Invincible women on survival of the fittest to prevent women fights and cheap tower...
[0ad.git] / binaries / data / mods / public / maps / random / rhine_marshlands.js
blobc1630016ffc35ad8bfdc0035b155a21ad80bce33
1 RMS.LoadLibrary("rmgen");
3 const tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
4 const tForestFloor = "temp_plants_bog";
5 const tGrassA = "temp_grass_plants";
6 const tGrassB = "temp_plants_bog";
7 const tMud = "temp_mud_a";
8 const tRoad = "temp_road";
9 const tRoadWild = "temp_road_overgrown";
10 const tShoreBlend = "temp_grass_plants";
11 const tShore = "temp_plants_bog";
12 const tWater = "temp_mud_a";
14 // gaia entities
15 const oBeech = "gaia/flora_tree_euro_beech";
16 const oOak = "gaia/flora_tree_oak";
17 const oBerryBush = "gaia/flora_bush_berry";
18 const oDeer = "gaia/fauna_deer";
19 const oHorse = "gaia/fauna_horse";
20 const oWolf = "gaia/fauna_wolf";
21 const oFish = "gaia/fauna_fish";
22 const oRabbit = "gaia/fauna_rabbit";
23 const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
24 const oStoneSmall = "gaia/geology_stone_temperate";
25 const oMetalLarge = "gaia/geology_metal_temperate_slabs";
27 // decorative props
28 const aGrass = "actor|props/flora/grass_soft_small_tall.xml";
29 const aGrassShort = "actor|props/flora/grass_soft_large.xml";
30 const aRockLarge = "actor|geology/stone_granite_med.xml";
31 const aRockMedium = "actor|geology/stone_granite_med.xml";
32 const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
33 const aLillies = "actor|props/flora/water_lillies.xml";
34 const aBushMedium = "actor|props/flora/bush_medit_me.xml";
35 const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
37 const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oBeech, tForestFloor];
38 const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
40 log("Initializing map...");
42 InitMap();
44 const numPlayers = getNumPlayers();
45 const mapSize = getMapSize();
46 const mapArea = mapSize*mapSize;
48 // create tile classes
50 var clPlayer = createTileClass();
51 var clHill = createTileClass();
52 var clForest = createTileClass();
53 var clWater = createTileClass();
54 var clDirt = createTileClass();
55 var clRock = createTileClass();
56 var clMetal = createTileClass();
57 var clFood = createTileClass();
58 var clBaseResource = createTileClass();
59 var clSettlement = createTileClass();
62 // randomize player order
63 var playerIDs = [];
64 for (var i = 0; i < numPlayers; i++)
66         playerIDs.push(i+1);
68 playerIDs = sortPlayers(playerIDs);
70 // place players
72 var playerX = new Array(numPlayers);
73 var playerZ = new Array(numPlayers);
74 var playerAngle = new Array(numPlayers);
76 var startAngle = randFloat(0, TWO_PI);
77 for (var i = 0; i < numPlayers; i++)
79         playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
80         playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
81         playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
84 for (var i = 0; i < numPlayers; i++)
86         var id = playerIDs[i];
87         log("Creating base for player " + id + "...");
89         // some constants
90         var radius = scaleByMapSize(15,25);
91         var cliffRadius = 2;
92         var elevation = 20;
94         // get the x and z in tiles
95         var fx = fractionToTiles(playerX[i]);
96         var fz = fractionToTiles(playerZ[i]);
97         var ix = round(fx);
98         var iz = round(fz);
99         addToClass(ix, iz, clPlayer);
100         addToClass(ix+5, iz, clPlayer);
101         addToClass(ix, iz+5, clPlayer);
102         addToClass(ix-5, iz, clPlayer);
103         addToClass(ix, iz-5, clPlayer);
105         // create the city patch
106         var cityRadius = radius/3;
107         var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
108         var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
109         createArea(placer, painter, null);
111         // create starting units
112         placeCivDefaultEntities(fx, fz, id);
114         placeDefaultChicken(fx, fz, clBaseResource);
116         // create berry bushes
117         var bbAngle = randFloat(0, TWO_PI);
118         var bbDist = 12;
119         var bbX = round(fx + bbDist * cos(bbAngle));
120         var bbZ = round(fz + bbDist * sin(bbAngle));
121         var group = new SimpleGroup(
122                 [new SimpleObject(oBerryBush, 5,5, 0,3)],
123                 true, clBaseResource, bbX, bbZ
124         );
125         createObjectGroup(group, 0);
127         // create metal mine
128         var mAngle = bbAngle;
129         while(abs(mAngle - bbAngle) < PI/3)
130         {
131                 mAngle = randFloat(0, TWO_PI);
132         }
133         var mDist = radius - 4;
134         var mX = round(fx + mDist * cos(mAngle));
135         var mZ = round(fz + mDist * sin(mAngle));
136         group = new SimpleGroup(
137                 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
138                 true, clBaseResource, mX, mZ
139         );
140         createObjectGroup(group, 0);
142         // create stone mines
143         mAngle += randFloat(PI/8, PI/4);
144         mX = round(fx + mDist * cos(mAngle));
