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https://gitea.wildfiregames.com/0ad/0ad
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Up to now `eslint-plugin-brace-rules` was used to enforce a common brace style for JavaScript code. This plugin was however updated the last time over 9 years ago and will be incompatible with ESLint v10, as that [removes `context.getSourceCode()`][1], the plugin relies on. To keep the eslint config working with ESLint v10, this replaces `eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule from `@stylistic/eslint-plugin`, a package we already use. While `@stylistic/brace-style` doesn't offer an option to format braces in exactly the same way as before, the "allman" style seems to be the one closest to the existing code. [1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members [2]: https://eslint.style/rules/brace-style
1133 lines
32 KiB
JavaScript
1133 lines
32 KiB
JavaScript
Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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export function* generateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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const tForestFloor2 = g_Terrains.forestFloor2;
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const tCliff = g_Terrains.cliff;
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const tTier1Terrain = g_Terrains.tier1Terrain;
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const tTier2Terrain = g_Terrains.tier2Terrain;
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const tTier3Terrain = g_Terrains.tier3Terrain;
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const tHill = g_Terrains.hill;
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const tRoad = g_Terrains.road;
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const tRoadWild = g_Terrains.roadWild;
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const tTier4Terrain = g_Terrains.tier4Terrain;
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const tShore = g_Terrains.shore;
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const tWater = g_Terrains.water;
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const oTree1 = g_Gaia.tree1;
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const oTree2 = g_Gaia.tree2;
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const oTree4 = g_Gaia.tree4;
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const oTree5 = g_Gaia.tree5;
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const oFruitBush = g_Gaia.fruitBush;
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const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
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const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
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const oFish = g_Gaia.fish;
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const oStoneLarge = g_Gaia.stoneLarge;
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const oStoneSmall = g_Gaia.stoneSmall;
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const oMetalLarge = g_Gaia.metalLarge;
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const oWoodTreasure = "gaia/treasure/wood";
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const aGrass = g_Decoratives.grass;
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const aGrassShort = g_Decoratives.grassShort;
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const aReeds = g_Decoratives.reeds;
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const aLillies = g_Decoratives.lillies;
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const aRockLarge = g_Decoratives.rockLarge;
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const aRockMedium = g_Decoratives.rockMedium;
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const aBushMedium = g_Decoratives.bushMedium;
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const aBushSmall = g_Decoratives.bushSmall;
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const pForest1 = [
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tForestFloor2 + TERRAIN_SEPARATOR + oTree1,
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tForestFloor2 + TERRAIN_SEPARATOR + oTree2,
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tForestFloor2
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];
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const pForest2 = [
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tForestFloor1 + TERRAIN_SEPARATOR + oTree4,
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tForestFloor1 + TERRAIN_SEPARATOR + oTree5,
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tForestFloor1
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];
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const heightSeaGround = -5;
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const heightLand = 3;
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const heightCliff = 3.12;
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const heightHill = 18;
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const heightOffsetBump = 2;
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globalThis.g_Map = new RandomMap(heightSeaGround, tWater);
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const numPlayers = getNumPlayers();
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const mapSize = g_Map.getSize();
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const mapCenter = g_Map.getCenter();
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const mapBounds = g_Map.getBounds();
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const clPlayer = g_Map.createTileClass();
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const clPlayerTerritory = g_Map.createTileClass();
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const clHill = g_Map.createTileClass();
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const clForest = g_Map.createTileClass();
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const clWater = g_Map.createTileClass();
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const clDirt = g_Map.createTileClass();
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const clRock = g_Map.createTileClass();
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const clMetal = g_Map.createTileClass();
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const clFood = g_Map.createTileClass();
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const clPeninsulaSteam = g_Map.createTileClass();
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const clBaseResource = g_Map.createTileClass();
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const clLand = g_Map.createTileClass();
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const clShallow = g_Map.createTileClass();
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const landElevationPainter = new SmoothElevationPainter(ELEVATION_SET, heightLand, 4);
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/**
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* The player IDs and locations shall only be determined by the landscape
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* functions if it's not a nomad game, because nomad maps randomize the
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* locations after the terrain generation.
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* The locations should only determined by the landscape functions to
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* avoid placing bodies of water and resources into civic centers and the
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* starting resources.
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*/
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let playerIDs = sortAllPlayers();
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let playerPosition = [];
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let g_StartingTreasures = false;
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let g_StartingWalls = true;
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/**
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* Creates a huge central river, possibly connecting the riversides with a
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* narrow piece of land.
