Move getMapCenter and getMapBounds to the RandomMap object, refs #4964.
[0ad.git] / binaries / data / mods / public / maps / random / rivers.js
blobafc5ee431d639fa6c3e3aee6b639710d232271f1
1 Engine.LoadLibrary("rmgen");
2 Engine.LoadLibrary("rmbiome");
4 setSelectedBiome();
6 const tMainTerrain = g_Terrains.mainTerrain;
7 const tForestFloor1 = g_Terrains.forestFloor1;
8 const tForestFloor2 = g_Terrains.forestFloor2;
9 const tCliff = g_Terrains.cliff;
10 const tTier1Terrain = g_Terrains.tier1Terrain;
11 const tTier2Terrain = g_Terrains.tier2Terrain;
12 const tTier3Terrain = g_Terrains.tier3Terrain;
13 const tHill = g_Terrains.hill;
14 const tRoad = g_Terrains.road;
15 const tRoadWild = g_Terrains.roadWild;
16 const tTier4Terrain = g_Terrains.tier4Terrain;
17 var tShore = g_Terrains.shore;
18 var tWater = g_Terrains.water;
19 if (currentBiome() == "tropic")
21         tShore = "tropic_dirt_b_plants";
22         tWater = "tropic_dirt_b";
24 const oTree1 = g_Gaia.tree1;
25 const oTree2 = g_Gaia.tree2;
26 const oTree3 = g_Gaia.tree3;
27 const oTree4 = g_Gaia.tree4;
28 const oTree5 = g_Gaia.tree5;
29 const oFruitBush = g_Gaia.fruitBush;
30 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
31 const oFish = g_Gaia.fish;
32 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
33 const oStoneLarge = g_Gaia.stoneLarge;
34 const oStoneSmall = g_Gaia.stoneSmall;
35 const oMetalLarge = g_Gaia.metalLarge;
37 const aGrass = g_Decoratives.grass;
38 const aGrassShort = g_Decoratives.grassShort;
39 const aReeds = g_Decoratives.reeds;
40 const aLillies = g_Decoratives.lillies;
41 const aRockLarge = g_Decoratives.rockLarge;
42 const aRockMedium = g_Decoratives.rockMedium;
43 const aBushMedium = g_Decoratives.bushMedium;
44 const aBushSmall = g_Decoratives.bushSmall;
46 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
47 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
49 const heightSeaGround = -3;
50 const heightShallows = -1;
51 const heightLand = 1;
53 var g_Map = new RandomMap(heightLand, tMainTerrain);
55 const numPlayers = getNumPlayers();
56 const mapSize = getMapSize();
57 const mapCenter = g_Map.getCenter();
59 var clPlayer = createTileClass();
60 var clHill = createTileClass();
61 var clForest = createTileClass();
62 var clWater = createTileClass();
63 var clDirt = createTileClass();
64 var clRock = createTileClass();
65 var clMetal = createTileClass();
66 var clFood = createTileClass();
67 var clBaseResource = createTileClass();
68 var clShallow = createTileClass();
70 var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
72 placePlayerBases({
73         "PlayerPlacement": [playerIDs, playerPosition],
74         "PlayerTileClass": clPlayer,
75         "BaseResourceClass": clBaseResource,
76         "CityPatch": {
77                 "outerTerrain": tRoadWild,
78                 "innerTerrain": tRoad
79         },
80         "Chicken": {
81         },
82         "Berries": {
83                 "template": oFruitBush
84         },
85         "Mines": {
86                 "types": [
87                         { "template": oMetalLarge },
88                         { "template": oStoneLarge }
89                 ]
90         },
91         "Trees": {
92                 "template": oTree1,
93                 "count": 2
94         },
95         "Decoratives": {
96                 "template": aGrassShort
97         }
98 });
100 log("Creating central lake...");
101 createArea(
102         new ClumpPlacer(diskArea(fractionToTiles(0.075)), 0.7, 0.1, 10, mapCenter),
103         [
104                 new LayeredPainter([tShore, tWater, tWater, tWater], [1, 4, 2]),
105                 new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
106                 paintClass(clWater)
107         ]);
109 log("Creating rivers between opponents...");
110 let numRivers = isNomad() ? randIntInclusive(4, 8) : numPlayers;
111 let rivers = distributePointsOnCircle(numRivers, startAngle + Math.PI / numRivers, fractionToTiles(0.5), mapCenter)[0];
112 for (let i = 0; i < numRivers; ++i)
114         if (isNomad() ? randBool() : areAllies(playerIDs[i], playerIDs[(i + 1) % numPlayers]))
115                 continue;
117         let shallowLocation = randFloat(0.2, 0.7);
118         let shallowWidth = randFloat(0.12, 0.21);
120         paintRiver({
121                 "parallel": true,
122                 "start": rivers[i],
123                 "end": mapCenter,
124                 "width": scaleByMapSize(10, 30),
125                 "fadeDist": 5,
126                 "deviation": 0,
127                 "heightLand": heightLand,
128                 "heightRiverbed": heightSeaGround,
129                 "minHeight": heightSeaGround,
130                 "meanderShort": 10,
131                 "meanderLong": 0,
132                 "waterFunc": (position, height, riverFraction) => {
