Invincible women on survival of the fittest to prevent women fights and cheap tower...
[0ad.git] / binaries / data / mods / public / maps / random / island_stronghold.js
blob30dc6a68ddd4051f2a3739dfa214308b6ceaf033
1 /**
2  * Returns starting position in tile coordinates for the given player.
3  */
4 function getPlayerTileCoordinates(playerIdx, teamIdx, fractionX, fractionZ)
6         let playerAngle = startAngle + (playerIdx+1) * TWO_PI / teams[teamIdx].length;
8         let fx = fractionToTiles(fractionX + 0.05 * cos(playerAngle));
9         let fz = fractionToTiles(fractionZ + 0.05 * sin(playerAngle));
11         return [playerAngle, fx, fz, round(fx), round(fz)];
14 RMS.LoadLibrary("rmgen");
15 RMS.LoadLibrary("heightmap");
17 const g_InitialMines = 1;
18 const g_InitialMineDistance = 14;
19 const g_InitialTrees = 50;
21 let random_terrain = randomizeBiome([g_BiomeSavanna]);
23 const tMainTerrain = rBiomeT1();
24 const tForestFloor1 = rBiomeT2();
25 const tForestFloor2 = rBiomeT3();
26 const tCliff = rBiomeT4();
27 const tTier1Terrain = rBiomeT5();
28 const tTier2Terrain = rBiomeT6();
29 const tTier3Terrain = rBiomeT7();
30 const tHill = rBiomeT8();
31 const tTier4Terrain = rBiomeT12();
32 const tShore = rBiomeT14();
33 const tWater = rBiomeT15();
35 // gaia entities
36 const oTree1 = rBiomeE1();
37 const oTree2 = rBiomeE2();
38 const oTree3 = rBiomeE3();
39 const oTree4 = rBiomeE4();
40 const oTree5 = rBiomeE5();
41 const oFruitBush = rBiomeE6();
42 const oMainHuntableAnimal = rBiomeE8();
43 const oFish = rBiomeE9();
44 const oSecondaryHuntableAnimal = rBiomeE10();
45 const oStoneLarge = rBiomeE11();
46 const oStoneSmall = rBiomeE12();
47 const oMetalLarge = rBiomeE13();
48 const oWhale = "gaia/fauna_whale_humpback";
49 const oShipwreck = "other/special_treasure_shipwreck";
50 const oShipDebris = "other/special_treasure_shipwreck_debris";
51 const oObelisk = "other/obelisk";
53 // decorative props
54 const aGrass = rBiomeA1();
55 const aGrassShort = rBiomeA2();
56 const aRockLarge = rBiomeA5();
57 const aRockMedium = rBiomeA6();
59 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
60 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
62 log("Initializing map...");
63 InitMap();
65 const numPlayers = getNumPlayers();
66 const mapSize = getMapSize();
68 // create tile classes
69 let clPlayer = createTileClass();
70 let clHill = createTileClass();
71 let clForest = createTileClass();
72 let clDirt = createTileClass();
73 let clRock = createTileClass();
74 let clMetal = createTileClass();
75 let clFood = createTileClass();
76 let clBaseResource = createTileClass();
77 let clLand = createTileClass();
79 for (let ix = 0; ix < mapSize; ++ix)
80         for (let iz = 0; iz < mapSize; ++iz)
81                 placeTerrain(ix, iz, tWater);
83 // some constants
84 let radius = scaleByMapSize(15, 25);
86 let fx = fractionToTiles(0.5);
87 let fz = fractionToTiles(0.5);
89 let startAngle = randFloat(0, TWO_PI);
91 // Group players by team
92 let teams = [];
93 for (let i = 0; i < numPlayers; ++i)
95         let team = getPlayerTeam(i);
96         if (team == -1)
97                 continue;
99         if (!teams[team])
100                 teams[team] = [];
102         teams[team].push(i+1);
105 // Players without a team get a custom index
106 for (let i = 0; i < numPlayers; ++i)
108         let team = getPlayerTeam(i);
109         if (team != -1)
110                 continue;
112         let unusedIndex = teams.findIndex(team => !team);
114         if (unusedIndex != -1)
115                 teams[unusedIndex] = [i+1];
116         else
117                 teams.push([i+1]);
120 // Get number of used team IDs
121 let numTeams = teams.filter(team => team).length;
123 RMS.SetProgress(10);
125 let shoreRadius = 6;
126 let elevation = 3;
127 let teamNo = 0;
129 for (let i = 0; i < teams.length; ++i)
131         if (!teams[i])
132                 continue;
134         ++teamNo;
135         let teamAngle = startAngle + teamNo*TWO_PI/numTeams;
136         let fractionX = 0.5 + 0.3 * cos(teamAngle);
137         let fractionZ = 0.5 + 0.3 * sin(teamAngle);
138         let teamX = fractionToTiles(fractionX);
