Remove rmgen euclidian distance helper function, refs rP20328 / D969.
[0ad.git] / binaries / data / mods / public / maps / random / islands.js
blob22652f1c6af67654626baf421b17da8ba3435aa6
1 RMS.LoadLibrary("rmgen");
2 RMS.LoadLibrary("rmbiome");
4 TILE_CENTERED_HEIGHT_MAP = true;
6 setSelectedBiome();
8 const tMainTerrain = g_Terrains.mainTerrain;
9 const tForestFloor1 = g_Terrains.forestFloor1;
10 const tForestFloor2 = g_Terrains.forestFloor2;
11 const tCliff = g_Terrains.cliff;
12 const tTier1Terrain = g_Terrains.tier1Terrain;
13 const tTier2Terrain = g_Terrains.tier2Terrain;
14 const tTier3Terrain = g_Terrains.tier3Terrain;
15 const tHill = g_Terrains.hill;
16 const tRoad = g_Terrains.road;
17 const tRoadWild = g_Terrains.roadWild;
18 const tTier4Terrain = g_Terrains.tier4Terrain;
19 const tShore = g_Terrains.shore;
20 const tWater = g_Terrains.water;
22 const oTree1 = g_Gaia.tree1;
23 const oTree2 = g_Gaia.tree2;
24 const oTree3 = g_Gaia.tree3;
25 const oTree4 = g_Gaia.tree4;
26 const oTree5 = g_Gaia.tree5;
27 const oFruitBush = g_Gaia.fruitBush;
28 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
29 const oFish = g_Gaia.fish;
30 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
31 const oStoneLarge = g_Gaia.stoneLarge;
32 const oStoneSmall = g_Gaia.stoneSmall;
33 const oMetalLarge = g_Gaia.metalLarge;
34 const oWood = "gaia/special_treasure_wood";
36 const aGrass = g_Decoratives.grass;
37 const aGrassShort = g_Decoratives.grassShort;
38 const aRockLarge = g_Decoratives.rockLarge;
39 const aRockMedium = g_Decoratives.rockMedium;
40 const aBushMedium = g_Decoratives.bushMedium;
41 const aBushSmall = g_Decoratives.bushSmall;
43 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
44 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
46 InitMap();
48 const numPlayers = getNumPlayers();
49 const mapSize = getMapSize();
51 var clPlayer = createTileClass();
52 var clHill = createTileClass();
53 var clForest = createTileClass();
54 var clDirt = createTileClass();
55 var clRock = createTileClass();
56 var clMetal = createTileClass();
57 var clFood = createTileClass();
58 var clBaseResource = createTileClass();
59 var clLand = createTileClass();
61 var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
63 for (var i = 0; i < numPlayers; i++)
65         var id = playerIDs[i];
66         log("Creating base for player " + id + "...");
68         var radius = scaleByMapSize(20,29);
69         var shoreRadius = 6;
70         var elevation = 3;
72         var hillSize = PI * radius * radius;
73         // get the x and z in tiles
74         var fx = fractionToTiles(playerX[i]);
75         var fz = fractionToTiles(playerZ[i]);
76         var ix = round(fx);
77         var iz = round(fz);
78         // create the hill
79         var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
80         var terrainPainter = new LayeredPainter(
81                 [tMainTerrain , tMainTerrain, tMainTerrain],            // terrains
82                 [1, shoreRadius]                // widths
83         );
84         var elevationPainter = new SmoothElevationPainter(
85                 ELEVATION_SET,                  // type
86                 elevation,                              // elevation
87                 shoreRadius                             // blend radius
88         );
89         createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
91         placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
93         placeDefaultChicken(fx, fz, clBaseResource);
95         // create berry bushes
96         var bbAngle = randFloat(0, TWO_PI);
97         var bbDist = 12;
98         var bbX = round(fx + bbDist * cos(bbAngle));
99         var bbZ = round(fz + bbDist * sin(bbAngle));
100         var group = new SimpleGroup(
101                 [new SimpleObject(oFruitBush, 5,5, 0,3)],
102                 true, clBaseResource, bbX, bbZ
103         );
104         createObjectGroup(group, 0);
106         // create woods
107         var bbAngle = randFloat(0, TWO_PI);
108         var bbDist = 13;
109         var bbX = round(fx + bbDist * cos(bbAngle));
110         var bbZ = round(fz + bbDist * sin(bbAngle));
111         group = new SimpleGroup(
112                 [new SimpleObject(oWood, 14,14, 0,3)],
113                 true, clBaseResource, bbX, bbZ
114         );
115         createObjectGroup(group, 0);
117         // create metal mine
118         var mAngle = bbAngle;
119         while(abs(mAngle - bbAngle) < PI/3)
120         {
