0ad/binaries/data/mods/public/maps/random/hellas.js
phosit ecb2db1dcd Return objects from placement-functions
An alternative to 6a43f91630 which doesn't restrict
`playerPlacementByPattern` to return exactly two values.
2025-08-03 19:08:04 +02:00

633 lines
17 KiB
JavaScript

/**
* Heightmap image source:
* Imagery by Jesse Allen, NASA's Earth Observatory,
* using data from the General Bathymetric Chart of the Oceans (GEBCO)
* produced by the British Oceanographic Data Centre.
* https://visibleearth.nasa.gov/view.php?id=73934
*
* Licensing: Public Domain, https://visibleearth.nasa.gov/useterms.php
*
* The heightmap image is reproduced using:
* wget https://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73934/gebco_08_rev_elev_C1_grey_geo.tif
* lat=37; lon=23; width=7; # including crete
* gdal_translate -projwin $((lon-width/2)) $((lat+width/2)) $((lon+width/2)) $((lat-width/2)) gebco_08_rev_elev_C1_grey_geo.tif hellas.tif
* convert hellas.tif -contrast-stretch 0 hellas.png
* No further changes should be applied to the image to keep it easily interchangeable.
*/
Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
export function* generateMap(mapSettings)
{
TILE_CENTERED_HEIGHT_MAP = true;
const mapStyles = [
// mainland
{
"minMapSize": 0,
"enabled": randBool(0.15),
"landRatio": [0.95, 1]
},
// lots of water
{
"minMapSize": 384,
"enabled": randBool(1/4),
"landRatio": [0.3, 0.5]
},
// few water
{
"minMapSize": 192,
"enabled": true,
"landRatio": [0.65, 0.9]
}
];
const heightmapHellas = convertHeightmap1Dto2D(Engine.LoadHeightmapImage("maps/random/hellas.png"));
const biomes = Engine.ReadJSONFile("maps/random/hellas_biomes.json");
const heightScale = num => num * mapSettings.Size / 320;
const heightSeaGround = heightScale(-6);
const heightReedsMin = heightScale(-2);
const heightReedsMax = heightScale(-0.5);
const heightShoreline = heightScale(1);
const heightLowlands = heightScale(30);
const heightHighlands = heightScale(60);
const heightmapMin = 0;
const heightmapMax = 100;
globalThis.g_Map = new RandomMap(0, biomes.lowlands.terrains.main);
const mapSize = g_Map.getSize();
const mapCenter = g_Map.getCenter();
const numPlayers = getNumPlayers();
let clWater;
let clCliffs;
const clPlayer = g_Map.createTileClass();
const clForest = g_Map.createTileClass();
const clDirt = g_Map.createTileClass();
const clRock = g_Map.createTileClass();
const clMetal = g_Map.createTileClass();
const clFood = g_Map.createTileClass();
const clBaseResource = g_Map.createTileClass();
const clDock = g_Map.createTileClass();
const constraintLowlands = new HeightConstraint(heightShoreline, heightLowlands);
const constraintHighlands = new HeightConstraint(heightLowlands, heightHighlands);
const constraintMountains = new HeightConstraint(heightHighlands, Infinity);
const [minLandRatio, maxLandRatio] = mapStyles.filter(mapStyle => mapSize >= mapStyle.minMapSize)
.sort((a, b) => a.enabled - b.enabled).pop().landRatio;
const [minCliffRatio, maxCliffRatio] = [maxLandRatio < 0.75 ? 0 : 0.08, 0.18];
let playerIDs = sortAllPlayers();
let playerPosition;
// Pick a random subset of the heightmap that meets the mapStyle and has space for all players
let subAreaSize;
