSnowLimited = ["alpine_snow_a", "alpine_snow_b"];
58         var tDirt = "alpine_dirt";
59         var tRoad = "new_alpine_citytile";
60         var tRoadWild = "new_alpine_citytile";
61         var tShore = "alpine_shore_rocks_icy";
62         var tWater = "alpine_shore_rocks";
64         // gaia entities
65         var oPine = "gaia/flora_tree_pine_w";
66         var oBerryBush = "gaia/flora_bush_berry";
67         var oDeer = "gaia/fauna_deer";
68         var oFish = "gaia/fauna_fish";
69         var oRabbit = "gaia/fauna_rabbit";
70         var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
71         var oStoneSmall = "gaia/geology_stone_alpine_a";
72         var oMetalLarge = "gaia/geology_metal_alpine_slabs";
74         // decorative props
75         var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
76         var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
77         var aRockLarge = "actor|geology/stone_granite_med.xml";
78         var aRockMedium = "actor|geology/stone_granite_med.xml";
79         var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
80         var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
82 else
84         setFogFactor(0.41);
85         setFogThickness(0.23);
86         setPPSaturation(0.34);
87         setPPEffect("hdr");
89         var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
90         var tForestFloor = "alpine_snow_a";
91         var tCliff = ["alpine_cliff_snow"];
92         var tSecondary = "polar_ice_snow";
93         var tHalfSnow = ["polar_ice_cracked"];
94         var tSnowLimited = ["alpine_snow_a", "alpine_snow_b"];
95         var tDirt = "alpine_dirt";
96         var tRoad = "new_alpine_citytile";
97         var tRoadWild = "new_alpine_citytile";
98         var tShore = "polar_ice_snow";
99         var tWater = ["polar_ice_snow", "polar_ice"];
101         // gaia entities
102         var oPine = "gaia/flora_tree_pine_w";
103         var oBerryBush = "gaia/flora_bush_berry";
104         var oDeer = "gaia/fauna_deer";
105         var oFish = "gaia/fauna_fish";
106         var oRabbit = "gaia/fauna_rabbit";
107         var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
108         var oStoneSmall = "gaia/geology_stone_alpine_a";
109         var oMetalLarge = "gaia/geology_metal_alpine_slabs";
111         // decorative props
112         var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
113         var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
114         var aRockLarge = "actor|geology/stone_granite_med.xml";
115         var aRockMedium = "actor|geology/stone_granite_med.xml";
116         var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
117         var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
120 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
122 log("Initializing map...");
124 InitMap();
126 const numPlayers = getNumPlayers();
127 const mapSize = getMapSize();
128 const mapArea = mapSize*mapSize;
130 // create tile classes
132 var clPlayer = createTileClass();
133 var clHill = createTileClass();
134 var clForest = createTileClass();
135 var clWater = createTileClass();
136 var clDirt = createTileClass();
137 var clRock = createTileClass();
138 var clMetal = createTileClass();
139 var clFood = createTileClass();
140 var clBaseResource = createTileClass();
141 var clSettlement = createTileClass();
143 for (var ix = 0; ix < mapSize; ix++)
145         for (var iz = 0; iz < mapSize; iz++)
146         {
147                 var x = ix / (mapSize + 1.0);
148                 var z = iz / (mapSize + 1.0);
149                         placeTerrain(ix, iz, tPrimary);
150         }
153 // randomize player order
154 var playerIDs = [];
155 for (var i = 0; i < numPlayers; i++)
157         playerIDs.push(i+1);
159 playerIDs = sortPlayers(playerIDs);
161 // place players
163 var playerX = new Array(numPlayers);
164 var playerZ = new Array(numPlayers);
165 var playerAngle = new Array(numPlayers);
167 var startAngle = -PI/6;
168 for (var i = 0; i < numPlayers; i++)
170         if (numPlayers == 1)
171                 playerAngle[i] = startAngle + TWO_PI/3;
172         else
173                 playerAngle[i] = startAngle + i*TWO_PI/(numPlayers-1)*2/3;
174         playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
175         playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
178 for (var i = 0; i < numPlayers; i++)
180         var id = playerIDs[i];
181         log("Creating base for player " + id + "...");
183         // some constants
184         var radius = scaleByMapSize(15,25);
185         var cliffRadius = 2;
186         var elevation = 20;
188         // get the x and z in tiles
189         var fx = fractionToTiles(playerX[i]);
190         var fz = fractionToTiles(playerZ[i]);