121                 mAngle = randFloat(0, TWO_PI);
122         }
123         var mDist = 12;
124         var mX = round(fx + mDist * cos(mAngle));
125         var mZ = round(fz + mDist * sin(mAngle));
126         group = new SimpleGroup(
127                 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
128                 true, clBaseResource, mX, mZ
129         );
130         createObjectGroup(group, 0);
132         // create stone mines
133         mAngle += randFloat(PI/8, PI/4);
134         mX = round(fx + mDist * cos(mAngle));
135         mZ = round(fz + mDist * sin(mAngle));
136         group = new SimpleGroup(
137                 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
138                 true, clBaseResource, mX, mZ
139         );
140         createObjectGroup(group, 0);
141         var hillSize = PI * radius * radius;
142         // create starting trees
143         var num = 5;
144         var tAngle = randFloat(-PI/3, 4*PI/3);
145         var tDist = randFloat(12, 13);
146         var tX = round(fx + tDist * cos(tAngle));
147         var tZ = round(fz + tDist * sin(tAngle));
148         group = new SimpleGroup(
149                 [new SimpleObject(oTree1, num, num, 0,3)],
150                 false, clBaseResource, tX, tZ
151         );
152         createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
154         placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius);
156         //create docks
157         var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3);
158         if (dockLocation !== undefined)
159                 placeObject(dockLocation[0], dockLocation[1], "structures/" + getCivCode(id-1) + "_dock", id, playerAngle[i] + PI);
162 var landAreas = [];
163 var playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12,16)));
164 var landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12,16)));
166 for (var x = 0; x < mapSize; ++x)
167         for (var z = 0; z < mapSize; ++z)
168                 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
169                         landAreas.push([x, z]);
171 var chosenPoint;
172 var landAreaLen;
174 log("Creating big islands...");
175 for (let i = 0; i < scaleByMapSize(4, 14); ++i)
177         landAreaLen = landAreas.length;
178         if (!landAreaLen)
179                 break;
181         chosenPoint = pickRandom(landAreas);
183         var newIsland = createAreas(
184                 new ChainPlacer(
185                         Math.floor(scaleByMapSize(4, 8)),
186                         Math.floor(scaleByMapSize(8, 14)),
187                         Math.floor(scaleByMapSize(25, 60)),
188                         0.07,
189                         chosenPoint[0],
190                         chosenPoint[1],
191                         scaleByMapSize(30, 70)),
192                 [
193                         new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
194                         new SmoothElevationPainter(ELEVATION_SET, 3, 6),
195                         paintClass(clLand)
196                 ],
197                 avoidClasses(clLand, 3, clPlayer, 3),
198                 1,
199                 1);
201         if (newIsland && newIsland.length)
202         {
203                 var n = 0;
204                 for (var j = 0; j < landAreas.length; ++j)
205                 {
206                         let [x, z] = landAreas[j];
207                         if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
208                                 landAreas[n++] = landAreas[j];
209                 }
210                 landAreas.length = n;
211         }
214 playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9,12)));
215 landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9,12)));
217 log("Creating small islands...");
218 for (let i = 0; i < 6 * Math.square(scaleByMapSize(1, 3)); ++i)
220         landAreaLen = landAreas.length;
221         if (!landAreaLen)
222                 break;
224         chosenPoint = pickRandom(landAreas);
226         createAreas(
227                 new ChainPlacer(
228                         Math.floor(scaleByMapSize(4, 7)),
229                         Math.floor(scaleByMapSize(7, 10)),
230                         Math.floor(scaleByMapSize(16, 40)),
231                         0.07,
232                         chosenPoint[0],
233                         chosenPoint[1],
234                         scaleByMapSize(22, 40)),
235                 [