let subAreaTopLeft;
while (true)
{
subAreaSize = Math.floor(randFloat(0.01, 0.2) * heightmapHellas.length);
subAreaTopLeft = new Vector2D(randFloat(0, 1), randFloat(0, 1))
.mult(heightmapHellas.length - subAreaSize).floor();
const heightmap = extractHeightmap(heightmapHellas, subAreaTopLeft, subAreaSize);
const heightmapPainter = new HeightmapPainter(heightmap, heightmapMin, heightmapMax);
// Quick area test
const points = new DiskPlacer(heightmap.length / 2 - MAP_BORDER_WIDTH,
new Vector2D(1, 1).mult(heightmap.length / 2)).place(new NullConstraint());
let landArea = 0;
for (const point of points)
if (heightmapPainter.scaleHeight(heightmap[point.x][point.y]) > heightShoreline)
++landArea;
let landRatio = landArea / points.length;
g_Map.log("Chosen heightmap at " + uneval(subAreaTopLeft) + " of size " + subAreaSize +
", land-ratio: " + landRatio.toFixed(3));
if (landRatio < minLandRatio || landRatio > maxLandRatio)
continue;
g_Map.log("Copying heightmap");
createArea(
new MapBoundsPlacer(),
heightmapPainter);
g_Map.log("Measuring land area");
const passableLandArea = createArea(
new DiskPlacer(fractionToTiles(0.5), mapCenter),
undefined,
new HeightConstraint(heightShoreline, Infinity));
if (!passableLandArea)
continue;
landRatio = passableLandArea.getPoints().length / diskArea(fractionToTiles(0.5));
g_Map.log("Land ratio: " + landRatio.toFixed(3));
if (landRatio < minLandRatio || landRatio > maxLandRatio)
continue;
g_Map.log("Lowering sea ground");
clWater = g_Map.createTileClass();
createArea(
new MapBoundsPlacer(),
[
new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 5),
new TileClassPainter(clWater)
],
new HeightConstraint(-Infinity, heightShoreline));
let cliffsRatio;
while (true)
{
createArea(
new DiskPlacer(fractionToTiles(0.5) - MAP_BORDER_WIDTH, mapCenter),
new SmoothingPainter(1, 0.5, 1));
yield 25;
clCliffs = g_Map.createTileClass();
// Marking cliffs
const cliffsArea = createArea(
new MapBoundsPlacer(),
new TileClassPainter(clCliffs),
[
avoidClasses(clWater, 2),
new SlopeConstraint(2, Infinity)
]);
cliffsRatio = cliffsArea.getPoints().length / Math.square(g_Map.getSize());
g_Map.log("Smoothing heightmap, cliff ratio: " + cliffsRatio.toFixed(3));
if (cliffsRatio < maxCliffRatio)
break;
}
if (cliffsRatio < minCliffRatio)
{
g_Map.log("Too few cliffs: " + cliffsRatio);
continue;
}
if (mapSettings.Nomad)
break;
g_Map.log("Finding player locations");
const players = playerPlacementRandom(
playerIDs,
avoidClasses(
clCliffs, scaleByMapSize(6, 15),
clWater, scaleByMapSize(10, 20)));
if (players)
{
({ playerIDs, playerPosition } = players);
break;
}
g_Map.log("Too few player locations, starting over");
}
yield 35;
if (!mapSettings.Nomad)
{
g_Map.log("Flattening initial CC area");
const playerRadius = defaultPlayerBaseRadius() * 0.8;
for (const position of playerPosition)
createArea(
new ClumpPlacer(diskArea(playerRadius), 0.95, 0.6, Infinity, position),
new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position),
playerRadius / 2));
yield 38;
}
g_Map.log("Painting lowlands");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(biomes.lowlands.terrains.main),
constraintLowlands);
yield 40;