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*/
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function unknownCentralSeaOrIsthmus(isthmus)
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{
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const waterHeight = -3;
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const startAngle = randomAngle();
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const [riverStart, riverEnd] = centralRiverCoordinates(startAngle);
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paintRiver({
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"parallel": false,
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"start": riverStart,
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"end": riverEnd,
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"width": fractionToTiles(scaleByMapSize(0.27, 0.42) + randFloat(0, 0.08)),
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"fadeDist": scaleByMapSize(3, 12),
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"deviation": 0,
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"heightRiverbed": waterHeight,
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"heightLand": heightLand,
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"meanderShort": 20,
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"meanderLong": 0,
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"waterFunc": (position, height, riverFraction) =>
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{
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if (height < 0)
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clWater.add(position);
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},
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"landFunc": (position, shoreDist1, shoreDist2) =>
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{
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g_Map.setHeight(position, 3.1);
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clLand.add(position);
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}
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});
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if (!mapSettings.Nomad)
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{
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({ playerIDs, playerPosition } =
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playerPlacementRiver(startAngle + Math.PI / 2, fractionToTiles(0.6)));
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markPlayerArea("small");
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}
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if (isthmus)
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{
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g_Map.log(
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"Creating isthmus (i.e. connecting the two riversides with a big land passage)");
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const [isthmusStart, isthmusEnd] = centralRiverCoordinates(startAngle + Math.PI / 2);
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createArea(
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new PathPlacer(
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isthmusStart,
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isthmusEnd,
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scaleByMapSize(randIntInclusive(16, 24), randIntInclusive(100, 140)),
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0.5,
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3 * scaleByMapSize(1, 4),
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0.1,
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0.01),
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[
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landElevationPainter,
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new TileClassPainter(clLand),
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new TileClassUnPainter(clWater)
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]);
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}
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createExtensionsOrIslands();
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// Don't createShoreJaggedness since it doesn't fit artistically
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// here
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}
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/**
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* Creates a very small central river.
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*/
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function unknownCentralRiver(shallows)
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{
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const waterHeight = -4;
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const heightShallow = -2;
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createArea(
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new MapBoundsPlacer(),
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new ElevationPainter(heightLand));
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const startAngle = randomAngle();
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if (!mapSettings.Nomad)
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{
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({ playerIDs, playerPosition } =
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playerPlacementRiver(startAngle + Math.PI / 2, fractionToTiles(0.5)));
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markPlayerArea("large");
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}
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g_Map.log("Creating the main river");
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const [coord1, coord2] = centralRiverCoordinates(startAngle);
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createArea(
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new PathPlacer(coord1, coord2, scaleByMapSize(14, 24), 0.5, scaleByMapSize(3, 12), 0.1,
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0.01),
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new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
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avoidClasses(clPlayerTerritory, 4));
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g_Map.log("Creating small water spots at the map border to ensure separation of players");
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for (const coord of [coord1, coord2])
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createArea(
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new ClumpPlacer(diskArea(scaleByMapSize(5, 10)), 0.95, 0.6, Infinity, coord),
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new SmoothElevationPainter(ELEVATION_SET, waterHeight, 2),
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avoidClasses(clPlayerTerritory, 8));
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if (shallows)
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{
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g_Map.log("Creating the shallows of the main river");
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for (let i = 0; i <= randIntInclusive(1, scaleByMapSize(4, 8)); ++i)
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{
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const location = fractionToTiles(randFloat(0.15, 0.85));
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createPassage({
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"start": new Vector2D(location, mapBounds.top)
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.rotateAround(startAngle, mapCenter),
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"end": new Vector2D(location, mapBounds.bottom)
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.rotateAround(startAngle, mapCenter),
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"startWidth": scaleByMapSize(8, 12),
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"endWidth": scaleByMapSize(8, 12),
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"smoothWidth": 2,
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"startHeight": heightShallow,
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"endHeight": heightShallow,
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"constraints": new HeightConstraint(-Infinity, heightShallow),
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"tileClass": clShallow
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});
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}
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}
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if (randBool(2/3))
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createTributaryRivers(
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startAngle,
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randIntInclusive(8, scaleByMapSize(12, 16)),
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scaleByMapSize(10, 20),
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-4,
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[-6, -1.5],
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Math.PI / 5,
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clWater,
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clShallow,
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avoidClasses(clPlayerTerritory, 3));
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}
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const unknownMapFunctions = {
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// Chain of islands or many disconnected islands.
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"Archipelago": () =>
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{
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g_StartingWalls = "towers";
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g_StartingTreasures = true;
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const { "playerIDs": pIDs, "playerPosition": islandPosition } =
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playerPlacementCircle(fractionToTiles(0.35));
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if (!mapSettings.Nomad)
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{
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[playerIDs, playerPosition] = [pIDs, islandPosition];
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markPlayerArea("large");
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}
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g_Map.log("Creating islands");
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const islandSize = diskArea(scaleByMapSize(17, 29));
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for (let i = 0; i < numPlayers; ++i)
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createArea(
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new ClumpPlacer(islandSize, 0.8, 0.1, Infinity, islandPosition[i]),
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landElevationPainter);
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switch (randIntInclusive(1, mapSettings.Nomad ? 2 : 3))
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{
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case 1:
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g_Map.log("Creating archipelago");
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createAreas(
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new ClumpPlacer(islandSize * randFloat(0.8, 1.2), 0.8, 0.1, Infinity),
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[
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landElevationPainter,
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new TileClassPainter(clLand)
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],
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null,
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scaleByMapSize(2, 5) * randIntInclusive(8, 14));
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g_Map.log("Creating shore jaggedness with small puddles");
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createAreas(
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new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, Infinity),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
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new TileClassPainter(clLand)
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],
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borderClasses(clLand, 6, 3),
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scaleByMapSize(12, 130) * 2,
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150);
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break;
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case 2:
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g_Map.log("Creating islands");
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createAreas(
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new ClumpPlacer(islandSize * randFloat(0.6, 1.4), 0.8, 0.1,
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randFloat(0.0, 0.2)),
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[
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landElevationPainter,
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new TileClassPainter(clLand)
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],
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avoidClasses(clLand, 3, clPlayerTerritory, 3),
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scaleByMapSize(6, 10) * randIntInclusive(8, 14));
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g_Map.log("Creating small islands");
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createAreas(
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new ClumpPlacer(islandSize * randFloat(0.3, 0.7), 0.8, 0.1, 0.07),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 6),
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new TileClassPainter(clLand)
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],
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avoidClasses(clLand, 3, clPlayerTerritory, 3),
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scaleByMapSize(2, 6) * randIntInclusive(6, 15),
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25);
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break;
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default:
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g_Map.log("Creating tight islands");
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createAreas(
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new ClumpPlacer(islandSize * randFloat(0.8, 1.2), 0.8, 0.1, Infinity),
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[
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landElevationPainter,
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new TileClassPainter(clLand)
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],
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avoidClasses(clLand, randIntInclusive(8, 16), clPlayerTerritory, 3),
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scaleByMapSize(2, 5) * randIntInclusive(8, 14));
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}
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},
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// Disk shaped mainland with water on the edge.