139         let teamZ = fractionToTiles(fractionZ);
141         log("Creating island and starting entities for team " + i);
142         for (let p = 0; p < teams[i].length; ++p)
143         {
144                 let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ);
146                 // mark a small area around the player's starting coordinates with the clPlayer class
147                 addToClass(ix, iz, clPlayer);
148                 addToClass(ix+5, iz, clPlayer);
149                 addToClass(ix, iz+5, clPlayer);
150                 addToClass(ix-5, iz, clPlayer);
151                 addToClass(ix, iz-5, clPlayer);
153                 // create an island
154                 let placer = new ChainPlacer(2, floor(scaleByMapSize(5, 11)), floor(scaleByMapSize(60, 250)), 1, ix, iz, 0, [floor(mapSize * 0.01)]);
155                 let terrainPainter = new LayeredPainter(
156                         [tMainTerrain, tMainTerrain, tMainTerrain],       // terrains
157                         [1, shoreRadius]     // widths
158                 );
159                 let elevationPainter = new SmoothElevationPainter(
160                         ELEVATION_SET,          // type
161                         elevation,              // elevation
162                         shoreRadius               // blend radius
163                 );
164                 createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
166                 // create starting units
167                 placeCivDefaultEntities(fx, fz, teams[i][p], { "iberWall": false });
168         }
170         log("Create initial mines for team " + i);
171         for (let p = 0; p < teams[i].length; ++p)
172         {
173                 let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ);
174                 let mAngle = randFloat(playerAngle - PI / teams[i].length, playerAngle + PI / teams[i].length);
176                 // Metal
177                 let mX = round(fx + g_InitialMineDistance * cos(mAngle));
178                 let mZ = round(fz + g_InitialMineDistance * sin(mAngle));
179                 let group = new SimpleGroup(
180                         [new SimpleObject(oMetalLarge, g_InitialMines, g_InitialMines, 0, 4)],
181                         true, clBaseResource, mX, mZ
182                 );
183                 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 4), stayClasses(clLand, 2)]);
185                 // Stone
186                 let sX = round(fx + g_InitialMineDistance * cos(mAngle + PI/4));
187                 let sZ = round(fz + g_InitialMineDistance * sin(mAngle + PI/4));
188                 group = new SimpleGroup(
189                         [new SimpleObject(oStoneLarge, g_InitialMines, g_InitialMines, 0, 4)],
190                         true, clBaseResource, sX, sZ
191                 );
192                 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 4), stayClasses(clLand, 2)]);
193         }
195         log("Place initial trees and animals for team " + i);
196         for (let p = 0; p < teams[i].length; ++p)
197         {
198                 let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ);
200                 placeDefaultChicken(fx, fz, clBaseResource, [stayClasses(clLand, 5)]);
202                 // create initial berry bushes
203                 let bbAngle = randFloat(PI, PI*1.5);
204                 let bbDist = 10;
205                 let bbX = round(fx + bbDist * cos(bbAngle));
206                 let bbZ = round(fz + bbDist * sin(bbAngle));
207                 let group = new SimpleGroup(
208                         [new SimpleObject(oFruitBush, 5, 5, 0, 3)],
209                         true, clBaseResource, bbX, bbZ
210                 );
211                 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 4, clPlayer, 4), stayClasses(clLand, 5)]);
213                 // create initial trees
214                 let tries = 10;
215                 let tDist = 16;
216                 for (let x = 0; x < tries; ++x)
217                 {
218                         let tAngle = randFloat(playerAngle - TWO_PI/teams[i].length,
