0ad/binaries/data/mods/public/maps/random/hells_pass.js
elexis e5349abdcd Separate object-oriented random map generation core library "rmgen" from miscellaneous helper procedures which are moved to a new library "rmgen-common", refs #4804, #5042.
This way mods can use the placement and painting prototypes while
excluding any common 0ad code.

This was SVN commit r21289.
2018-02-20 19:39:04 +00:00

332 lines
7.2 KiB
JavaScript

Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmgen2");
Engine.LoadLibrary("rmbiome");
setSelectedBiome();
const heightLand = 1;
const heightBarrier = 30;
var g_Map = new RandomMap(heightLand, g_Terrains.mainTerrain);
initTileClasses();
const mapCenter = g_Map.getCenter();
createArea(
new MapBoundsPlacer(),
new TileClassPainter(g_TileClasses.land));
Engine.SetProgress(10);
const teamsArray = getTeamsArray();
const startAngle = randomAngle();
createBasesByPattern("line", fractionToTiles(0.2), fractionToTiles(0.08), startAngle);
Engine.SetProgress(20);
placeBarriers();
Engine.SetProgress(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"]
}
]));
Engine.SetProgress(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"]
}
]);
Engine.SetProgress(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": g_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": g_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": g_AllSizes,
"mixes": g_AllMixes,
"amounts": ["few", "normal", "many", "tons"]
}
]));
Engine.SetProgress(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": g_AllSizes,
"mixes": g_AllMixes,
"amounts": g_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": g_AllSizes,
"mixes": g_AllMixes,
"amounts": g_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": g_AllSizes,
"mixes": g_AllMixes,
"amounts": g_AllAmounts
}
]));
Engine.SetProgress(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));
g_Map.ExportMap();
function placeBarriers()
{
var spineTerrain = g_Terrains.dirt;
if (currentBiome() == "generic/snowy")
spineTerrain = g_Terrains.tier1Terrain;
if (currentBiome() == "generic/alpine" || currentBiome() == "generic/savanna")
spineTerrain = g_Terrains.tier2Terrain;
if (currentBiome() == "generic/autumn")
spineTerrain = g_Terrains.tier4Terrain;
let spineCount = isNomad() ? randIntInclusive(1, 4) : teamsArray.length;
for (let i = 0; i < spineCount; ++i)
{
var mSize = 8;
var mWaviness = 0.6;
var mOffset = 0.5;
var 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;
}
let angle = startAngle + (i + 0.5) * 2 * Math.PI / spineCount;
let start = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.075), 0).rotate(-angle));
let 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"]
}
]);
}