Index: ps/trunk/binaries/data/mods/public/art/textures/ui/session/icons/mappreview/caledonian_meadows.png =================================================================== Cannot display: file marked as a binary type. svn:mime-type = application/octet-stream Index: ps/trunk/binaries/data/mods/public/art/textures/ui/session/icons/mappreview/caledonian_meadows.png =================================================================== --- ps/trunk/binaries/data/mods/public/art/textures/ui/session/icons/mappreview/caledonian_meadows.png (nonexistent) +++ ps/trunk/binaries/data/mods/public/art/textures/ui/session/icons/mappreview/caledonian_meadows.png (revision 18781) Property changes on: ps/trunk/binaries/data/mods/public/art/textures/ui/session/icons/mappreview/caledonian_meadows.png ___________________________________________________________________ Added: svn:mime-type ## -0,0 +1 ## +application/octet-stream \ No newline at end of property Index: ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.js (nonexistent) +++ ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.js (revision 18781) @@ -0,0 +1,779 @@ +/** + * ToDo: + * Place start locations of one team close to each other + */ + +RMS.LoadLibrary("rmgen"); +RMS.LoadLibrary("heightmap"); + +InitMap(); + +/** + * Start Timer + */ +let genStartTime = new Date().getTime(); + +/** + * Returns an approximation of the heights of the tiles between the vertices, a tile centered heightmap + * A tile centered heightmap is one smaller in width and height than an ordinary heightmap + * It is meant to e.g. texture a map by height (x/y coordinates correspond to those of the terrain texture map) + * Don't use this to override g_Map height (Potentially breaks the map)! + * @param {array} [heightmap=g_Map.height] - A reliefmap the tile centered version should be build from + */ +function getTileCenteredHeightmap(heightmap = g_Map.height) +{ + let max_x = heightmap.length - 1; + let max_y = heightmap[0].length - 1; + let tchm = []; + for (let x = 0; x < max_x; ++x) + { + tchm[x] = new Float32Array(max_y); + for (let y = 0; y < max_y; ++y) + { + tchm[x][y] = 0.25 * (heightmap[x][y] + heightmap[x + 1][y] + heightmap[x][y + 1] + heightmap[x + 1][y + 1]); + } + } + return tchm; +} + +/** + * Returns an inclination map corresponding to the tiles between the heightmaps vertices: + * array of heightmap width-1 arrays of height-1 vectors (associative arrays) of the from: + * {"x": x_slope, "y": y_slope] so a 2D Vector pointing to the hightest incline (with the length the incline in the vectors direction) + * The x and y coordinates of a tile in the terrain texture map correspond to those of the inclination map + * @param {array} [heightmap=g_Map.height] - The reliefmap the inclination map is to be generated from + */ +function getInclineMap(heightmap) +{ + heightmap = (heightmap || g_Map.height); + let max_x = heightmap.length - 1; + let max_y = heightmap[0].length - 1; + let inclineMap = []; + for (let x = 0; x < max_x; ++x) + { + inclineMap[x] = []; + for (let y = 0; y < max_y; ++y) + { + let dx = heightmap[x + 1][y] - heightmap[x][y]; + let dy = heightmap[x][y + 1] - heightmap[x][y]; + let next_dx = heightmap[x + 1][y + 1] - heightmap[x][y + 1]; + let next_dy = heightmap[x + 1][y + 1] - heightmap[x + 1][y]; + inclineMap[x][y] = {"x": 0.5 * (dx + next_dx), "y": 0.5 * (dy + next_dy)}; + } + } + return inclineMap; +} + +/** + * Returns a slope map (same form as the a heightmap with one less width and height) + * Not normalized. Only returns the steepness (float), not the direction of incline. + * The x and y coordinates of a tile in the terrain texture map correspond to those of the slope map + * @param {array} [inclineMap=getInclineMap(g_Map.height)] - A map with the absolute inclination for each tile + */ +function getSlopeMap(inclineMap = getInclineMap(g_Map.height)) +{ + let max_x = inclineMap.length; + let slopeMap = []; + for (let x = 0; x < max_x; ++x) + { + let max_y = inclineMap[x].length; + slopeMap[x] = new Float32Array(max_y); + for (let y = 0; y < max_y; ++y) + slopeMap[x][y] = Math.pow(inclineMap[x][y].x * inclineMap[x][y].x + inclineMap[x][y].y * inclineMap[x][y].y, 