191         ix = round(fx);
192         iz = round(fz);
193         addToClass(ix, iz, clPlayer);
194         addToClass(ix+5, iz, clPlayer);
195         addToClass(ix, iz+5, clPlayer);
196         addToClass(ix-5, iz, clPlayer);
197         addToClass(ix, iz-5, clPlayer);
199         // create the city patch
200         var cityRadius = radius/3;
201         var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
202         var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
203         createArea(placer, painter, null);
205         // create starting units
206         placeCivDefaultEntities(fx, fz, id);
208         placeDefaultChicken(fx, fz, clBaseResource);
210         // create berry bushes
211         var bbAngle = randFloat(0, TWO_PI);
212         var bbDist = 12;
213         var bbX = round(fx + bbDist * cos(bbAngle));
214         var bbZ = round(fz + bbDist * sin(bbAngle));
215         var group = new SimpleGroup(
216                 [new SimpleObject(oBerryBush, 5,5, 0,3)],
217                 true, clBaseResource, bbX, bbZ
218         );
219         createObjectGroup(group, 0);
221         // create metal mine
222         var mAngle = bbAngle;
223         while(abs(mAngle - bbAngle) < PI/3)
224         {
225                 mAngle = randFloat(0, TWO_PI);
226         }
227         var mDist = 12;
228         var mX = round(fx + mDist * cos(mAngle));
229         var mZ = round(fz + mDist * sin(mAngle));
230         group = new SimpleGroup(
231                 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
232                 true, clBaseResource, mX, mZ
233         );
234         createObjectGroup(group, 0);
236         // create stone mines
237         mAngle += randFloat(PI/8, PI/4);
238         mX = round(fx + mDist * cos(mAngle));
239         mZ = round(fz + mDist * sin(mAngle));
240         group = new SimpleGroup(
241                 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
242                 true, clBaseResource, mX, mZ
243         );
244         createObjectGroup(group, 0);
245         var hillSize = PI * radius * radius;
246         // create starting trees
247         var num = 2;
248         var tAngle = randFloat(-PI/3, 4*PI/3);
249         var tDist = randFloat(11, 13);
250         var tX = round(fx + tDist * cos(tAngle));
251         var tZ = round(fz + tDist * sin(tAngle));
252         group = new SimpleGroup(
253                 [new SimpleObject(oPine, num, num, 0,5)],
254                 false, clBaseResource, tX, tZ
255         );
256         createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
258         // create grass tufts
259         var num = hillSize / 250;
260         for (var j = 0; j < num; j++)
261         {
262                 var gAngle = randFloat(0, TWO_PI);
263                 var gDist = radius - (5 + randInt(7));
264                 var gX = round(fx + gDist * cos(gAngle));
265                 var gZ = round(fz + gDist * sin(gAngle));
266                 group = new SimpleGroup(
267                         [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
268                         false, clBaseResource, gX, gZ
269                 );
270                 createObjectGroup(group, 0);
271         }
274 RMS.SetProgress(20);
276 //create the gulf
278 if (random_terrain == 3)
280         var seaHeight = 0;
282 else
284         var seaHeight = -3;
287 //create the upper part
289 var fx = fractionToTiles(0.5);
290 var fz = fractionToTiles(0.5);
291 ix = round(fx);
292 iz = round(fz);
294 var lSize = 1;
296 var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]);
297 var terrainPainter = new LayeredPainter(
298         [tPrimary, tPrimary, tPrimary, tPrimary],               // terrains
299         [1, 4, 2]               // widths
302 var elevationPainter = new SmoothElevationPainter(
303         ELEVATION_SET,                  // type
304         seaHeight,                              // elevation
305         4                               // blend radius
307 createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
309 //the middle part
311 var fx = fractionToTiles(0.5);
312 var fz = fractionToTiles(0.3);
313 ix = round(fx);
314 iz = round(fz);
316 var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
318 var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 120)), 1, ix, iz, 0, [floor(mapSize * 0.18 * lSize)]);
319 var terrainPainter = new LayeredPainter(
320         [tPrimary, tPrimary, tPrimary, tPrimary],               // terrains
321         [1, 4, 2]               // widths
323 var elevationPainter = new SmoothElevationPainter(
324         ELEVATION_SET,                  // type
325         seaHeight,                              // elevation
326         4                               // blend radius