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"Continent": () =>
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{
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const waterHeight = -5;
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if (!mapSettings.Nomad)
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{
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g_Map.log("Ensuring player area");
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({ playerIDs, playerPosition } = playerPlacementCircle(fractionToTiles(0.25)));
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markPlayerArea("small");
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for (let i = 0; i < numPlayers; ++i)
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createArea(
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new ChainPlacer(
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2,
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Math.floor(scaleByMapSize(5, 9)),
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Math.floor(scaleByMapSize(5, 20)),
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Infinity,
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playerPosition[i],
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0,
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[Math.floor(scaleByMapSize(23, 50))]),
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[
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landElevationPainter,
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new TileClassPainter(clLand)
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]);
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}
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g_Map.log("Creating continent");
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.38)), 0.9, 0.09, Infinity, mapCenter),
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[
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landElevationPainter,
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new TileClassPainter(clLand)
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]);
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if (randBool(1/3))
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{
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g_Map.log("Creating peninsula (i.e. half the map not being surrounded by water)");
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const angle = randomAngle();
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const peninsulaPosition1 =
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Vector2D.add(mapCenter,
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new Vector2D(fractionToTiles(0.25), 0).rotate(-angle));
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.38)), 0.9, 0.09, Infinity,
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peninsulaPosition1),
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[
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landElevationPainter,
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new TileClassPainter(clLand)
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]);
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g_Map.log("Remembering to not paint shorelines into the peninsula");
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const peninsulaPosition2 =
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Vector2D.add(mapCenter,
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new Vector2D(fractionToTiles(0.35), 0).rotate(-angle));
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.33)), 0.9, 0.01, Infinity,
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peninsulaPosition2),
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new TileClassPainter(clPeninsulaSteam));
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}
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createShoreJaggedness(waterHeight, clLand, 7);
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},
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"CentralSea": unknownCentralSeaOrIsthmus.bind(null, false),
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"Isthmus": unknownCentralSeaOrIsthmus.bind(null, true),
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"CentralRiverLand": unknownCentralRiver.bind(null, true),
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"CentralRiverNaval": unknownCentralRiver.bind(null, false),
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// Creates a circular lake in the middle and possibly a river
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// between each player ("pizza slices").
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"RiversAndLake": () =>
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{
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const waterHeight = -4;
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createArea(
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new MapBoundsPlacer(),
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new ElevationPainter(heightLand));
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let startAngle;
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if (!mapSettings.Nomad)
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{
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({ playerIDs, playerPosition, startAngle } =
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playerPlacementCircle(fractionToTiles(0.35)));
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markPlayerArea("small");
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}
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const lake = randBool(3/4);
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if (lake)
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{
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g_Map.log("Creating lake");
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.17)), 0.7, 0.1, Infinity,
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mapCenter),
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[
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new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
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new TileClassPainter(clWater)
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]);
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createShoreJaggedness(waterHeight, clWater, 3);
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}
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// TODO: On nomad because the resource imbalances per island
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// are too drastic
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{
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g_Map.log("Creating small rivers separating players");
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for (const river of distributePointsOnCircle(numPlayers,
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startAngle + Math.PI / numPlayers, fractionToTiles(0.5), mapCenter)[0])
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{
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createArea(
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new PathPlacer(mapCenter, river, scaleByMapSize(14, 24), 0.4,
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3 * scaleByMapSize(1, 3), 0.2, 0.05),
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[
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new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
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new TileClassPainter(clWater)
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],
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avoidClasses(clPlayer, 5));
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createArea(
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new ClumpPlacer(diskArea(scaleByMapSize(4, 22)), 0.95, 0.6, Infinity,
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river),
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[
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new SmoothElevationPainter(ELEVATION_SET, waterHeight, 0),
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new TileClassPainter(clWater)
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],
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avoidClasses(clPlayer, 5));
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}
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g_Map.log("Creating small lake");
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.04)), 0.7, 0.1, Infinity,
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mapCenter),
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[
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new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
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new TileClassPainter(clWater)
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]);
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}
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if (!mapSettings.Nomad && lake && randBool(2/3))
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{
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g_Map.log("Creating small central island");
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.05)), 0.7, 0.1, Infinity,
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mapCenter),
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[
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landElevationPainter,
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new TileClassPainter(clWater)
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]);
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}
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},
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|
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// Align players on a land strip with seas bordering on one or both
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// sides that can hold islands.
