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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(); | |||||
const elevation = 5; | |||||
let g_Map = new RandomMap(elevation, g_Terrains.mainTerrain); | |||||
const mapSize = g_Map.getSize(); | |||||
const mapCenter = g_Map.getCenter(); | |||||
initTileClasses(['expansion']); | |||||
createArea( | |||||
new MapBoundsPlacer(), | |||||
new TileClassPainter(g_TileClasses.land)); | |||||
// check if the teams are of even size | |||||
const teams = getTeamsArray(); | |||||
let evenTeams = true; | |||||
const 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"]; | |||||
if (evenTeams && ((mapSize == 320 && getNumPlayers() == 6) || mapSize >= 384)) | |||||
validPatterns.push("line"); | |||||
// only allow stronghold placement for 2 teams since it's not perfectly symmetrical | |||||
if (evenTeams && teams.length == 2 && getNumPlayers() != 6) | |||||
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); | |||||
const distance = g_PlayerbaseTypes[pattern].distance; | |||||
const groupedDistance = g_PlayerbaseTypes[pattern].groupedDistance; | |||||
// 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" || pattern == "line") | |||||
groups = teams.length; | |||||
// Get the a single player's slice of the map in radians | |||||
let playerRadians = 2 * Math.PI / groups; | |||||
// If there is an odd number halve the wedge to ensure symmetry | |||||
if (groups % 2 != 0) | |||||
playerRadians /= 2; | |||||
// center the starting angle on the first groups midline | |||||
g_Map.startAngle = playerRadians / 2; | |||||
// slightly offset radial teams of 8 so that the bases don't intersect the startAngle | |||||
if (getNumPlayers() == 8 && pattern == "radial" && getNumPlayers() != groups) | |||||
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 | |||||
const baseLocations = g_PlayerbaseTypes[pattern].getPosition(distance, groupedDistance, g_Map.startAngle); | |||||
if (!isNomad()) | |||||
{ | |||||
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.hill, 15, | |||||
g_TileClasses.mountain, 2, | |||||
g_TileClasses.plateau, 15, | |||||
g_TileClasses.player, 20 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 6 | |||||
], | |||||
"sizes": ["tiny"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addMountains, | |||||
"avoid": [ | |||||
g_TileClasses.hill, 5, | |||||
g_TileClasses.mountain, 15, | |||||
g_TileClasses.plateau, 15, | |||||
g_TileClasses.player, 20 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 6 | |||||
], | |||||
"sizes": ["tiny"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["normal", "many"] | |||||
}, | |||||
{ | |||||
"func": addPlateaus, | |||||
"avoid": [ | |||||
g_TileClasses.hill, 5, | |||||
g_TileClasses.mountain, 15, | |||||
g_TileClasses.plateau, 15, | |||||
g_TileClasses.player, 20 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 6 | |||||
], | |||||
"sizes": ["tiny"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["normal", "many"] | |||||
} | |||||
]; | |||||
addElements(shuffleArray(features)); | |||||
Engine.SetProgress(30); | |||||
addElements([ | |||||
{ | |||||
"func": addLayeredPatches, | |||||
"avoid": [ | |||||
g_TileClasses.dirt, 5, | |||||
g_TileClasses.forest, 2, | |||||
g_TileClasses.mountain, 2, | |||||
g_TileClasses.plateau, 2, | |||||
g_TileClasses.player, 12 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 0 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addDecoration, | |||||
"avoid": [ | |||||
g_TileClasses.forest, 1, | |||||
g_TileClasses.mountain, 1, | |||||
g_TileClasses.plateau, 1, | |||||
g_TileClasses.player, 12 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 0 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["normal"] | |||||
} | |||||
]); | |||||
Engine.SetProgress(40); | |||||
addElements(shuffleArray([ | |||||
{ | |||||
"func": addMetal, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 3, | |||||
g_TileClasses.forest, 2, | |||||
g_TileClasses.mountain, 3, | |||||
g_TileClasses.plateau, 3, | |||||
g_TileClasses.player, 30, | |||||
g_TileClasses.rock, 5, | |||||
g_TileClasses.metal, 15 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 4 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["similar"], | |||||
"amounts": ["normal", "many"] | |||||
}, | |||||
{ | |||||
"func": addStone, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 3, | |||||
g_TileClasses.forest, 3, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 30, | |||||
g_TileClasses.rock, 15, | |||||
g_TileClasses.metal, 5 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 4 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": ["normal"], | |||||
"amounts": ["scarce", "few", "normal"] | |||||
}, | |||||
{ | |||||
"func": addForests, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 3, | |||||
g_TileClasses.forest, 15, | |||||