g_Map.log("Painting highlands");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(biomes.highlands.terrains.main),
constraintHighlands);
yield 45;
g_Map.log("Painting mountains");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(biomes.common.terrains.cliffs),
[
avoidClasses(clWater, 2),
constraintMountains
]);
yield 48;
g_Map.log("Painting water and shoreline");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(biomes.water.terrains.main),
new HeightConstraint(-Infinity, heightShoreline));
yield 50;
g_Map.log("Painting cliffs");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(biomes.common.terrains.cliffs),
[
avoidClasses(clWater, 2),
new SlopeConstraint(2, Infinity)
]);
yield 55;
for (let i = 0; i < numPlayers; ++i)
{
if (mapSettings.Nomad)
break;
const localBiome = constraintHighlands.allows(playerPosition[i]) ? biomes.highlands :
biomes.lowlands;
placePlayerBase({
"playerID": playerIDs[i],
"playerPosition": playerPosition[i],
"PlayerTileClass": clPlayer,
"Walls": "towers",
"BaseResourceClass": clBaseResource,
"baseResourceConstraint": avoidClasses(clPlayer, 4, clWater, 1, clCliffs, 1),
"CityPatch": {
"outerTerrain": biomes.common.terrains.roadWild,
"innerTerrain": biomes.common.terrains.road
},
"StartingAnimal": {
"template": localBiome.gaia.fauna.startingAnimal,
"groupCount": 1,
"minGroupCount": 4,
"maxGroupCount": 4
},
"Berries": {
"template": localBiome.gaia.flora.fruitBush,
"minCount": 3,
"maxCount": 3
},
"Mines": {
"types": [
{ "template": biomes.common.gaia.mines.metalLarge },
{ "template": biomes.common.gaia.mines.stoneLarge }
],
"minAngle": Math.PI / 2,
"maxAngle": Math.PI
},
"Trees": {
"template": pickRandom(localBiome.gaia.flora.trees),
"count": 15
}
// No decoratives
});
}
yield 60;
g_Map.log("Placing docks");
placeDocks(
biomes.shoreline.gaia.dock,
0,
scaleByMapSize(1, 2) * 100,
clWater,
clDock,
heightReedsMax,
heightShoreline,
[avoidClasses(clDock, 50), new StaticConstraint(avoidClasses(clPlayer, 30, clCliffs, 8))],
0,
50);
yield 65;
const [forestTrees, stragglerTrees] = getTreeCounts(600, 4000, 0.7);
const biomeTreeRatioHighlands = 0.4;
for (const biome of ["lowlands", "highlands"])
createForests(
[
biomes[biome].terrains.main,
biomes[biome].terrains.forestFloors[0],
biomes[biome].terrains.forestFloors[1],
biomes[biome].terrains.forests[0],
biomes[biome].terrains.forests[1]
],
[
biome == "highlands" ? constraintHighlands : constraintLowlands,
avoidClasses(clPlayer, 20, clForest, 18, clCliffs, 1, clWater, 2)
],
clForest,
forestTrees * (biome == "highlands" ? biomeTreeRatioHighlands :
1 - biomeTreeRatioHighlands));
yield 70;
g_Map.log("Creating stone mines");
const minesStone = [
[new SimpleObject(biomes.common.gaia.mines.stoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)],
[new SimpleObject(biomes.common.gaia.mines.stoneSmall, 2, 3, 1, 3, 0, 2 * Math.PI, 1)]
];
for (const mine of minesStone)
createObjectGroups(
new SimpleGroup(mine, true, clRock),
0,
[avoidClasses(clForest, 1, clPlayer, 20, clRock, 18, clCliffs, 2, clWater, 2, clDock, 6)],
scaleByMapSize(2, 12),
50);
yield 75;
g_Map.log("Creating metal mines");
const minesMetal = [
[new SimpleObject(biomes.common.gaia.mines.metalLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)],