145         mZ = round(fz + mDist * sin(mAngle));
146         group = new SimpleGroup(
147                 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
148                 true, clBaseResource, mX, mZ
149         );
150         createObjectGroup(group, 0);
151         var hillSize = PI * radius * radius;
152         // create starting trees
153         var num = floor(hillSize / 100);
154         var tAngle = randFloat(-PI/3, 4*PI/3);
155         var tDist = 12;
156         var tX = round(fx + tDist * cos(tAngle));
157         var tZ = round(fz + tDist * sin(tAngle));
158         group = new SimpleGroup(
159                 [new SimpleObject(oBeech, num, num, 0,5)],
160                 false, clBaseResource, tX, tZ
161         );
162         createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
164         // create grass tufts
165         var num = hillSize / 250;
166         for (var j = 0; j < num; j++)
167         {
168                 var gAngle = randFloat(0, TWO_PI);
169                 var gDist = radius - (5 + randInt(7));
170                 var gX = round(fx + gDist * cos(gAngle));
171                 var gZ = round(fz + gDist * sin(gAngle));
172                 group = new SimpleGroup(
173                         [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
174                         false, clBaseResource, gX, gZ
175                 );
176                 createObjectGroup(group, 0);
177         }
180 RMS.SetProgress(15);
182 // create bumps
183 log("Creating bumps...");
184 placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
185 painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
186 createAreas(
187         placer,
188         painter,
189         avoidClasses(clPlayer, 13),
190         scaleByMapSize(300, 800)
193 // create marshes
194 log("Creating marshes...");
195 for (var i = 0; i < 7; i++)
197         placer = new ChainPlacer(1, floor(scaleByMapSize(6, 12)), floor(scaleByMapSize(15, 60)), 0.8);
198         var terrainPainter = new LayeredPainter(
199                 [tShoreBlend, tShore, tWater],          // terrains
200                 [1,1]                                                   // widths
201         );
202         var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -2, 3);
203         var waterAreas = createAreas(
204                 placer,
205                 [terrainPainter, elevationPainter, paintClass(clWater)],
206                 avoidClasses(clPlayer, 20, clWater, round(scaleByMapSize(7,16)*randFloat(0.8,1.35))),
207                 scaleByMapSize(4,20)
208         );
212 // create reeds
213 log("Creating reeds...");
214 group = new SimpleGroup(
215         [new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 5,10, 0,4)], true
217 createObjectGroups(group, 0,
218         stayClasses(clWater, 1),
219         scaleByMapSize(400,2000), 100
221 waterAreas = [];
223 RMS.SetProgress(40);
225 // create bumps
226 log("Creating bumps...");
227 placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
228 painter = new SmoothElevationPainter(ELEVATION_MODIFY, 1, 2);
229 createAreas(
230         placer,
231         painter,
232         stayClasses(clWater, 2),
233         scaleByMapSize(50, 100)
237 // calculate desired number of trees for map (based on size)
238 const MIN_TREES = 500;
239 const MAX_TREES = 2500;
240 const P_FOREST = 0.7;
242 var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
243 var numForest = totalTrees * P_FOREST;
244 var numStragglers = totalTrees * (1.0 - P_FOREST);
246 // create forests
247 log("Creating forests...");
248 var types = [
249         [[tForestFloor, tGrass, pForestD], [tForestFloor, pForestD]],
250         [[tForestFloor, tGrass, pForestP], [tForestFloor, pForestP]]
251 ];      // some variation
252 var size = numForest / (scaleByMapSize(3,6) * numPlayers);
253 var num = floor(size / types.length);
254 for (var i = 0; i < types.length; ++i)
256         placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,4))), 1);
257         painter = new LayeredPainter(
258                 types[i],               // terrains
259                 [2]                                                                                     // widths
260                 );
261         createAreas(
262                 placer,
263                 [painter, paintClass(clForest)],
264                 avoidClasses(clPlayer, 20, clWater, 0, clForest, 10, clHill, 1),
265                 num
266         );
269 RMS.SetProgress(50);
271 // create mud patches
272 log("Creating mud patches...");
273 var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
274 for (var i = 0; i < sizes.length; i++)
276         placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 1);
277         painter = new LayeredPainter(
278                 [tGrassA, tGrassB, tMud],               // terrains
279                 [1,1]                                                                                                                   // widths
280         );
281         createAreas(
282                 placer,
283                 [painter, paintClass(clDirt)],