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"EdgeSeas": () =>
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{
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const waterHeight = -4;
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|
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createArea(
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new MapBoundsPlacer(),
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new ElevationPainter(heightLand));
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const startAngle = randomAngle();
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if (!mapSettings.Nomad)
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{
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playerIDs = sortAllPlayers();
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playerPosition =
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playerPlacementLine(startAngle + Math.PI / 2, mapCenter,
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fractionToTiles(0.2));
|
|
// Don't place the shoreline inside the CC, but possibly
|
|
// into the players territory
|
|
markPlayerArea("small");
|
|
}
|
|
|
|
for (const side of pickRandom([[0], [Math.PI], [0, Math.PI]]))
|
|
paintRiver({
|
|
"parallel": true,
|
|
"start": new Vector2D(mapBounds.left, mapBounds.top)
|
|
.rotateAround(side + startAngle, mapCenter),
|
|
"end": new Vector2D(mapBounds.left, mapBounds.bottom)
|
|
.rotateAround(side + startAngle, mapCenter),
|
|
"width": scaleByMapSize(80, randFloat(270, 320)),
|
|
"fadeDist": scaleByMapSize(2, 8),
|
|
"deviation": 0,
|
|
"heightRiverbed": waterHeight,
|
|
"heightLand": heightLand,
|
|
"meanderShort": 20,
|
|
"meanderLong": 0
|
|
});
|
|
|
|
createExtensionsOrIslands();
|
|
paintTileClassBasedOnHeight(0, heightCliff, 1, clLand);
|
|
createShoreJaggedness(waterHeight, clLand, 7, false);
|
|
},
|
|
|
|
// Land shaped like a concrescent moon around a central lake.
|
|
"Gulf": () =>
|
|
{
|
|
const waterHeight = -3;
|
|
|
|
createArea(
|
|
new MapBoundsPlacer(),
|
|
new ElevationPainter(heightLand));
|
|
|
|
const startAngle = randomAngle();
|
|
if (!mapSettings.Nomad)
|
|
{
|
|
g_Map.log("Determining player locations");
|
|
|
|
playerPosition = playerPlacementCustomAngle(
|
|
fractionToTiles(0.35),
|
|
mapCenter,
|
|
i => startAngle + 2/3 * Math.PI *
|
|
(-1 + (numPlayers == 1 ? 1 : 2 * i / (numPlayers - 1))))[0];
|
|
|
|
markPlayerArea("large");
|
|
}
|
|
|
|
for (const gulfPart of
|
|
[
|
|
[0.16, 0],
|
|
[0.2, 0.2],
|
|
[0.22, 0.49]
|
|
])
|
|
{
|
|
const [radius, distance] = gulfPart.map(fractionToTiles);
|
|
const position = Vector2D.sub(mapCenter,
|
|
new Vector2D(distance, 0).rotate(-startAngle)).round();
|
|
createArea(
|
|
new ClumpPlacer(diskArea(radius), 0.7, 0.05, Infinity, position),
|
|
[
|
|
new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
|
|
new TileClassPainter(clWater)
|
|
],
|
|
avoidClasses(clPlayerTerritory, defaultPlayerBaseRadius()));
|
|
}
|
|
},
|
|
|
|
// Mainland style with some small random lakes.
|
|
"Lakes": () =>
|
|
{
|
|
const waterHeight = -5;
|
|
|
|
createArea(
|
|
new MapBoundsPlacer(),
|
|
new ElevationPainter(heightLand));
|
|
|
|
if (!mapSettings.Nomad)
|
|
{
|
|
({ playerIDs, playerPosition } = playerPlacementCircle(fractionToTiles(0.35)));
|
|
markPlayerArea("large");
|
|
}
|
|
|
|
g_Map.log("Creating lakes");
|
|
createAreas(
|
|
new ClumpPlacer(scaleByMapSize(160, 700), 0.2, 0.1, Infinity),
|
|
[
|
|
new SmoothElevationPainter(ELEVATION_SET, waterHeight, 5),
|
|
new TileClassPainter(clWater)
|
|
],
|
|
[
|
|
avoidClasses(clPlayerTerritory, 12),
|
|
randBool() ? avoidClasses(clWater, 8) : []
|
|
].flat(),
|
|
scaleByMapSize(5, 16));
|
|
},
|
|
|
|
// A large hill leaving players only a small passage to each of the
|
|
// the two neighboring players.
