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binaries/data/mods/public/maps/random/echo_valley.js
- This file was added.
Engine.LoadLibrary("rmgen"); | |||||
Engine.LoadLibrary("rmgen-common"); | |||||
Engine.LoadLibrary("rmgen2"); | |||||
Engine.LoadLibrary("rmbiome"); | |||||
setSelectedBiome(); | |||||
var elevation = 25; | |||||
var g_Map = new RandomMap(elevation, g_Terrains.mainTerrain); | |||||
initTileClasses(); | |||||
createArea( | |||||
new MapBoundsPlacer(), | |||||
new TileClassPainter(g_TileClasses.land)); | |||||
// check if the teams are of even size | |||||
let teams = getTeamsArray(); | |||||
let evenTeams = true; | |||||
let teamLength = teams[0].length; | |||||
for (let i = 1; i < teams.length; ++i) | |||||
{ | |||||
if(teams[i].length != teamLength) | |||||
{ | |||||
evenTeams = false; | |||||
break; | |||||
} | |||||
} | |||||
// determine the valid starting placements | |||||
let validPatterns = ["radial", "line"]; | |||||
// only allow stronghold placement for 2 teams since it's not perfectly symmetrical | |||||
if (evenTeams && teams.length == 2) | |||||
validPatterns.push("stronghold"); | |||||
// limit placement to radial if there's an odd number of players on each team | |||||
if (!evenTeams) | |||||
validPatterns = ["radial"]; | |||||
// pick a valid starting placement | |||||
let pattern = g_MapSettings.TeamPlacement; | |||||
if (!validPatterns.includes(pattern)) | |||||
pattern = pickRandom(validPatterns); | |||||
let distance = g_PlayerbaseTypes[pattern].distance; | |||||
let groupedDistance = g_PlayerbaseTypes[pattern].groupedDistance; | |||||
var mapSize = g_Map.getSize(); | |||||
var mapCenter = g_Map.getCenter(); | |||||
// either divide the map based on the number of players or number of teams, always dividing by number of players if it's an odd number to prevent terrain colliding with bases, and always dividing by teams if there's a stronghold placement to prevent scarce resources | |||||
let groups = getNumPlayers(); | |||||
if (groups % 2 == 0) | |||||
if(randIntInclusive(0, 1) == 1 || pattern == "stronghold") | |||||
groups = teams.length; | |||||
// Get the a single player's slice of the map in radians | |||||
var playerRadians = 2 * Math.PI / groups; | |||||
// If there is an odd number we halve the slice so we stay symmetrical | |||||
if (groups % 2 != 0) | |||||
playerRadians = playerRadians / 2; | |||||
// center the starting angle on the first groups midline | |||||
g_Map.startAngle = playerRadians / 2; | |||||
// create a wedge area that will be our reference for copying terrain and entities onto the rest of the map | |||||
createArea( | |||||
new WedgePlacer(mapCenter, 0, playerRadians), | |||||
new TileClassPainter(g_TileClasses.wedge) | |||||
); | |||||
// mark the future base locations for resource avoidance | |||||
if (!isNomad()) | |||||
{ | |||||
let baseLocations = g_PlayerbaseTypes[pattern].getPosition(distance, groupedDistance, g_Map.startAngle); | |||||
for (let i = 0; i < baseLocations[1].length; ++i) | |||||
addCivicCenterAreaToClass(baseLocations[1][i], g_TileClasses.player) | |||||
} | |||||
Engine.SetProgress(20); | |||||
var features = [ | |||||
{ | |||||
"func": addHills, | |||||
"avoid": [ | |||||
g_TileClasses.bluff, 5, | |||||
g_TileClasses.hill, 15, | |||||
g_TileClasses.mountain, 2, | |||||
g_TileClasses.plateau, 15, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.valley, 2, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 2 | |||||
], | |||||
"sizes": ["tiny"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addMountains, | |||||
"avoid": [ | |||||
g_TileClasses.bluff, 15, | |||||
g_TileClasses.hill, 5, | |||||
g_TileClasses.mountain, 15, | |||||
g_TileClasses.plateau, 15, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.valley, 5, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 6 | |||||
], | |||||
"sizes": ["tiny"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addPlateaus, | |||||
"avoid": [ | |||||
g_TileClasses.bluff, 15, | |||||
g_TileClasses.hill, 5, | |||||
g_TileClasses.mountain, 15, | |||||
g_TileClasses.plateau, 15, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.valley, 5, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 8 | |||||
], | |||||
"sizes": ["tiny"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["normal"] | |||||
} | |||||
]; | |||||
addElements(shuffleArray(features)); | |||||
Engine.SetProgress(30); | |||||
