0ad/binaries/data/mods/public/maps/random/hells_pass.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

350 lines
7.8 KiB
JavaScript

import { addAnimals, addBerries, addBluffs, addDecoration, addForests, addHills, addLakes,
addLayeredPatches, addMetal, addProps, addStone, addStragglerTrees } from
"maps/random/rmgen2/gaia.js";
import { addElements, allAmounts, allMixes, allSizes, createBases, initTileClasses } from
"maps/random/rmgen2/setup.js";
Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
export function* generateMap(mapSettings)
{
setBiome(mapSettings.Biome);
const heightLand = 1;
const heightBarrier = 30;
globalThis.g_Map = new RandomMap(heightLand, g_Terrains.mainTerrain);
initTileClasses();
const mapCenter = g_Map.getCenter();
createArea(
new MapBoundsPlacer(),
new TileClassPainter(g_TileClasses.land));
yield 10;
const teamsArray = getTeamsArray();
const startAngle = randomAngle();
createBases(
playerPlacementByPattern(
"groupedLines",
fractionToTiles(0.2),
fractionToTiles(0.08),
startAngle,
undefined),
false);
yield 20;
placeBarriers();
yield 40;
addElements(shuffleArray([
{
"func": addBluffs,
"baseHeight": heightLand,
"avoid": [
g_TileClasses.bluff, 20,
g_TileClasses.hill, 5,
g_TileClasses.mountain, 20,
g_TileClasses.plateau, 20,
g_TileClasses.player, 30,
g_TileClasses.spine, 15,
g_TileClasses.valley, 5,
g_TileClasses.water, 7
],
"sizes": ["normal", "big"],
"mixes": ["varied"],
"amounts": ["few"]
},
{
"func": addHills,
"avoid": [
g_TileClasses.bluff, 5,
g_TileClasses.hill, 15,
g_TileClasses.mountain, 2,
g_TileClasses.plateau, 5,
g_TileClasses.player, 20,
g_TileClasses.spine, 15,
g_TileClasses.valley, 2,
g_TileClasses.water, 2
],
"sizes": ["normal", "big"],
"mixes": ["varied"],
"amounts": ["few"]
},
{
"func": addLakes,
"avoid": [
g_TileClasses.bluff, 7,
g_TileClasses.hill, 2,
g_TileClasses.mountain, 15,
g_TileClasses.plateau, 10,
g_TileClasses.player, 20,
g_TileClasses.spine, 15,
g_TileClasses.valley, 10,
g_TileClasses.water, 25
],
"sizes": ["big", "huge"],
"mixes": ["varied", "unique"],
"amounts": ["few"]
}
]));
yield 50;
addElements([
{
"func": addLayeredPatches,
"avoid": [
g_TileClasses.bluff, 2,
g_TileClasses.dirt, 5,
g_TileClasses.forest, 2,
g_TileClasses.mountain, 2,
g_TileClasses.plateau, 2,
g_TileClasses.player, 12,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
"sizes": ["normal"],
"mixes": ["normal"],
"amounts": ["normal"]
},
{
"func": addDecoration,
"avoid": [
g_TileClasses.bluff, 2,
g_TileClasses.forest, 2,
g_TileClasses.mountain, 2,
g_TileClasses.plateau, 2,
g_TileClasses.player, 12,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
"sizes": ["normal"],
"mixes": ["normal"],
"amounts": ["normal"]
}
]);
yield 60;
addElements(shuffleArray([
{
"func": addMetal,
"avoid": [
g_TileClasses.berries, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 3,
g_TileClasses.mountain, 2,
g_TileClasses.plateau, 2,
g_TileClasses.player, 30,
g_TileClasses.rock, 10,
g_TileClasses.metal, 20,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
"sizes": ["normal"],
"mixes": ["same"],
"amounts": allAmounts
},
{
"func": addStone,
"avoid": [
g_TileClasses.berries, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 3,
g_TileClasses.mountain, 2,
g_TileClasses.plateau, 2,
g_TileClasses.player, 30,
g_TileClasses.rock, 20,
g_TileClasses.metal, 10,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
"sizes": ["normal"],
"mixes": ["same"],
"amounts": allAmounts
},
{
"func": addForests,
"avoid": [
g_TileClasses.berries, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 18,