328 createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
330 //the lower part
332 var fx = fractionToTiles(0.5);
333 var fz = 0;
334 ix = round(fx);
335 iz = round(fz)+1;
337 var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
339 var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 100)), 1, ix, iz, 0, [floor(mapSize * 0.19 * lSize)]);
340 var terrainPainter = new LayeredPainter(
341         [tPrimary, tPrimary, tPrimary, tPrimary],               // terrains
342         [1, 4, 2]               // widths
344 var elevationPainter = new SmoothElevationPainter(
345         ELEVATION_SET,                  // type
346         seaHeight,                              // elevation
347         4                               // blend radius
349 createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
351 if (random_terrain == 3)
353         paintTerrainBasedOnHeight(2, 3, 0, tShore);
354         paintTerrainBasedOnHeight(-1, 2, 2, tWater);
356 else
358         paintTerrainBasedOnHeight(1, 3, 0, tShore);
359         paintTerrainBasedOnHeight(-8, 1, 2, tWater);
362 // create bumps
363 createBumps(avoidClasses(clWater, 2, clPlayer, 10));
365 // create hills
366 if (randInt(1,2) == 1)
367         createHills([tPrimary, tCliff, tPrimary], avoidClasses(clPlayer, 20, clHill, 15, clWater, 0), clHill, scaleByMapSize(1, 4) * numPlayers);
368 else
369         createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 0), clHill, scaleByMapSize(1, 4) * numPlayers);
371 // create forests
372 createForests(
373  [tPrimary, tForestFloor, tForestFloor, pForest, pForest],
374  avoidClasses(clPlayer, 20, clForest, 16, clHill, 0, clWater, 2),
375  clForest,
376  1.0,
377  random_terrain
380 RMS.SetProgress(60);
382 // create dirt patches
383 log("Creating dirt patches...");
384 createLayeredPatches(
385  [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
386  [[tPrimary,tSecondary],[tSecondary,tHalfSnow], [tHalfSnow,tSnowLimited]],
387  [1,1],
388  avoidClasses(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
391 // create grass patches
392 log("Creating grass patches...");
393 createPatches(
394  [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
395  tHalfSnow,
396  avoidClasses(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
399 RMS.SetProgress(65);
401 log("Creating stone mines...");
402 // create stone quarries
403 createMines(
405   [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
406   [new SimpleObject(oStoneSmall, 2,5, 1,3)]
407  ],
408  avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
411 log("Creating metal mines...");
412 // create large metal quarries
413 createMines(
415   [new SimpleObject(oMetalLarge, 1,1, 0,4)]
416  ],
417  avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
418  clMetal
421 RMS.SetProgress(70);
423 // create decoration
424 var multiplier = 0;
425 if (random_terrain !== 3) multiplier = 1;
427 createDecoration
429  [[new SimpleObject(aRockMedium, 1,3, 0,1)],
430   [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
431   [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
432   [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)],
433   [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
434  ],
436   scaleByMapSize(16, 262),
437   scaleByMapSize(8, 131),
438   multiplier * scaleByMapSize(13, 200),
439   multiplier * scaleByMapSize(13, 200),
440   multiplier * scaleByMapSize(13, 200)
441  ],
442  avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
446 RMS.SetProgress(75);
448 // create animals
449 createFood
452   [new SimpleObject(oDeer, 5,7, 0,4)],
453   [new SimpleObject(oRabbit, 2,3, 0,2)]
454  ],
456   3 * numPlayers,
457   3 * numPlayers
458  ],
459  avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
462 // create fruits
463 createFood
466   [new SimpleObject(oBerryBush, 5,7, 0,4)]
467  ],
469   randInt(1, 4) * numPlayers + 2
470  ],
471  avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
474 if (random_terrain !== 3)
476         // create fish
477         createFood
478         (
479          [
480           [new SimpleObject(oFish, 2,3, 0,2)]
481          ],
482          [
483           25 * numPlayers
484          ],
485          [avoidClasses(clFood, 20), stayClasses(clWater, 6)]
486         );
489 RMS.SetProgress(85);
491 // create straggler trees
492 log("Creating straggler trees...");
493 var types = [oPine];
494 createStragglerTrees(types, avoidClasses(clWater, 3, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
496 setSkySet("stormy");
497 setSunRotation(randFloat(0, TWO_PI));
498 setSunElevation(randFloat(PI/ 6, PI / 4));
500 setWaterColor(0.035,0.098,0.314);
501 setWaterTint(0.28, 0.3, 0.59);
502 setWaterWaviness(5.0);
503 setWaterType("lake");
504 setWaterMurkiness(0.88);
506 // Export map data
508 ExportMap();