[new SimpleObject(biomes.common.gaia.mines.metalSmall, 2, 3, 1, 3, 0, 2 * Math.PI, 1)]
];
for (const mine of minesMetal)
createObjectGroups(
new SimpleGroup(mine, true, clMetal),
0,
[avoidClasses(
clForest, 1,
clPlayer, 20,
clRock, 8,
clMetal, 18,
clCliffs, 2,
clWater, 2,
clDock, 6)],
scaleByMapSize(2, 12),
50);
yield 80;
for (const biome of ["lowlands", "highlands"])
createStragglerTrees(
biomes[biome].gaia.flora.trees,
[
biome == "highlands" ? constraintHighlands : constraintLowlands,
avoidClasses(
clForest, 8,
clCliffs, 1,
clPlayer, 12,
clMetal, 6,
clRock, 6,
clCliffs, 2,
clWater, 2,
clDock, 6)
],
clForest,
stragglerTrees * (biome == "highlands" ? biomeTreeRatioHighlands * 4 :
1 - biomeTreeRatioHighlands));
yield 85;
createFood(
[
[new SimpleObject(biomes.highlands.gaia.fauna.horse, 3, 5, 0, 4)],
[new SimpleObject(biomes.highlands.gaia.fauna.pony, 2, 3, 0, 4)],
[new SimpleObject(biomes.highlands.gaia.flora.fruitBush, 5, 7, 0, 4)]
],
[
scaleByMapSize(2, 16),
scaleByMapSize(2, 12),
scaleByMapSize(2, 20)
],
[
avoidClasses(
clForest, 0,
clPlayer, 20,
clFood, 16,
clCliffs, 2,
clWater, 2,
clRock, 4,
clMetal, 4,
clDock, 6),
constraintHighlands
],
clFood);
yield 90;
createFood(
[
[new SimpleObject(biomes.lowlands.gaia.fauna.sheep, 2, 3, 0, 2)],
[new SimpleObject(biomes.lowlands.gaia.fauna.rabbit, 2, 3, 0, 2)],
[new SimpleObject(biomes.lowlands.gaia.flora.fruitBush, 5, 7, 0, 4)]
],
[
scaleByMapSize(2, 16),
scaleByMapSize(2, 12),
scaleByMapSize(1, 20)
],
[
avoidClasses(
clForest, 0,
clPlayer, 20,
clFood, 16,
clCliffs, 2,
clWater, 2,
clRock, 4,
clMetal, 4,
clDock, 6),
constraintLowlands
],
clFood);
yield 93;
createFood(
[
[new SimpleObject(biomes.highlands.gaia.fauna.goat, 3, 5, 0, 4)]
],
[
3 * numPlayers
],
[
avoidClasses(
clForest, 1,
clPlayer, 20,
clFood, 20,
clCliffs, 1,
clRock, 4,
clMetal, 4,
clDock, 6),
constraintMountains
],
clFood);
g_Map.log("Creating hawk");
for (let i = 0; i < scaleByMapSize(0, 2); ++i)
g_Map.placeEntityAnywhere(biomes.highlands.gaia.fauna.hawk, 0, mapCenter, randomAngle());
g_Map.log("Creating fish");
createObjectGroups(
new SimpleGroup([new SimpleObject(biomes.water.gaia.fauna.fish, 1, 1, 0, 3)], true, clFood),
0,
[stayClasses(clWater, 8), avoidClasses(clFood, 8, clDock, 6)],
scaleByMapSize(15, 50),
100);
yield 95;
g_Map.log("Creating grass patches");
for (const biome of ["lowlands", "highlands"])
for (const patch of biomes[biome].terrains.patches)
createPatches(
[scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
patch,
[
biome == "highlands" ? constraintHighlands : constraintLowlands,
avoidClasses(clForest, 0, clDirt, 5, clPlayer, 12, clCliffs, 2, clWater, 2),
],
scaleByMapSize(15, 45) / biomes[biome].terrains.patches.length,
clDirt);
yield 96;
for (const biome of ["lowlands", "highlands"])
{
createDecoration(
[
[new SimpleObject(actorTemplate(biomes[biome].actors.mushroom), 1, 4, 1, 2)],
[
new SimpleObject(actorTemplate(biomes.common.actors.grass), 2, 4, 0, 1.8),
new SimpleObject(actorTemplate(biomes.common.actors.grassShort), 3, 6, 1.2,
2.5)
],
[
new SimpleObject(actorTemplate(biomes.common.actors.bushMedium), 1, 2, 0, 2),
new SimpleObject(actorTemplate(biomes.common.actors.bushSmall), 2, 4, 0, 2)