g_TileClasses.metal, 3,
g_TileClasses.mountain, 5,
g_TileClasses.plateau, 5,
g_TileClasses.player, 20,
g_TileClasses.rock, 3,
g_TileClasses.spine, 5,
g_TileClasses.water, 2
],
"sizes": allSizes,
"mixes": allMixes,
"amounts": ["few", "normal", "many", "tons"]
}
]));
yield 80;
addElements(shuffleArray([
{
"func": addBerries,
"avoid": [
g_TileClasses.berries, 30,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 5,
g_TileClasses.metal, 10,
g_TileClasses.mountain, 2,
g_TileClasses.plateau, 2,
g_TileClasses.player, 20,
g_TileClasses.rock, 10,
g_TileClasses.spine, 2,
g_TileClasses.water, 3
],
"sizes": allSizes,
"mixes": allMixes,
"amounts": allAmounts
},
{
"func": addAnimals,
"avoid": [
g_TileClasses.animals, 20,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 2,
g_TileClasses.metal, 2,
g_TileClasses.mountain, 1,
g_TileClasses.plateau, 2,
g_TileClasses.player, 20,
g_TileClasses.rock, 2,
g_TileClasses.spine, 2,
g_TileClasses.water, 3
],
"sizes": allSizes,
"mixes": allMixes,
"amounts": allAmounts
},
{
"func": addStragglerTrees,
"avoid": [
g_TileClasses.berries, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 7,
g_TileClasses.metal, 2,
g_TileClasses.mountain, 1,
g_TileClasses.plateau, 2,
g_TileClasses.player, 12,
g_TileClasses.rock, 2,
g_TileClasses.spine, 2,
g_TileClasses.water, 5
],
"sizes": allSizes,
"mixes": allMixes,
"amounts": allAmounts
}
]));
yield 90;
placePlayersNomad(
g_TileClasses.player,
avoidClasses(
g_TileClasses.bluff, 4,
g_TileClasses.water, 4,
g_TileClasses.spine, 4,
g_TileClasses.plateau, 4,
g_TileClasses.forest, 1,
g_TileClasses.metal, 4,
g_TileClasses.rock, 4,
g_TileClasses.mountain, 4,
g_TileClasses.animals, 2));
return g_Map;
function placeBarriers()
{
let spineTerrain = g_Terrains.dirt;
if (currentBiome() == "generic/arctic")
spineTerrain = g_Terrains.tier1Terrain;
if (currentBiome() == "generic/alpine" || currentBiome() == "generic/savanna")
spineTerrain = g_Terrains.tier2Terrain;
if (currentBiome() == "generic/autumn")
spineTerrain = g_Terrains.tier4Terrain;
const spineCount = mapSettings.Nomad ? randIntInclusive(1, 4) : teamsArray.length;
for (let i = 0; i < spineCount; ++i)
{
let mSize = 8;
let mWaviness = 0.6;
let mOffset = 0.5;
let mTaper = -1.5;
if (spineCount > 3 || g_Map.getSize() <= 192)
{
mWaviness = 0.2;
mOffset = 0.2;
mTaper = -1;
}
if (spineCount >= 5)
{
mSize = 4;
mWaviness = 0.2;
mOffset = 0.2;
mTaper = -0.7;
}
const angle = startAngle + (i + 0.5) * 2 * Math.PI / spineCount;
const start =
Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.075), 0).rotate(-angle));
const end =
Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.42), 0).rotate(-angle));
createArea(
new PathPlacer(start, end, scaleByMapSize(14, mSize), mWaviness, 0.1, mOffset,
mTaper),
[
new LayeredPainter([g_Terrains.cliff, spineTerrain], [2]),
new SmoothElevationPainter(ELEVATION_SET, heightBarrier, 2),
new TileClassPainter(g_TileClasses.spine)
],
avoidClasses(g_TileClasses.player, 5, g_TileClasses.baseResource, 5));
}
addElements([
{
"func": addDecoration,
"avoid": [
g_TileClasses.bluff, 2,
g_TileClasses.forest, 2,
g_TileClasses.mountain, 2,
g_TileClasses.player, 12,
g_TileClasses.water, 3
],
"stay": [g_TileClasses.spine, 5],
"sizes": ["huge"],
"mixes": ["unique"],
"amounts": ["tons"]
}
]);
addElements([
{
"func": addProps,
"avoid": [
g_TileClasses.forest, 2,
g_TileClasses.player, 2,
g_TileClasses.prop, 20,
g_TileClasses.water, 3
],
"stay": [g_TileClasses.spine, 8],
"sizes": ["normal"],
"mixes": ["normal"],
"amounts": ["scarce"]
}
]);
}
}