219                                                playerAngle + TWO_PI/teams[i].length);
221                         let tX = round(fx + tDist * cos(tAngle));
222                         let tZ = round(fz + tDist * sin(tAngle));
224                         group = new SimpleGroup(
225                                 [new SimpleObject(oTree2, g_InitialTrees, g_InitialTrees, 0, 7)],
226                                 true, clBaseResource, tX, tZ
227                         );
228                         if (createObjectGroup(group, 0, [avoidClasses(clBaseResource, 4, clPlayer, 4), stayClasses(clLand, 4)]))
229                                 break;
230                 }
232                 // create huntable animals
233                 group = new SimpleGroup(
234                         [new SimpleObject(oMainHuntableAnimal, 2 * numPlayers / numTeams, 2 * numPlayers / numTeams, 0, floor(mapSize * 0.2))],
235                         true, clBaseResource, teamX, teamZ
236                 );
237                 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]);
238                 group = new SimpleGroup(
239                         [new SimpleObject(oSecondaryHuntableAnimal, 4 * numPlayers / numTeams, 4 * numPlayers / numTeams, 0, floor(mapSize * 0.2))],
240                         true, clBaseResource, teamX, teamZ
241                 );
242                 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]);
243         }
246 RMS.SetProgress(40);
248 log("Creating expansion islands...");
249 let landAreas = [];
250 let playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12, 16)));
251 let landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12, 16)));
253 for (let x = 0; x < mapSize; ++x)
254         for (let z = 0; z < mapSize; ++z)
255                 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
256                         landAreas.push([x, z]);
258 log("Creating big islands...");
259 let chosenPoint;
260 let landAreaLen;
261 let numIslands = scaleByMapSize(4, 14);
262 for (let i = 0; i < numIslands; ++i)
264         landAreaLen = landAreas.length;
265         if (!landAreaLen)
266                 break;
268         chosenPoint = landAreas[randInt(landAreaLen)];
270         // create big islands
271         let placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(30, 70));
272         let terrainPainter = new LayeredPainter(
273                 [tMainTerrain, tMainTerrain],           // terrains
274                 [2]                                                             // widths
275         );
277         let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6);
278         let newIsland = createAreas(
279                 placer,
280                 [terrainPainter, elevationPainter, paintClass(clLand)],
281                 avoidClasses(clLand, 3, clPlayer, 3),
282                 1, 1
283         );
285         if (!newIsland || !newIsland.length)
286                 continue;
288         let n = 0;
289         for (let j = 0; j < landAreaLen; ++j)
290         {
291                 let x = landAreas[j][0];
292                 let z = landAreas[j][1];
294                 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
295                         landAreas[n++] = landAreas[j];
296         }
297         landAreas.length = n;
300 playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9, 12)));
301 landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9, 12)));
303 log("Creating small islands...");
304 numIslands = scaleByMapSize(6, 18) * scaleByMapSize(1, 3);
305 for (let i = 0; i < numIslands; ++i)
307         landAreaLen = landAreas.length;
308         if (!landAreaLen)
309                 break;
311         chosenPoint = landAreas[randInt(0, landAreaLen)];
313         let placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(22, 40));
314         let terrainPainter = new LayeredPainter(
315                 [tMainTerrain, tMainTerrain],           // terrains
316                 [2]                                                             // widths
317         );
319         let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6);