]
],
[
scaleByMapAreaAbsolute(20),
scaleByMapAreaAbsolute(13),
scaleByMapAreaAbsolute(13),
scaleByMapAreaAbsolute(13)
],
[
biome == "highlands" ? constraintHighlands : constraintLowlands,
avoidClasses(clCliffs, 1, clPlayer, 15, clForest, 1, clRock, 4, clMetal, 4),
]);
createDecoration(
[
biomes[biome].actors.stones.map(template => new SimpleObject(actorTemplate(template), 1, 3, 0, 1))
],
[
biomes[biome].actors.stones.map(template => scaleByMapAreaAbsolute(2) * randIntInclusive(1, 3))
],
[
biome == "highlands" ? constraintHighlands : constraintLowlands,
avoidClasses(clWater, 4, clPlayer, 15, clForest, 1, clRock, 4, clMetal, 4),
]);
}
yield 98;
g_Map.log("Creating temple");
createObjectGroups(
new SimpleGroup([new SimpleObject(biomes.highlands.gaia.athen.temple, 1, 1, 0, 0)], true),
0,
[
avoidClasses(clCliffs, 4, clWater, 4, clPlayer, 40, clForest, 4, clRock, 4, clMetal, 4),
constraintHighlands
],
1,
200);
g_Map.log("Creating statues");
createObjectGroups(
new SimpleGroup(
[new SimpleObject(actorTemplate(biomes.lowlands.actors.athen.statue), 1, 1, 0, 0)], true),
0,
[
avoidClasses(
clCliffs, 2,
clWater, 4,
clPlayer, 30,
clForest, 1,
clRock, 8,
clMetal, 8,
clDock, 6),
constraintLowlands
],
scaleByMapSize(1, 2),
50);
g_Map.log("Creating campfire");
createObjectGroups(
new SimpleGroup([new SimpleObject(actorTemplate(biomes.common.actors.campfire), 1, 1, 0, 0)],
true),
0,
[avoidClasses(
clCliffs, 2,
clWater, 4,
clPlayer, 30,
clForest, 1,
clRock, 8,
clMetal, 8,
clDock, 6)],
scaleByMapSize(0, 2),
50);
g_Map.log("Creating oxybeles");
createObjectGroups(
new SimpleGroup([new SimpleObject(biomes.highlands.gaia.athen.oxybeles, 1, 1, 0, 0)], true),
0,
[
avoidClasses(clCliffs, 2, clPlayer, 30, clForest, 1, clRock, 4, clMetal, 4),
constraintHighlands
],
scaleByMapSize(0, 2),
100);
g_Map.log("Creating handcart");
createObjectGroups(
new SimpleGroup([new SimpleObject(actorTemplate(biomes.highlands.actors.handcart), 1, 1, 0, 0)],
true),
0,
[
avoidClasses(clCliffs, 1, clPlayer, 15, clForest, 1, clRock, 4, clMetal, 4),
constraintHighlands
],
scaleByMapSize(1, 4),
50);
g_Map.log("Creating water log");
createObjectGroups(
new SimpleGroup([new SimpleObject(actorTemplate(biomes.water.actors.waterlog), 1, 1, 0, 0)],
true),
0,
[stayClasses(clWater, 4)],
scaleByMapSize(1, 2),
10);
g_Map.log("Creating reeds");
createObjectGroups(
new SimpleGroup(
[
new SimpleObject(actorTemplate(biomes.shoreline.actors.reeds), 5, 12, 1, 4),
new SimpleObject(actorTemplate(biomes.shoreline.actors.lillies), 1, 2, 1, 5)
],
false,
clDirt),
0,
new HeightConstraint(heightReedsMin, heightReedsMax),
scaleByMapSize(10, 25),
20);
placePlayersNomad(clPlayer,
avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clFood, 2, clCliffs, 2, clWater, 15));
yield 99;
setSkySet("sunny");
setSunColor(0.988166, 0.929297, 0.693819);
setSunElevation(0.579592);
setSunRotation(-0.566729);
setAmbientColor(0.372549, 0.376471, 0.459608);
setWaterColor(0.024, 0.212, 0.024);
setWaterTint(0.133, 0.725, 0.855);
setWaterMurkiness(0.8);
setWaterWaviness(3);
setFogFactor(0);
setPPEffect("hdr");
setPPSaturation(0.45);
setPPContrast(0.62);
setPPBloom(0.12);
return g_Map;
}