236                         new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
237                         new SmoothElevationPainter(ELEVATION_SET, 3, 6),
238                         paintClass(clLand)
239                 ],
240                 avoidClasses(clLand, 3, clPlayer, 3),
241                 1,
242                 1);
244         if (newIsland !== undefined)
245         {
246                 var temp = [];
247                 for (var j = 0; j < landAreaLen; ++j)
248                 {
249                         let [x, z] = landAreas[j];
250                         if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
251                                         temp.push([x, z]);
252                 }
253                 landAreas = temp;
254         }
256 paintTerrainBasedOnHeight(1, 3, 0, tShore);
257 paintTerrainBasedOnHeight(-8, 1, 2, tWater);
259 for (var i = 0; i < numPlayers; i++)
261         var fx = fractionToTiles(playerX[i]);
262         var fz = fractionToTiles(playerZ[i]);
263         var ix = round(fx);
264         var iz = round(fz);
265         // create the city patch
266         var cityRadius = radius/3;
267         placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
268         var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
269         createArea(placer, painter, null);
272 log("Creating bumps...");
273 createAreas(
274         new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1),
275         new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2),
276         [avoidClasses(clPlayer, 0), stayClasses(clLand, 3)],
277         scaleByMapSize(20, 100));
279 log("Creating hills...");
280 createAreas(
281         new ChainPlacer(1, Math.floor(scaleByMapSize(4, 6)), Math.floor(scaleByMapSize(16, 40)), 0.5),
282         [
283                 new LayeredPainter([tCliff, tHill], [2]),
284                 new SmoothElevationPainter(ELEVATION_SET, 18, 2),
285                 paintClass(clHill)
286         ],
287         [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)],
288         scaleByMapSize(4, 13));
290 // calculate desired number of trees for map (based on size)
291 if (currentBiome() == "savanna")
293         var MIN_TREES = 200;
294         var MAX_TREES = 1250;
295         var P_FOREST = 0;
297 else if (currentBiome() == "tropic")
299         var MIN_TREES = 1000;
300         var MAX_TREES = 6000;
301         var P_FOREST = 0.52;
303 else
305         var MIN_TREES = 500;
306         var MAX_TREES = 3000;
307         var P_FOREST = 0.7;
309 var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
310 var numForest = totalTrees * P_FOREST;
311 var numStragglers = totalTrees * (1.0 - P_FOREST);
313 log("Creating forests...");
314 var types = [
315         [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
316         [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
319 if (currentBiome() != "savanna")
321         var size = numForest / (scaleByMapSize(3,6) * numPlayers);
322         var num = floor(size / types.length);
323         for (let type of types)
324                 createAreas(
325                         new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), numForest / (num * Math.floor(scaleByMapSize(2, 5))), 0.5),
326                         [
327                                 new LayeredPainter(type, [2]),
328                                 paintClass(clForest)
329                         ],
330                         [avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
331                         num);
334 RMS.SetProgress(50);
335 log("Creating dirt patches...");
336 var numberOfPatches = scaleByMapSize(15, 45) * (currentBiome() == "savanna" ? 3 : 1);
337 for (let size of [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)])
338         createAreas(
339                 new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
340                 [
341                         new LayeredPainter([[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]], [1, 1]),
342                         paintClass(clDirt)
343                 ],
344                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
345                 numberOfPatches);
347 log("Creating grass patches...");
348 for (let size of [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)])
349         createAreas(
350                 new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
351                 new TerrainPainter(tTier4Terrain),
352                 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