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.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addDecoration, | |||||
"avoid": [ | |||||
g_TileClasses.bluff, 1, | |||||
g_TileClasses.forest, 1, | |||||
g_TileClasses.mountain, 1, | |||||
g_TileClasses.plateau, 1, | |||||
g_TileClasses.player, 12, | |||||
g_TileClasses.water, 1 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["normal"] | |||||
} | |||||
]); | |||||
Engine.SetProgress(40); | |||||
addElements(shuffleArray([ | |||||
{ | |||||
"func": addMetal, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 3, | |||||
g_TileClasses.bluff, 2, | |||||
g_TileClasses.forest, 2, | |||||
g_TileClasses.mountain, 3, | |||||
g_TileClasses.plateau, 3, | |||||
g_TileClasses.player, 30, | |||||
g_TileClasses.rock, 5, | |||||
g_TileClasses.metal, 15, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["similar"], | |||||
"amounts": ["normal", "many"] | |||||
}, | |||||
{ | |||||
"func": addStone, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 3, | |||||
g_TileClasses.bluff, 2, | |||||
g_TileClasses.forest, 3, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 30, | |||||
g_TileClasses.rock, 15, | |||||
g_TileClasses.metal, 5, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["scarce", "few", "normal"] | |||||
}, | |||||
{ | |||||
"func": addForests, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 3, | |||||
g_TileClasses.bluff, 2, | |||||
g_TileClasses.forest, 15, | |||||
g_TileClasses.metal, 2, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.rock, 2, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal", "many"] | |||||
} | |||||
])); | |||||
Engine.SetProgress(50); | |||||
addElements(shuffleArray([ | |||||
{ | |||||
"func": addBerries, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 15, | |||||
g_TileClasses.bluff, 2, | |||||
g_TileClasses.forest, 3, | |||||
g_TileClasses.metal, 5, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.rock, 5, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addAnimals, | |||||
"avoid": [ | |||||
g_TileClasses.animals, 15, | |||||
g_TileClasses.bluff, 2, | |||||
g_TileClasses.forest, 2, | |||||
g_TileClasses.metal, 2, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.rock, 2, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addStragglerTrees, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 2, | |||||
g_TileClasses.bluff, 2, | |||||
g_TileClasses.forest, 4, | |||||
g_TileClasses.metal, 2, | |||||
g_TileClasses.mountain, 2, | |||||
g_TileClasses.plateau, 2, | |||||
g_TileClasses.player, 12, | |||||
g_TileClasses.rock, 2, | |||||
g_TileClasses.water, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 1 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
} | |||||
])); | |||||
Engine.SetProgress(60); | |||||
// create a 2d array of all gaia | |||||
var gaiaEntities = [...Array(mapSize)].map(e => Array(mapSize)); | |||||
for (let i = 0; i < g_Map.entities.length; ++i) | |||||
{ | |||||
var ent = g_Map.entities[i]; | |||||
if (ent.player != 0) | |||||
continue; | |||||
gaiaEntities[Math.floor(ent.position.x)][Math.floor(ent.position.z)] = ent; | |||||
} | |||||
// Cycle through each tile | |||||
for (let x = 0; x < mapSize; ++x) | |||||
{ | |||||
for (let y = 0; y < mapSize; ++y) | |||||
{ | |||||
var point = new Vector2D(x, y); | |||||
if(g_Map.validHeight(point)) | |||||
{ | |||||
// Find the angle in radians from the current point to the center of the map | |||||
let radians = Math.atan2(y - mapCenter.y, x - mapCenter.x); | |||||
// Check if we're outside of the reference wedge | |||||
if (radians < 0 || radians > playerRadians) | |||||
{ | |||||
// determine which direction we're replicating in | |||||
let flips = Math.floor(Math.abs(radians) / playerRadians); | |||||
var relRadians = playerRadians - Math.abs(radians) % playerRadians; | |||||
if (flips % 2 == 0) | |||||
relRadians = Math.abs(radians) % playerRadians; | |||||
// find the distance from the current tile to the center | |||||
let dist = Math.sqrt(Math.pow((mapCenter.x - x),2) + Math.pow((mapCenter.y - y),2)); | |||||
// match the distance to a similar angle in the reference wedge | |||||
let relX = Math.round(dist * Math.cos(relRadians)) + mapCenter.x; | |||||
let relY = Math.round(dist * Math.sin(relRadians)) + mapCenter.y; | |||||
let relPoint = new Vector2D(relX, relY); | |||||
// copy the contents of the reference tile to the ne tile | |||||
lyv: Unnecessary when `te` is declared right here.