|
|
"Passes": () =>
|
|
{
|
|
const heightMountain = 24;
|
|
const waterHeight = -4;
|
|
|
|
createArea(
|
|
new MapBoundsPlacer(),
|
|
new ElevationPainter(heightLand));
|
|
|
|
let startAngle;
|
|
if (!mapSettings.Nomad)
|
|
{
|
|
({ playerIDs, playerPosition, startAngle } =
|
|
playerPlacementCircle(fractionToTiles(0.35)));
|
|
markPlayerArea("small");
|
|
}
|
|
else
|
|
startAngle = randomAngle();
|
|
|
|
g_Map.log("Creating a mountain range between neighboring players");
|
|
for (const mountain of distributePointsOnCircle(numPlayers,
|
|
startAngle + Math.PI / numPlayers,
|
|
fractionToTiles(0.5), mapCenter)[0])
|
|
{
|
|
createArea(
|
|
new PathPlacer(mapCenter, mountain, scaleByMapSize(14, 24), 0.4,
|
|
3 * scaleByMapSize(1, 3), 0.2, 0.05),
|
|
[
|
|
// More smoothing than this often results in
|
|
// the mountainrange becoming passable to
|
|
// one player.
|
|
new SmoothElevationPainter(ELEVATION_SET, heightMountain, 1),
|
|
new TileClassPainter(clWater)
|
|
],
|
|
avoidClasses(clPlayer, 5));
|
|
|
|
// Small mountain at the map border between the players
|
|
// to ensure separation of players
|
|
createArea(
|
|
new ClumpPlacer(diskArea(scaleByMapSize(4, 22)), 0.95, 0.6, Infinity,
|
|
mountain),
|
|
new SmoothElevationPainter(ELEVATION_SET, heightMountain, 0),
|
|
avoidClasses(clPlayer, 5));
|
|
}
|
|
|
|
g_Map.log("Creating passages between neighboring players");
|
|
if (numPlayers > 1)
|
|
{
|
|
const getEndpoints = (() =>
|
|
{
|
|
if (numPlayers !== 2)
|
|
return i => [i, (i + 1) % numPlayers]
|
|
.map(index => playerPosition[index]);
|
|
|
|
const passes = distributePointsOnCircle(numPlayers * 3, startAngle,
|
|
fractionToTiles(0.35), mapCenter)[0];
|
|
return i => [1, 2].map(p => passes[3 * i + p]);
|
|
})();
|
|
for (let i = 0; i < numPlayers; ++i)
|
|
{
|
|
// For numPlayers > 2 use the playerPosition to
|
|
// not end up inside the mountains.
|
|
createArea(
|
|
new PathPlacer(
|
|
...getEndpoints(i),
|
|
scaleByMapSize(14, 24),
|
|
0.4,
|
|
3 * scaleByMapSize(1, 3),
|
|
0.2,
|
|
0.05),
|
|
new SmoothElevationPainter(ELEVATION_SET, heightLand, 2));
|
|
}
|
|
}
|
|
|
|
if (randBool(2/5))
|
|
{
|
|
g_Map.log("Create central lake");
|
|
createArea(
|
|
new ClumpPlacer(diskArea(fractionToTiles(0.1)), 0.7, 0.1, Infinity,
|
|
mapCenter),
|
|
[
|
|
new SmoothElevationPainter(ELEVATION_SET, waterHeight, 3),
|
|
new TileClassPainter(clWater)
|
|
]);
|
|
}
|
|
else
|
|
{
|
|
g_Map.log("Fill area between the paths");
|
|
createArea(
|
|
new ClumpPlacer(diskArea(fractionToTiles(0.05)), 0.7, 0.1, Infinity,
|
|
mapCenter),
|
|
[
|
|
new SmoothElevationPainter(ELEVATION_SET, heightMountain, 4),
|
|
new TileClassPainter(clWater)
|
|
]);
|
|
}
|
|
},
|
|
|
|
// Land enclosed by a hill that leaves small areas for civic centers
|
|
// and large central place.
|
|
"Lowlands": () =>
|
|
{
|
|
const heightMountain = 30;
|
|
|
|
g_Map.log("Creating mountain that is going to separate players");
|
|
createArea(
|
|
new MapBoundsPlacer(),
|
|
new ElevationPainter(heightMountain));
|
|
|
|
let startAngle;
|
|
if (!mapSettings.Nomad)
|
|
{
|
|
({ playerIDs, playerPosition, startAngle } =
|
|
playerPlacementCircle(fractionToTiles(0.35)));
|
|
markPlayerArea("small");
|
|
}
|
|
else
|
|
startAngle = randomAngle();
|
|
|
|
g_Map.log("Creating valleys enclosed by the mountain");
|
|
let valleys = numPlayers;
|
|
if (mapSize >= 128 && numPlayers <= 2 ||
|
|
mapSize >= 192 && numPlayers <= 3 ||
|
|
mapSize >= 320 && numPlayers <= 4 ||
|
|
mapSize >= 384 && numPlayers <= 5 ||
|
|
mapSize >= 448 && numPlayers <= 6)
|
|
{
|
|
valleys *= 2;
|
|
}
|
|
|
|
g_Map.log("Creating player valley");
|
|
for (const valley of distributePointsOnCircle(valleys, startAngle, fractionToTiles(0.35),
|
|
mapCenter)[0])
|
|
{
|
|
createArea(
|
|
new ClumpPlacer(diskArea(scaleByMapSize(18, 32)), 0.65, 0.1, Infinity,
|
|
valley),
|
|
[
|
|
new SmoothElevationPainter(ELEVATION_SET, heightLand, 2),
|
|
new TileClassPainter(clLand)
|
|
]);
|
|
|
|
// Passage from player to center
|
|
createArea(
|
|
new PathPlacer(mapCenter, valley, scaleByMapSize(14, 24), 0.4,
|
|
3 * scaleByMapSize(1, 3), 0.2, 0.05),
|
|
[
|
|
landElevationPainter,
|
|
new TileClassPainter(clWater)
|
|
]);
|
|
}
|
|
|
|
g_Map.log("Creating the big central area");
|
|
createArea(
|
|
new ClumpPlacer(diskArea(fractionToTiles(0.18)), 0.7, 0.1, Infinity, mapCenter),
|
|
[
|
|
landElevationPainter,
|
|
new TileClassPainter(clWater)
|
|
]);
|
|
},
|
|
|
|
// No water, no hills.