320         let newIsland = createAreas(
321                 placer,
322                 [terrainPainter, elevationPainter, paintClass(clLand)],
323                 avoidClasses(clLand, 3, clPlayer, 3),
324                 1, 1
325         );
327         if (newIsland === undefined)
328                 continue;
330         let temp = [];
331         for (let j = 0; j < landAreaLen; ++j)
332         {
333                 let x = landAreas[j][0];
334                 let z = landAreas[j][1];
336                 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
337                         temp.push([x, z]);
338         }
339         landAreas = temp;
342 RMS.SetProgress(70);
344 log("Smoothing heightmap...");
345 for (let i = 0; i < 5; ++i)
346         globalSmoothHeightmap();
348 // repaint clLand to compensate for smoothing
349 unPaintTileClassBasedOnHeight(-10, 10, 3, clLand);
350 paintTileClassBasedOnHeight(0, 5, 3, clLand);
352 RMS.SetProgress(85);
354 createBumps();
356 createMines(
358         [new SimpleObject(oMetalLarge, 1, 1, 3, (numPlayers * 2) + 1)]
360 [avoidClasses(clForest, 1, clPlayer, 40, clRock, 20, clHill, 5), stayClasses(clLand, 4)],
361 clMetal
364 createMines(
366         [new SimpleObject(oStoneLarge, 1, 1, 3, (numPlayers * 2) + 1)], [new SimpleObject(oStoneSmall, 2, 2, 2, (numPlayers * 2) + 1)]
368 [avoidClasses(clForest, 1, clPlayer, 40, clMetal, 20, clHill, 5), stayClasses(clLand, 4)],
369 clRock
372 createForests(
373  [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
374  [avoidClasses(clPlayer, 10, clForest, 20, clHill, 10, clBaseResource, 5, clRock, 4, clMetal, 4), stayClasses(clLand, 3)],
375  clForest,
376  1.0,
377  random_terrain
380 log("Creating hills...");
381 let placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
382 let painter = new LayeredPainter(
383         [tCliff, tHill],                // terrains
384         [2]                                                             // widths
386 let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
387 createAreas(
388         placer,
389         [painter, elevationPainter, paintClass(clHill)],
390         [avoidClasses(clBaseResource, 20, clHill, 15, clRock, 4, clMetal, 4), stayClasses(clLand, 0)],
391         scaleByMapSize(4, 13)
393 for (let i = 0; i < 3; ++i)
394         globalSmoothHeightmap();
396 createStragglerTrees(
397                 [oTree1, oTree2, oTree4, oTree3],
398                 [avoidClasses(clForest, 10, clPlayer, 20, clMetal, 1, clRock, 1, clHill, 1),
399                  stayClasses(clLand, 4)]
402 createFood(
403         [
404                 [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
405                 [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
406         ],
407         [3 * numPlayers, 3 * numPlayers],
408         [avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clRock, 4, clMetal, 4), stayClasses(clLand, 2)]
411 createFood(
412         [
413                 [new SimpleObject(oFruitBush, 5, 7, 0, 4)]
414         ],
415         [3 * numPlayers],
416         [avoidClasses(clForest, 0, clPlayer, 15, clHill, 1, clFood, 4, clRock, 4, clMetal, 4), stayClasses(clLand, 2)]
419 if (random_terrain == g_BiomeDesert)
421         log("Creating obelisks");
422         let group = new SimpleGroup(
423                 [new SimpleObject(oObelisk, 1, 1, 0, 1)],
424                 true
425         );
426         createObjectGroups(
427                 group, 0,
428                 [avoidClasses(clBaseResource, 0, clHill, 0, clRock, 0, clMetal, 0, clFood, 0), stayClasses(clLand, 1)],
429                 scaleByMapSize(3, 8), 1000
430         );
433 log("Creating dirt patches...");
434 let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
435 let numb = random_terrain == g_BiomeSavanna ? 3 : 1;
437 for (let i = 0; i < sizes.length; ++i)
439         placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
440         painter = new LayeredPainter(
441                 [[tMainTerrain,tTier1Terrain], [tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],           // terrains