134                         addToClass(position.x, position.y, clWater);
136                         let isShallow = height < heightShallows &&
137                                 riverFraction > shallowLocation &&
138                                 riverFraction < shallowLocation + shallowWidth;
140                         let newHeight = isShallow ? heightShallows : Math.max(height, heightSeaGround);
142                         if (g_Map.getHeight(position) < newHeight)
143                                 return;
145                         g_Map.setHeight(position, newHeight);
146                         createTerrain(height >= 0 ? tShore : tWater).place(position);
148                         if (isShallow)
149                                 addToClass(position.x, position.y, clShallow);
150                 }
151         });
153 Engine.SetProgress(40);
155 createBumps(avoidClasses(clWater, 2, clPlayer, 20));
157 if (randBool())
158         createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
159 else
160         createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
162 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
163 createForests(
164  [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
165  avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
166  clForest,
167  forestTrees);
169 Engine.SetProgress(50);
171 log("Creating dirt patches...");
172 createLayeredPatches(
173  [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
174  [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
175  [1,1],
176  avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
177  scaleByMapSize(15, 45),
178  clDirt);
180 log("Creating grass patches...");
181 createPatches(
182  [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
183  tTier4Terrain,
184  avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
185  scaleByMapSize(15, 45),
186  clDirt);
187 Engine.SetProgress(55);
189 log("Creating stone mines...");
190 createMines(
192   [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
193   [new SimpleObject(oStoneSmall, 2,5, 1,3)]
194  ],
195  avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
196  clRock);
198 log("Creating metal mines...");
199 createMines(
201   [new SimpleObject(oMetalLarge, 1,1, 0,4)]
202  ],
203  avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
204  clMetal
207 Engine.SetProgress(65);
209 var planetm = 1;
211 if (currentBiome() == "tropic")
212         planetm = 8;
214 createDecoration(
215         [
216                 [new SimpleObject(aRockMedium, 1, 3, 0, 1)],
217                 [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
218                 [new SimpleObject(aGrassShort, 1, 2, 0, 1)],
219                 [new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)],
220                 [new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
221         ],
222         [
223                 scaleByMapSize(16, 262),
224                 scaleByMapSize(8, 131),
225                 planetm * scaleByMapSize(13, 200),
226                 planetm * scaleByMapSize(13, 200),
227                 planetm * scaleByMapSize(13, 200)
228         ],
229         avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0));
231 createDecoration(
232         [
233                 [new SimpleObject(aReeds, 1, 3, 0, 1)],
234                 [new SimpleObject(aLillies, 1, 2, 0, 1)]
235         ],
236         [
237                 scaleByMapSize(800, 12800),
238                 scaleByMapSize(800, 12800)
239         ],
240         stayClasses(clShallow, 0));
242 Engine.SetProgress(70);
244 createFood(
245         [
246                 [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
247                 [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
248         ],
249         [
250                 3 * numPlayers,
251                 3 * numPlayers
252         ],
253         avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
254         clFood);
256 createFood(
257         [
258                 [new SimpleObject(oFruitBush, 5, 7, 0, 4)]
259         ],
260         [
261                 3 * numPlayers
262         ],
263         avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
264         clFood);
266 createFood(
267         [
268                 [new SimpleObject(oFish, 2, 3, 0, 2)]
269         ],
270         [
271                 25 * numPlayers
272         ],
273         [avoidClasses(clFood, 20), stayClasses(clWater, 6)],
274         clFood);
276 Engine.SetProgress(85);
278 createStragglerTrees(
279         [oTree1, oTree2, oTree4, oTree3],
280         avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6),
281         clForest,
282         stragglerTrees);
284 placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clFood, 2));
286 setWaterWaviness(3.0);
287 setWaterType("lake");
289 g_Map.ExportMap();