|
|
"Mainland": () =>
|
|
{
|
|
createArea(
|
|
new MapBoundsPlacer(),
|
|
new ElevationPainter(3));
|
|
|
|
if (!mapSettings.Nomad)
|
|
{
|
|
({ playerIDs, playerPosition } = playerPlacementCircle(fractionToTiles(0.35)));
|
|
markPlayerArea("small");
|
|
}
|
|
}
|
|
};
|
|
|
|
function centralRiverCoordinates(angle)
|
|
{
|
|
return [
|
|
new Vector2D(mapBounds.left + 1, mapCenter.y),
|
|
new Vector2D(mapBounds.right - 1, mapCenter.y)
|
|
].map(v => v.rotateAround(angle, mapCenter));
|
|
}
|
|
|
|
function createShoreJaggedness(waterHeight, borderClass, shoreDist, inwards = true)
|
|
{
|
|
g_Map.log("Creating shore jaggedness");
|
|
for (let i = 0; i < 2; ++i)
|
|
if (i || inwards)
|
|
createAreas(
|
|
new ChainPlacer(2, Math.floor(scaleByMapSize(4, 6)), 15, Infinity),
|
|
[
|
|
new SmoothElevationPainter(ELEVATION_SET, i ? heightLand : waterHeight,
|
|
4),
|
|
i ? new TileClassPainter(clLand) : new TileClassUnPainter(clLand)
|
|
],
|
|
[
|
|
avoidClasses(clPlayer, 20, clPeninsulaSteam, 20),
|
|
borderClasses(borderClass, shoreDist, shoreDist)
|
|
],
|
|
scaleByMapSize(7, 130) * 2,
|
|
150);
|
|
}
|
|
|
|
function createExtensionsOrIslands()
|
|
{
|
|
const rnd = randIntInclusive(1, 3);
|
|
|
|
if (rnd == 1)
|
|
{
|
|
g_Map.log("Creating islands");
|
|
createAreas(
|
|
new ClumpPlacer(Math.square(randIntInclusive(scaleByMapSize(8, 15),
|
|
scaleByMapSize(15, 23))), 0.8, 0.1, randFloat(0, 0.2)),
|
|
[
|
|
landElevationPainter,
|
|
new TileClassPainter(clLand)
|
|
],
|
|
avoidClasses(clLand, 3, clPlayer, 3),
|
|
scaleByMapSize(2, 5) * randIntInclusive(8, 14));
|
|
}
|
|
else if (rnd == 2)
|
|
{
|
|
g_Map.log("Creating extentions");
|
|
createAreas(
|
|
new ChainPlacer(Math.floor(scaleByMapSize(4, 7)), Math.floor(scaleByMapSize(7, 10)),
|
|
Math.floor(scaleByMapSize(16, 40)), 0.07),
|
|
[
|
|
landElevationPainter,
|
|
new TileClassPainter(clLand)
|
|
],
|
|
null,
|
|
scaleByMapSize(2, 5) * randIntInclusive(8, 14));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Prevent impassable terrain and resource collisions at the the civic
|
|
* center and starting resources.