`!te` would be fine here and L350. `ent` would… | |||||
if(g_Map.validTile(relPoint) && g_Map.validTilePassable(relPoint) && g_Map.validTile(point) && g_Map.validTilePassable(point)) | |||||
{ | |||||
// set the height, texture, terrain entities and gaia entities based on the reference point | |||||
g_Map.setHeight(point, g_Map.getHeight(relPoint)); | |||||
g_Map.setTexture(point, g_Map.getTexture(relPoint)); | |||||
var te = g_Map.getTerrainEntity(relPoint); | |||||
if (typeof te !== "undefined") | |||||
g_Map.setTerrainEntity(te.templateName, te.player, point, te.rotation); | |||||
var ent = gaiaEntities[relX][relY]; | |||||
if (ent === undefined) | |||||
continue; | |||||
g_Map.placeEntityAnywhere(ent.templateName, ent.player, point, ent.rotation); | |||||
} | |||||
// set the terrain texture and trees to that of the reference slice | |||||
// we don't need to copy classes because we're adding objects directly to g_Map | |||||
/*if(g_Map.validTile(point, 2)) | |||||
{ | |||||
let texture = g_Map.getTerrainEntity(relPoint); | |||||
g_Map.setTerrainEntity(texture, 0, point); | |||||
ImarokUnsubmitted Done Inline ActionsForgot to remove debug code? Imarok: Forgot to remove debug code? | |||||
kalimapsAuthorUnsubmitted Done Inline ActionsYes! How do I fix it? Do I have to upload a new diff with all of the original changes minus these comments? Or is there a way to create a 2nd diff on top of this 1st one? kalimaps: Yes! How do I fix it? Do I have to upload a new diff with all of the original changes minus… | |||||
StanUnsubmitted Done Inline ActionsOn the top right of this page you have an update diff button :) Stan: On the top right of this page you have an update diff button :)
| |||||
kalimapsAuthorUnsubmitted Done Inline ActionsAwesome, thanks! kalimaps: Awesome, thanks! | |||||
StanUnsubmitted Done Inline ActionsYou can also mark comments as done so you can hide them later on :) Stan: You can also mark comments as done so you can hide them later on :) | |||||
if (g_Map.terrainObjects[relX][relZ] !== undefined) | |||||
g_Map.addObject(new Entity(g_Map.terrainObjects[relX][relZ].templateName, 0, x, y, 0)); | |||||
}*/ | |||||
// if there was an entity (metal, stone, decoration, animal, etc.), replicate it | |||||
//let key = relX + "," + relZ; | |||||
//if (templateObjects[key] != undefined) | |||||
// g_Map.addObject(new Entity(templateObjects[key].templateName, templateObjects[key].player, x, z, templateObjects[key].rotation.y)); | |||||
} | |||||
} | |||||
} | |||||
} | |||||
Engine.SetProgress(90); | |||||
// add back the bases | |||||
if (!isNomad()) | |||||
{ | |||||
createBasesByPattern( | |||||
pattern, | |||||
distance, | |||||
groupedDistance, | |||||
g_Map.startAngle); | |||||
} | |||||
// place Nomad players | |||||
placePlayersNomad( | |||||
g_TileClasses.player, | |||||
avoidClasses( | |||||
g_TileClasses.bluff, 4, | |||||
g_TileClasses.water, 4, | |||||
g_TileClasses.forest, 1, | |||||
g_TileClasses.metal, 4, | |||||
g_TileClasses.rock, 4, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.animals, 2)); | |||||
g_Map.ExportMap(); | |||||
No newline at end of file | |||||
Not Done Inline ActionsAlways add a blank newline at the end of files. It's expected by most linux editors. You can configure yours to add it :) Stan: Always add a blank newline at the end of files. It's expected by most linux editors. You can… |
Wildfire Games · Phabricator
Unnecessary when te is declared right here.
!te would be fine here and L350. ent would not have any other falsy value.