g_TileClasses.metal, 2, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.rock, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 0 | |||||
], | |||||
"sizes": ["normal", "big"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal", "many"] | |||||
} | |||||
])); | |||||
Engine.SetProgress(50); | |||||
addElements(shuffleArray([ | |||||
{ | |||||
"func": addBerries, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 15, | |||||
g_TileClasses.forest, 3, | |||||
g_TileClasses.metal, 5, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.rock, 5 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 4 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addAnimals, | |||||
"avoid": [ | |||||
g_TileClasses.animals, 15, | |||||
g_TileClasses.forest, 2, | |||||
g_TileClasses.metal, 2, | |||||
g_TileClasses.mountain, 4, | |||||
g_TileClasses.plateau, 4, | |||||
g_TileClasses.player, 20, | |||||
g_TileClasses.rock, 2 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 4 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
}, | |||||
{ | |||||
"func": addStragglerTrees, | |||||
"avoid": [ | |||||
g_TileClasses.berries, 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 | |||||
], | |||||
"stay": [ | |||||
g_TileClasses.wedge, 0 | |||||
], | |||||
"sizes": ["normal"], | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal"] | |||||
} | |||||
])); | |||||
Engine.SetProgress(60); | |||||
// create a 2d array of all gaia | |||||
let gaiaEntities = [...Array(mapSize)].map(e => Array(mapSize)); | |||||
for (let i = 0; i < g_Map.entities.length; ++i) | |||||
{ | |||||
let 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) | |||||
{ | |||||
let 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); | |||||
let 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)); | |||||
let te = g_Map.getTerrainEntity(relPoint); | |||||
if (typeof te !== "undefined") | |||||
g_Map.setTerrainEntity(te.templateName, te.player, point, te.rotation); | |||||
let ent = gaiaEntities[relX][relY]; | |||||
if (ent === undefined) | |||||
continue; | |||||
g_Map.placeEntityAnywhere(ent.templateName, ent.player, point, ent.rotation); | |||||
} | |||||
lyv: Unnecessary when `te` is declared right here.
`!te` would be fine here and L350. `ent` would… | |||||
} | |||||
} | |||||
} | |||||
} | |||||
Engine.SetProgress(90); | |||||
// add back the bases | |||||
if (!isNomad()) | |||||
{ | |||||
createBasesByPattern( | |||||
pattern, | |||||
distance, | |||||
groupedDistance, | |||||
g_Map.startAngle); | |||||
// If there was an odd number of players, we needed to create an expansion area | |||||
// On larger maps with only a few players, fill this empty space with some resources | |||||
if (groups % 2 != 0 && (mapSize > 192 || groups < 7)) | |||||
{ | |||||
const expansionLocations = g_PlayerbaseTypes[pattern].getPosition(distance, groupedDistance, g_Map.startAngle + playerRadians); | |||||
for (let i = 0; i < expansionLocations[1].length; ++i) | |||||
{ | |||||
const forestType = [ | |||||
Done Inline ActionsForgot to remove debug code? Imarok: Forgot to remove debug code? | |||||
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… | |||||
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 :)
| |||||
Done Inline ActionsAwesome, thanks! kalimaps: Awesome, thanks! | |||||
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 :) | |||||
g_Terrains.forestFloor2 + TERRAIN_SEPARATOR + g_Gaia.tree1, | |||||
g_Terrains.forestFloor2 + TERRAIN_SEPARATOR + g_Gaia.tree2, | |||||
g_Terrains.forestFloor2 | |||||
]; | |||||
// Paint the expandion area with an expansion class | |||||
createArea( | |||||
new DiskPlacer(4, expansionLocations[1][i]), | |||||
[ | |||||
new TileClassPainter(g_TileClasses.expansion) | |||||
], | |||||
new NullConstraint()); | |||||
// Add a ring of trees | |||||
createArea( | |||||
new DiskPlacer(6, expansionLocations[1][i]), | |||||
[ | |||||
new LayeredPainter(forestType, [2]), | |||||
new TileClassPainter(g_TileClasses.forest), | |||||
], | |||||
new AvoidTileClassConstraint(g_TileClasses.expansion, 0)); | |||||
// Add some metal in the middle | |||||
g_Map.placeEntityAnywhere(g_Gaia.metalLarge, 0, expansionLocations[1][i], 0); | |||||
} | |||||
} | |||||
} | |||||
// try to place a bonus in the very middle | |||||
const bonus = new SimpleGroup([new SimpleObject(g_Gaia.metalLarge, Math.round(groups * 0.4), Math.round(groups * 0.4) + 1, 0, 2)], true, g_TileClasses.metal, mapCenter); | |||||
bonus.place(0, | |||||
new AndConstraint( | |||||
new HeightConstraint(0, 10), | |||||
new AvoidTileClassConstraint(g_TileClasses.forest, 8), | |||||
new AvoidTileClassConstraint(g_TileClasses.metal, 8), | |||||
new AvoidTileClassConstraint(g_TileClasses.rock, 8), | |||||
)); | |||||
// 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(); | |||||
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.