|
|
*/
|
|
function markPlayerArea(size)
|
|
{
|
|
for (const position of playerPosition)
|
|
{
|
|
addCivicCenterAreaToClass(position, clPlayer);
|
|
|
|
if (size == "large")
|
|
createArea(
|
|
new ClumpPlacer(diskArea(scaleByMapSize(17, 29) / 3), 0.6, 0.3, Infinity,
|
|
position),
|
|
new TileClassPainter(clPlayerTerritory));
|
|
}
|
|
}
|
|
|
|
(mapSettings.Landscape ? unknownMapFunctions[mapSettings.Landscape] :
|
|
pickRandom(Object.values(unknownMapFunctions)))();
|
|
|
|
paintTerrainBasedOnHeight(heightCliff, 40, 1, tCliff);
|
|
paintTerrainBasedOnHeight(3, heightCliff, 1, tMainTerrain);
|
|
paintTerrainBasedOnHeight(1, 3, 1, tShore);
|
|
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
|
|
|
unPaintTileClassBasedOnHeight(0, heightCliff, 1, clWater);
|
|
unPaintTileClassBasedOnHeight(-6, 0, 1, clLand);
|
|
|
|
paintTileClassBasedOnHeight(-6, 0, 1, clWater);
|
|
paintTileClassBasedOnHeight(0, heightCliff, 1, clLand);
|
|
paintTileClassBasedOnHeight(heightCliff, 40, 1, clHill);
|
|
|
|
placePlayerBases({
|
|
"PlayerPlacement": [playerIDs, playerPosition],
|
|
"BaseResourceClass": clBaseResource,
|
|
"Walls": g_StartingWalls,
|
|
"CityPatch": {
|
|
"outerTerrain": tRoadWild,
|
|
"innerTerrain": tRoad,
|
|
"painters": [
|
|
new TileClassPainter(clPlayer)
|
|
]
|
|
},
|
|
"StartingAnimal": {
|
|
},
|
|
"Berries": {
|
|
"template": oFruitBush
|
|
},
|
|
"Mines": {
|
|
"types": [
|
|
{ "template": oMetalLarge },
|
|
{ "template": oStoneLarge }
|
|
]
|
|
},
|
|
"Treasures": {
|
|
"types": [
|
|
{
|
|
"template": oWoodTreasure,
|
|
"count": g_StartingTreasures ? 14 : 0
|
|
}
|
|
]
|
|
},
|
|
"Trees": {
|
|
"template": oTree1
|
|
},
|
|
"Decoratives": {
|
|
"template": aGrassShort
|
|
}
|
|
});
|
|
|
|
// Place resources and decoratives after the player territory was marked.
|
|
g_Map.log("Creating bumps");
|
|
createAreas(
|
|
new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, Infinity),
|
|
new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetBump, 2),
|
|
[avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 3)],
|
|
randIntInclusive(0, scaleByMapSize(1, 2) * 200));
|
|
|
|
g_Map.log("Creating hills");
|
|
createAreas(
|
|
new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, Infinity),
|
|
[
|
|
new LayeredPainter([tCliff, tHill], [2]),
|
|
new SmoothElevationPainter(ELEVATION_SET, heightHill, 2),
|
|
new TileClassPainter(clHill)
|
|
],
|
|
[avoidClasses(clPlayer, 15, clHill, randIntInclusive(6, 18)), stayClasses(clLand, 0)],
|
|
randIntInclusive(0, scaleByMapSize(4, 8))*randIntInclusive(1, scaleByMapSize(4, 9))
|
|
);
|
|
yield 30;
|
|
|
|
g_Map.log("Creating forests");
|
|
const [numForest, numStragglers] = getTreeCounts(...rBiomeTreeCount(1));
|
|
let types = [
|
|
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
|
|
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
|
|
];
|
|
|
|
const size = numForest / (scaleByMapSize(2, 8) * numPlayers);
|
|
let num = Math.floor(size / types.length);
|
|
for (const type of types)
|
|
createAreas(
|
|
new ClumpPlacer(numForest / num, 0.1, 0.1, Infinity),
|
|
[
|
|
new LayeredPainter(type, [2]),
|
|
new TileClassPainter(clForest)
|
|
],
|
|
[
|
|
avoidClasses(clPlayer, 20, clForest, randIntInclusive(5, 15), clHill, 2),
|
|
stayClasses(clLand, 4)
|
|
],
|
|
num);
|
|
yield 50;
|
|
|
|
g_Map.log("Creating dirt patches");
|
|
const patchCount = (currentBiome() == "generic/savanna" ? 3 : 1) * scaleByMapSize(15, 45);
|
|
for (const patchSize of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
|
|
createAreas(
|
|
new ClumpPlacer(patchSize, 0.3, 0.06, 0.5),
|
|
[
|
|
new LayeredPainter(
|
|
[
|
|
[tMainTerrain, tTier1Terrain],
|
|
[tTier1Terrain, tTier2Terrain],
|
|
[tTier2Terrain, tTier3Terrain]
|
|
],
|
|
[1, 1]),
|
|
new TileClassPainter(clDirt)
|
|
],
|
|
[avoidClasses(clForest, 0, clHill, 2, clDirt, 5, clPlayer, 7), stayClasses(clLand, 4)],
|
|
patchCount);
|
|
|
|
g_Map.log("Creating grass patches");
|
|
for (const patchSize of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
|
|
createAreas(
|
|
new ClumpPlacer(patchSize, 0.3, 0.06, 0.5),
|
|
new TerrainPainter(tTier4Terrain),
|
|
[avoidClasses(clForest, 0, clHill, 2, clDirt, 5, clPlayer, 7), stayClasses(clLand, 4)],
|
|
patchCount);
|
|
|
|
yield 55;
|
|
|
|
g_Map.log("Creating stone mines");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup(
|
|
[
|
|
new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1),
|
|
new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)
|
|
],
|
|
true,
|
|
clRock),
|
|
0,
|
|
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 2), stayClasses(clLand, 3)],
|
|