353                 numberOfPatches);
355 RMS.SetProgress(55);
357 log("Creating stone mines...");
358 var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0, 2, 0, 4), new SimpleObject(oStoneLarge, 1, 1, 0, 4)], true, clRock);
359 createObjectGroupsDeprecated(group, 0,
360         [avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
361         scaleByMapSize(4,16), 100
364 log("Creating small stone quarries...");
365 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
366 createObjectGroupsDeprecated(group, 0,
367         [avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
368         scaleByMapSize(4,16), 100
371 log("Creating metal mines...");
372 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
373 createObjectGroupsDeprecated(group, 0,
374         [avoidClasses(clForest, 1, clPlayer, 0, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 5)],
375         scaleByMapSize(4,16), 100
378 RMS.SetProgress(65);
380 log("Creating small decorative rocks...");
381 group = new SimpleGroup(
382         [new SimpleObject(aRockMedium, 1,3, 0,1)],
383         true
385 createObjectGroupsDeprecated(
386         group, 0,
387         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
388         scaleByMapSize(16, 262), 50
391 log("Creating large decorative rocks...");
392 group = new SimpleGroup(
393         [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
394         true
396 createObjectGroupsDeprecated(
397         group, 0,
398         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
399         scaleByMapSize(8, 131), 50
402 RMS.SetProgress(70);
404 log("Creating deer...");
405 group = new SimpleGroup(
406         [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
407         true, clFood
409 createObjectGroupsDeprecated(group, 0,
410         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
411         3 * numPlayers, 50
414 RMS.SetProgress(75);
416 log("Creating sheep...");
417 group = new SimpleGroup(
418         [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
419         true, clFood
421 createObjectGroupsDeprecated(group, 0,
422         [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
423         3 * numPlayers, 50
426 log("Creating fruit bush...");
427 group = new SimpleGroup(
428         [new SimpleObject(oFruitBush, 5,7, 0,4)],
429         true, clFood
431 createObjectGroupsDeprecated(group, 0,
432         [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
433         randIntInclusive(1, 4) * numPlayers + 2, 50
436 log("Creating fish...");
437 group = new SimpleGroup(
438         [new SimpleObject(oFish, 2,3, 0,2)],
439         true, clFood
441 createObjectGroupsDeprecated(group, 0,
442         avoidClasses(clLand, 4, clForest, 2, clPlayer, 2, clHill, 2, clFood, 20),
443         25 * numPlayers, 60
446 RMS.SetProgress(85);
448 log("Creating straggler trees...");
449 var types = [oTree1, oTree2, oTree4, oTree3];
450 var num = floor(numStragglers / types.length);
451 for (let type of types)
452         createObjectGroupsDeprecated(
453                 new SimpleGroup([new SimpleObject(type, 1, 1, 0, 3)], true, clForest),
454                 0,
455                 [avoidClasses(clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6), stayClasses(clLand, 6)],
456                 num);
458 var planetm = 1;
459 if (currentBiome() == "tropic")
460         planetm = 8;
462 log("Creating small grass tufts...");
463 group = new SimpleGroup(
464         [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
466 createObjectGroupsDeprecated(group, 0,
467         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
468         planetm * scaleByMapSize(13, 200)
471 RMS.SetProgress(90);
473 log("Creating large grass tufts...");
474 group = new SimpleGroup(
475         [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)]
477 createObjectGroupsDeprecated(group, 0,
478         [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
479         planetm * scaleByMapSize(13, 200)
482 RMS.SetProgress(95);
484 log("Creating bushes...");
485 group = new SimpleGroup(
486         [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
488 createObjectGroupsDeprecated(group, 0,
489         [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
490         planetm * scaleByMapSize(13, 200), 50
493 setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
494 setSunRotation(randFloat(0, TWO_PI));
495 setSunElevation(randFloat(PI/ 5, PI / 3));
496 setWaterWaviness(2);
498 ExportMap();