442                 [1, 1]                                                                                                                  // widths
443         );
444         createAreas(
445                 placer,
446                 [painter, paintClass(clDirt)],
447                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
448                 numb*scaleByMapSize(15, 45)
449         );
452 log("Creating grass patches...");
453 sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
454 for (let i = 0; i < sizes.length; ++i)
456         placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
457         painter = new TerrainPainter(tTier4Terrain);
458         createAreas(
459                 placer,
460                 painter,
461                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
462                 numb * scaleByMapSize(15, 45)
463         );
466 log("Creating small decorative rocks...");
467 let group = new SimpleGroup(
468         [new SimpleObject(aRockMedium, 1, 3, 0, 1)],
469         true
471 createObjectGroups(
472         group, 0,
473         [avoidClasses(clForest, 0, clHill, 0), stayClasses(clLand, 2)],
474         scaleByMapSize(16, 262), 50
477 log("Creating large decorative rocks...");
478 group = new SimpleGroup(
479         [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
480         true
482 createObjectGroups(
483         group, 0,
484         [avoidClasses(clForest, 0, clHill, 0), stayClasses(clLand, 2)],
485         scaleByMapSize(8, 131), 50
488 log("Creating fish...");
489 group = new SimpleGroup(
490         [new SimpleObject(oFish, 2, 3, 0, 2)],
491         true, clFood
493 createObjectGroups(group, 0,
494         avoidClasses(clLand, 4, clFood, 20),
495         25 * numPlayers, 60
498 log("Creating Whales...");
499 group = new SimpleGroup(
500         [new SimpleObject(oWhale, 1, 1, 0, 3)],
501         true, clFood
503 createObjectGroups(group, 0,
504         [avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
505         scaleByMapSize(5, 20), 100
508 log("Creating shipwrecks...");
509 group = new SimpleGroup(
510         [new SimpleObject(oShipwreck, 1, 1, 0, 1)],
511         true, clFood
513 createObjectGroups(group, 0,
514         [avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
515         scaleByMapSize(12, 16), 100
518 log("Creating shipwreck debris...");
519 group = new SimpleGroup(
520         [new SimpleObject(oShipDebris, 1, 1, 0, 1)],
521         true, clFood
523 createObjectGroups(group, 0,
524         [avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
525         scaleByMapSize(10, 20), 100
528 log("Creating grass tufts...");
529 let num = (PI * radius * radius) / 250;
530 for (let j = 0; j < num; ++j)
532         let gAngle = randFloat(0, TWO_PI);
533         let gDist = radius - (5 + randInt(7));
534         let gX = round(fx + gDist * cos(gAngle));
535         let gZ = round(fz + gDist * sin(gAngle));
536         group = new SimpleGroup(
537                 [new SimpleObject(aGrassShort, 2, 5, 0, 1, -PI / 8, PI / 8)],
538                 false, clBaseResource, gX, gZ
539         );
540         createObjectGroup(group, 0, [stayClasses(clLand, 5)]);
543 log("Creating small grass tufts...");
544 let planetm = random_terrain == 7 ? 8 : 1;
545 group = new SimpleGroup(
546         [new SimpleObject(aGrassShort, 1, 2, 0, 1, -PI / 8, PI / 8)]
548 createObjectGroups(group, 0,
549         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)],
550         planetm * scaleByMapSize(13, 200)
553 RMS.SetProgress(95);
555 log("Creating large grass tufts...");
556 group = new SimpleGroup(
557         [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)]
559 createObjectGroups(group, 0,
560         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
561         planetm * scaleByMapSize(13, 200)
564 paintTerrainBasedOnHeight(1, 2, 0, tShore);
565 paintTerrainBasedOnHeight(getMapBaseHeight(), 1, 3, tWater);
567 setSkySet(shuffleArray(["cloudless", "cumulus", "overcast"])[0]);
569 setSunRotation(randFloat(0, TWO_PI));
570 setSunElevation(randFloat(PI/5, PI/3));
571 setWaterWaviness(2);
573 RMS.SetProgress(100);
575 ExportMap();