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binaries/data/mods/public/maps/random/echo_shores.js
- This file was added.
Engine.LoadLibrary("rmgen"); | |||||
Engine.LoadLibrary("rmgen-common"); | |||||
Engine.LoadLibrary("rmgen2"); | |||||
Engine.LoadLibrary("rmbiome"); | |||||
setSelectedBiome(); | |||||
var elevation = 1; | |||||
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(); | |||||
// when there are an even number of players on each team either divide the map based on the number of players or the number of teams, and always dividing by teams if there's a stronghold or line placement to prevent inaccurately coping the player tile class to other wedges since there are multiple players placed per wedge | |||||
let groups = getNumPlayers(); | |||||
if (evenTeams) | |||||
if(randIntInclusive(0, 1) == 1 || pattern == "stronghold" || pattern == "line") | |||||
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; | |||||
// if mirroring based on teams, then center the players inside the team's wedge | |||||
if (pattern == "radial" && groups != getNumPlayers()) | |||||
g_Map.startAngle = playerRadians / getNumPlayers(); | |||||
// 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(10); | |||||
let lakeAmounts = ["tons"]; | |||||
if (isNomad()) | |||||
lakeAmounts = ["many"]; | |||||
addElements([{ | |||||
"func": addLakesWithoutEntities, | |||||
"avoid": [ | |||||
g_TileClasses.bluff, 15, | |||||
g_TileClasses.hill, 5, | |||||
g_TileClasses.mountain, 15, | |||||
g_TileClasses.plateau, 15, | |||||
g_TileClasses.player, 30, | |||||
g_TileClasses.valley, 5, | |||||
], | |||||
"sizes": ["small", "normal"], | |||||
"mixes": ["normal"], | |||||
"amounts": lakeAmounts | |||||
}]); | |||||
Engine.SetProgress(20); | |||||
addElements([{ | |||||
"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"] | |||||
}]); | |||||
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": ["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"] | |||||
}, | |||||
{ | |||||
"func": addFish, | |||||
"avoid": [ | |||||
g_TileClasses.fish, 12, | |||||
g_TileClasses.player, 8 | |||||
], | |||||
"stay": [g_TileClasses.wedge, 0, g_TileClasses.water, 6], | |||||
"sizes": ["normal"], | |||||
"mixes": ["similar"], | |||||
"amounts": ["tons"] | |||||
} | |||||
])); | |||||
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 | |||||
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); | |||||
} | |||||
} | |||||
} | |||||
} | |||||
} | |||||
Engine.SetProgress(90); | |||||
// add back the bases | |||||
if (!isNomad()) | |||||
{ | |||||
createBasesByPattern( | |||||
pattern, | |||||
distance, | |||||
lyv: This area could use a comment explaining that its copying the reference sector. | |||||
groupedDistance, | |||||
g_Map.startAngle); | |||||
} | |||||
// Paint water tile class | |||||
paintTileClassBasedOnHeight(-50, -1, Elevation_IncludeMin_IncludeMax, g_TileClasses.water); | |||||
// place Nomad players | |||||
placePlayersNomad( | |||||
g_TileClasses.player, | |||||
avoidClasses( | |||||
g_TileClasses.water, 8, | |||||
g_TileClasses.forest, 8, | |||||
g_TileClasses.metal, 8, | |||||
g_TileClasses.rock, 8, | |||||
g_TileClasses.animals, 8)); | |||||
g_Map.ExportMap(); | |||||
No newline at end of file | |||||
Not Done Inline ActionsSee the other comment on the other map. lyv: See the other comment on the other map. |
Wildfire Games · Phabricator
This area could use a comment explaining that its copying the reference sector.