284                 avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 8),
285                 scaleByMapSize(15, 45)
286         );
290 log("Creating stone mines...");
291 // create large stone quarries
292 group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
293 createObjectGroups(group, 0,
294         [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)],
295         scaleByMapSize(4,16), 100
298 // create small stone quarries
299 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
300 createObjectGroups(group, 0,
301         [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)],
302         scaleByMapSize(4,16), 100
305 log("Creating metal mines...");
306 // create large metal quarries
307 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
308 createObjectGroups(group, 0,
309         [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1)],
310         scaleByMapSize(4,16), 100
313 RMS.SetProgress(60);
315 // create small decorative rocks
316 log("Creating small decorative rocks...");
317 group = new SimpleGroup(
318         [new SimpleObject(aRockMedium, 1,3, 0,1)],
319         true
321 createObjectGroups(
322         group, 0,
323         avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
324         scaleByMapSize(16, 262), 50
327 RMS.SetProgress(65);
329 // create large decorative rocks
330 log("Creating large decorative rocks...");
331 group = new SimpleGroup(
332         [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
333         true
335 createObjectGroups(
336         group, 0,
337         avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
338         scaleByMapSize(8, 131), 50
341 RMS.SetProgress(70);
343 // create deer
344 log("Creating deer...");
345 group = new SimpleGroup(
346         [new SimpleObject(oDeer, 5,7, 0,4)],
347         true, clFood
349 createObjectGroups(group, 0,
350         avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
351         6 * numPlayers, 50
354 // create horse
355 log("Creating horse...");
356 group = new SimpleGroup(
357         [new SimpleObject(oHorse, 1,3, 0,4)],
358         true, clFood
360 createObjectGroups(group, 0,
361         avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
362         3 * numPlayers, 50
365 RMS.SetProgress(75);
367 // create rabbit
368 log("Creating rabbit...");
369 group = new SimpleGroup(
370         [new SimpleObject(oRabbit, 5,7, 0,2)],
371         true, clFood
373 createObjectGroups(group, 0,
374         avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
375         6 * numPlayers, 50
378 // create wolf
379 log("Creating wolf...");
380 group = new SimpleGroup(
381         [new SimpleObject(oWolf, 1,3, 0,4)],
382         true, clFood
384 createObjectGroups(group, 0,
385         avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
386         3 * numPlayers, 50
389 // create berry bush
390 log("Creating berry bush...");
391 group = new SimpleGroup(
392         [new SimpleObject(oBerryBush, 5,7, 0,4)],
393         true, clFood
395 createObjectGroups(group, 0,
396         avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
397         randInt(1, 4) * numPlayers + 2, 50
400 RMS.SetProgress(80);
402 // create straggler trees
403 log("Creating straggler trees...");
404 var types = [oOak, oBeech];     // some variation
405 var num = floor(numStragglers / types.length);
406 for (var i = 0; i < types.length; ++i)
408         group = new SimpleGroup(
409                 [new SimpleObject(types[i], 1,1, 0,3)],
410                 true, clForest
411         );
412         createObjectGroups(group, 0,
413                 avoidClasses(clForest, 1, clHill, 1, clPlayer, 13, clMetal, 1, clRock, 1, clWater, 0),
414                 num
415         );
418 RMS.SetProgress(85);
420 //create small grass tufts
421 log("Creating small grass tufts...");
422 group = new SimpleGroup(
423         [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
425 createObjectGroups(group, 0,
426         avoidClasses(clWater, 2, clHill, 2, clPlayer, 13, clDirt, 0),
427         scaleByMapSize(13, 200)
430 RMS.SetProgress(90);
432 // create large grass tufts
433 log("Creating large grass tufts...");
434 group = new SimpleGroup(
435         [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)]
437 createObjectGroups(group, 0,
438         avoidClasses(clWater, 3, clHill, 2, clPlayer, 13, clDirt, 1, clForest, 0),
439         scaleByMapSize(13, 200)
442 RMS.SetProgress(95);
444 // create bushes
445 log("Creating bushes...");
446 group = new SimpleGroup(
447         [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
449 createObjectGroups(group, 0,
450         avoidClasses(clWater, 1, clHill, 1, clPlayer, 13, clDirt, 1),
451         scaleByMapSize(13, 200), 50
454 // Set environment
455 setSkySet("cirrus");
456 setWaterColor(0.753,0.635,0.345);                               // muddy brown
457 setWaterTint(0.161,0.514,0.635);                                // clear blue for blueness
458 setWaterMurkiness(0.8);
459 setWaterWaviness(1.0);
460 setWaterType("clap");
462 setFogThickness(0.25);
463 setFogFactor(0.6);
465 setPPEffect("hdr");
466 setPPSaturation(0.44);
467 setPPBloom(0.3);
469 ExportMap();