randIntInclusive(scaleByMapSize(2, 9), scaleByMapSize(9, 40)),
|
|
100);
|
|
|
|
g_Map.log("Creating small stone quarries");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(oStoneSmall, 2, 5, 1, 3)], true, clRock),
|
|
0,
|
|
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 2), stayClasses(clLand, 3)],
|
|
randIntInclusive(scaleByMapSize(2, 9), scaleByMapSize(9, 40)),
|
|
100);
|
|
|
|
g_Map.log("Creating metal mines");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(oMetalLarge, 1, 1, 0, 4)], true, clMetal),
|
|
0,
|
|
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 2), stayClasses(clLand, 3)],
|
|
randIntInclusive(scaleByMapSize(2, 9), scaleByMapSize(9, 40)),
|
|
100);
|
|
yield 65;
|
|
|
|
g_Map.log("Creating small decorative rocks");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(aRockMedium, 1, 3, 0, 1)], true),
|
|
0,
|
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 2), stayClasses(clLand, 3)],
|
|
scaleByMapSize(16, 262),
|
|
50);
|
|
|
|
g_Map.log("Creating large decorative rocks");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup(
|
|
[new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
|
|
true),
|
|
0,
|
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 2), stayClasses(clLand, 3)],
|
|
scaleByMapSize(8, 131),
|
|
50);
|
|
yield 70;
|
|
|
|
g_Map.log("Creating deer");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)], true, clFood),
|
|
0,
|
|
[
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 2, clFood, 20),
|
|
stayClasses(clLand, 2)
|
|
],
|
|
randIntInclusive(numPlayers + 3, 5 * numPlayers + 4),
|
|
50);
|
|
|
|
g_Map.log("Creating berry bush");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(oFruitBush, 5, 7, 0, 4)], true, clFood),
|
|
0,
|
|
[
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 2, clFood, 20),
|
|
stayClasses(clLand, 2)
|
|
],
|
|
randIntInclusive(1, 4) * numPlayers + 2,
|
|
50);
|
|
yield 75;
|
|
|
|
g_Map.log("Creating sheep");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)], true, clFood),
|
|
0,
|
|
[
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 2, clFood, 20),
|
|
stayClasses(clLand, 2)
|
|
],
|
|
randIntInclusive(numPlayers + 3, 5 * numPlayers + 4),
|
|
50);
|
|
|
|
g_Map.log("Creating fish");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(oFish, 2, 3, 0, 2)], true, clFood),
|
|
0,
|
|
avoidClasses(clLand, 4, clForest, 0, clPlayer, 0, clHill, 2, clFood, 20),
|
|
randIntInclusive(15, 40) * numPlayers,
|
|
60);
|
|
yield 85;
|
|
|
|
g_Map.log("Creating straggler trees");
|
|
types = [g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree4];
|
|
|
|
num = Math.floor(numStragglers / types.length);
|
|
for (const type of types)
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(type, 1, 1, 0, 3)], true, clForest),
|
|
0,
|
|
[
|
|
avoidClasses(
|
|
clWater, 1,
|
|
clForest, 1,
|
|
clHill, 2,
|
|
clPlayer, 0,
|
|
clMetal, 6,
|
|
clRock, 6,
|
|
clBaseResource, 6),
|
|
stayClasses(clLand, 4)
|
|
],
|
|
num);
|
|
|
|
const planetm = currentBiome() == "generic/india" ? 8 : 1;
|
|
|
|
g_Map.log("Creating small grass tufts");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(aGrassShort, 1, 2, 0, 1, -Math.PI / 8, Math.PI / 8)]),
|
|
0,
|
|
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)],
|
|
planetm * scaleByMapSize(13, 200));
|
|
yield 90;
|
|
|
|
g_Map.log("Creating large grass tufts");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup(
|
|
[
|
|
new SimpleObject(aGrass, 2, 4, 0, 1.8, -Math.PI / 8, Math.PI / 8),
|
|
new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5, -Math.PI / 8, Math.PI / 8)
|
|
]),
|
|
0,
|
|
[
|
|
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
|
|
stayClasses(clLand, 3)
|
|
],
|
|
planetm * scaleByMapSize(13, 200));
|
|
yield 95;
|
|
|
|
g_Map.log("Creating shallow flora");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup([new SimpleObject(aLillies, 1, 2, 0, 2), new SimpleObject(aReeds, 2, 4, 0, 2)]),
|
|
0,
|
|
stayClasses(clShallow, 1),
|
|
60 * scaleByMapSize(13, 200),
|
|
80);
|
|
|
|
g_Map.log("Creating bushes");
|
|
createObjectGroupsDeprecated(
|
|
new SimpleGroup(
|
|
[new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]),
|
|
0,
|
|
[avoidClasses(clWater, 1, clHill, 2, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)],
|
|
planetm * scaleByMapSize(13, 200),
|
|
50);
|
|
|
|
setSkySet(pickRandom(["cirrus", "cumulus", "sunny", "sunny 1", "mountainous", "stratus"]));
|
|
setSunRotation(randomAngle());
|
|
setSunElevation(Math.PI * randFloat(1/5, 1/3));
|
|
|
|
placePlayersNomad(clPlayer,
|
|
avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2, clWater, 10));
|
|
|
|
return g_Map;
|
|
}
|