0.5); + } + return slopeMap; +} + +/** + * Returns the order to go through the points for the shortest closed path (array of indices) + * @param {array} [points] - Points to be sorted of the form {"x": x_value, "y": y_value} + */ +function getOrderOfPointsForShortestClosePath(points) +{ + let order = []; + let distances = []; + if (points.length <= 3) + { + for (let i = 0; i < points.length; ++i) + order.push(i); + + return order; + } + + // Just add the first 3 points + let pointsToAdd = deepcopy(points); + for (let i = 0; i < 3; ++i) + { + order.push(i) + pointsToAdd.shift(i); + if (i) + distances.push(getDistance(points[order[i]].x, points[order[i]].y, points[order[i - 1]].x, points[order[i - 1]].y)); + } + distances.push(getDistance(points[order[0]].x, points[order[0]].y, points[order[order.length - 1]].x, points[order[order.length - 1]].y)) + + // Add remaining points so the path lengthens the least + let numPointsToAdd = pointsToAdd.length; + for (let i = 0; i < numPointsToAdd; ++i) + { + let indexToAddTo = undefined; + let minEnlengthen = Infinity; + let minDist1 = 0; + let minDist2 = 0; + for (let k = 0; k < order.length; ++k) + { + let dist1 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[k]].x, points[order[k]].y); + let dist2 = getDistance(pointsToAdd[0].x, pointsToAdd[0].y, points[order[(k + 1) % order.length]].x, points[order[(k + 1) % order.length]].y); + let enlengthen = dist1 + dist2 - distances[k]; + if (enlengthen < minEnlengthen) + { + indexToAddTo = k; + minEnlengthen = enlengthen; + minDist1 = dist1; + minDist2 = dist2; + } + } + order.splice(indexToAddTo + 1, 0, i + 3); + distances.splice(indexToAddTo, 1, minDist1, minDist2); + pointsToAdd.shift(); + } + + return order; +} + +/** + * Drags a path to a target height smoothing it at the edges and return some points along the path. + * + * TODO: + * Would be nice to tell the function what to do and how often in the arguments + * Adding painted tiles to a tile class + */ +function placeRandomPathToHeight(start, pathTexture, target, targetHeight, width = 10, occurrence = 2, strength = 0.1, heightmap = g_Map.height) +{ + if (pathTexture === true) + pathTexture = ['temp_road', "temp_road_overgrown", 'temp_grass_b']; + + let clTempPath = createTileClass(); + let targetReached = false; + let position = deepcopy(start); + while (!targetReached) + { + rectangularSmoothToHeight(position, width, width, targetHeight, strength, heightmap); + if (pathTexture) + createArea(new ClumpPlacer(0.2 * width * width, 1, 1, 1, floor(position.x), floor(position.y)), [new TerrainPainter(pathTexture), paintClass(clTempPath)]); + + // Set lets for next loop + let angleToTarget = getAngle(position.x, position.y, target.x, target.y); + let angleOff = PI * (randFloat() - 0.5); + position.x += occurrence * cos(angleToTarget + angleOff); + position.y += occurrence * sin(angleToTarget + angleOff); + if (getDistance(position.x, position.y, target.x, target.y) < occurrence / 2) + targetReached = true; + } + return clTempPath; +} + +function getGrad(wrapped = true, scalarField = g_Map.height) +{ + let vectorField = []; + let max_x = scalarField.length; + let max_y = scalarField[0].length; + if (!wrapped) + { + max_x -= 1; + max_y -= 1; + } + for (let x = 0; x < max_x; ++x) + { + vectorField.push([]); + for (let y = 0; y < max_y; ++y) + vectorField[x].push({"x": scalarField[(x + 1) % max_x][y] - scalarField[x][y], "y": scalarField[x][(y + 1) % max_y] - scalarField[x][y]}); + } + + return vectorField; +} + +function splashErodeMap(strength = 1, heightmap = g_Map.height) +{ + let max_x = heightmap.length; + let max_y = heightmap[0].length; + + let dHeight = getGrad(heightmap); + + for (let x = 0; x < max_x; ++x) + { + let next_x = (x + 1) % max_x; + let prev_x = (x + max_x - 1) % max_x; + for (let y = 0; y < max_y; ++y) + { + let next_y = (y + 1) % max_y; + let prev_y = (y + max_y - 1) % max_y; + + let slopes = [- dHeight[x][y].x, - dHeight[x][y].y, dHeight[prev_x][y].x, dHeight[x][prev_y].y]; + + let sumSlopes = 0; + for (let i = 0; i < slopes.length; ++i) + if (slopes[i] > 0) + sumSlopes += slopes[i]; + + let drain = []; + for (let i = 0; i < slopes.length; ++i) + { + drain.push(0); + if (slopes[i] > 0) + drain[i] += min(strength * slopes[i] / sumSlopes, slopes[i]); + } + + let sumDrain = 0; + for (let i = 0; i < drain.length; ++i) + sumDrain += drain[i]; + + // Apply changes to maps + heightmap[x][y] -= sumDrain; + heightmap[next_x][y] += drain[0]; + heightmap[x][next_y] += drain[1]; + heightmap[prev_x][y] += drain[2]; + heightmap[x][prev_y] += drain[3]; + } + } +} + +/** + * Meant to place e.g. resource spots within a height range + * @param {array} [heightRange] - The height range in which to place the entities (An associative array with keys "min" and "max" each containing a float) + * @param {array} [avoidPoints] - An array of objects of the form {"x": int, "y": int, "dist": int}, points that will be avoided in the given dist e.g. start locations + * @param {array} [avoidArea] - List of tiles to avoid + * @param {integer} [minDistance=30] - How many tile widths the entities to place have to be away from each other, start locations and the map border + * @param {array} [heightmap=g_Map.height] - The reliefmap the entities should be distributed on + * @param {integer} [maxTries=1000] - How often random player distributions are rolled to be compared + * @param {boolean} [isCircular=g_MapSettings.CircularMap] - If the map is circular or rectangular + */ +function getPointsByHeight(heightRange, avoidPoints, avoidArea, minDistance = 20, maxTries = 1000, heightmap = g_Map.height, isCircular = g_MapSettings.CircularMap) +{ + let points = []; + let placements = deepcopy(avoidPoints); + let validVertices = []; + let r = 0.5 * (heightmap.length - 1); // Map center x/y as well as radius + for (let x = minDistance; x < heightmap.length - minDistance; ++x) + { + for (let y = minDistance; y < heightmap[0].length - minDistance; ++y) + { + let isValid = true; + for (let i = 0; i < pathArea.length; ++i) + if (pathArea[i].x == x && pathArea[i].y == y) + isValid = false; + if (!isValid) + continue; + + if (heightmap[x][y] > heightRange.min && heightmap[x][y] < heightRange.max && (!isCircular || r - getDistance(x, y, r, r) >= minDistance)) // Has correct height and enough distance to map border + validVertices.push({ "x": x, "y": y , "dist": minDistance}); + } + } + + for (let tries = 0; tries < maxTries; ++tries) + { + let point = validVertices[randInt(validVertices.length)]; + if (placements.every(p => getDistance(p.x, p.y, point.x, point.y) > max(minDistance, p.dist))) + { + points.push(point); + placements.push(point); + } + } + + return points; +} + + +/** + * Design resource spots + */ +// Mines +let decorations = [ + "actor|geology/gray1.xml", "actor|geology/gray_rock1.xml", + "actor|geology/highland1.xml", "actor|geology/highland2.xml", "actor|geology/highland3.xml", + "actor|geology/highland_c.xml", "actor|geology/highland_d.xml", "actor|geology/highland_e.xml", + "actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml", + "actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml" +]; + +function placeMine(point, centerEntity) +{ + placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI)); + let quantity = randInt(11, 23); + let dAngle = TWO_PI / quantity; + for (let i = 0; i < quantity; ++i) + { + let angle = i * dAngle + randFloat(0, dAngle); + let dist = randFloat(2, 5); + placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), decorations[randInt(0, decorations.length - 1)], 0, randFloat(0, TWO_PI)); + } +} + +// Food, fences with domestic animals +wallStyles["other"]["sheepIn"] = new WallElement("sheepIn", "gaia/fauna_sheep", PI / 4, -1.5, 0.75, PI/2); +wallStyles["other"]["foodBin"] = new WallElement("foodBin", "gaia/special_treasure_food_bin", PI/2, 1.5); +wallStyles["other"]["sheep"] = new WallElement("sheep", "gaia/fauna_sheep", 0, 0, 0.75); +wallStyles["other"]["farm"] = new WallElement("farm", "structures/brit_farmstead", PI, 0, -3); +let fences = [ + new Fortress("fence", ["foodBin", "farm", "bench", "sheepIn", "fence", "sheepIn", "fence", "sheepIn", "fence"]), + new Fortress("fence", ["foodBin", "farm", "fence", "sheepIn", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn", "fence"]), + new Fortress("fence", [ + "foodBin", "farm", "cornerIn", "bench", "cornerOut", "fence_short", "sheepIn", "fence", "sheepIn", + "fence", "sheepIn", "fence_short", "sheep", "fence" + ]), + new Fortress("fence", [ + "foodBin", "farm", "cornerIn", "fence_short", "cornerOut", "bench", "sheepIn", "fence", "sheepIn", + "fence", "sheepIn", "fence_short", "sheep", "fence" + ]), + new Fortress("fence", [ + "foodBin", "farm", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn", + "fence_short", "sheep", "fence", "sheepIn", "fence_short", "sheep", "fence" + ]) +]; +let num = fences.length; +for (let i = 0; i < num; ++i) + fences.push(new Fortress("fence", deepcopy(fences[i].wall).reverse())); + +// Groves, only Wood +let groveEntities = [ + "gaia/flora_bush_temperate", "gaia/flora_tree_euro_beech" +]; +let groveActors = [ + "actor|geology/highland1_moss.xml", "actor|geology/highland2_moss.xml", + "actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml", + "actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml" +]; +let clGrove = createTileClass(); + +function placeGrove(point) +{ + placeObject(point.x, point.y, ["structures/gaul_outpost", "gaia/flora_tree_oak_new"][randInt(0, 1)], 0, randFloat(0, TWO_PI)); + let quantity = randInt(20, 30); + let dAngle = TWO_PI / quantity; + for (let i = 0; i < quantity; ++i) + { + let angle = i * dAngle + randFloat(0, dAngle); + let dist = randFloat(2, 5); + let objectList = groveEntities; + if (i % 3 == 0) + objectList = groveActors; + let x = point.x + dist * Math.cos(angle); + let y = point.y + dist * Math.sin(angle); + placeObject(x, y, objectList[randInt(0, objectList.length - 1)], 0, randFloat(0, TWO_PI)); + createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter("temp_grass_plants"), paintClass(clGrove)]); + } +} + +// Camps with fire and gold treasure +function placeCamp(point, + centerEntity = "actor|props/special/eyecandy/campfire.xml", + otherEntities = ["gaia/special_treasure_metal", "gaia/special_treasure_standing_stone", + "units/brit_infantry_slinger_b", "units/brit_infantry_javelinist_b", "units/gaul_infantry_slinger_b", "units/gaul_infantry_javelinist_b", "units/gaul_champion_fanatic", + "actor|props/special/common/waypoint_flag.xml", "actor|props/special/eyecandy/barrel_a.xml", "actor|props/special/eyecandy/basket_celt_a.xml", "actor|props/special/eyecandy/crate_a.xml", "actor|props/special/eyecandy/dummy_a.xml", "actor|props/special/eyecandy/handcart_1.xml", "actor|props/special/eyecandy/handcart_1_broken.xml", "actor|props/special/eyecandy/sack_1.xml", "actor|props/special/eyecandy/sack_1_rough.xml" + ] +) +{ + placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI)); + let quantity = randInt(5, 11); + let dAngle = TWO_PI / quantity; + for (let i = 0; i < quantity; ++i) + { + let angle = i * dAngle + randFloat(0, dAngle); + let dist = randFloat(1, 3); + placeObject(point.x + dist * Math.cos(angle), point.y + dist * Math.sin(angle), otherEntities[randInt(0, otherEntities.length - 1)], 0, randFloat(0, TWO_PI)); + } +} + +let foodEntities = ["gaia/flora_bush_berry", "gaia/fauna_chicken", "gaia/fauna_chicken"]; +// Start loaction resources +function placeStartLocationResources(point) +{ + let currentAngle = randFloat(0, TWO_PI); + // Stone and chicken + let dAngle = TWO_PI * 2 / 9; + let angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4); + let dist = 12; + let x = point.x + dist * Math.cos(angle); + let y = point.y + dist * Math.sin(angle); + placeMine({ "x": x, "y": y }, "gaia/geology_stonemine_temperate_quarry"); + + currentAngle += dAngle; + + // Wood + let quantity = 80; + dAngle = TWO_PI / quantity / 3; + for (let i = 0; i < quantity; ++i) + { + angle = currentAngle + randFloat(0, dAngle); + dist = randFloat(10, 15); + let objectList = groveEntities; + if (i % 2 == 0) + objectList = groveActors; + x = point.x + dist * Math.cos(angle); + y = point.y + dist * Math.sin(angle); + placeObject(x, y, objectList[randInt(0, objectList.length - 1)], 0, randFloat(0, TWO_PI)); + createArea(new ClumpPlacer(5, 1, 1, 1, floor(x), floor(y)), [new TerrainPainter("temp_grass_plants"), paintClass(clGrove)]); + currentAngle += dAngle; + } + + // Metal and chicken + dAngle = TWO_PI * 2 / 9; + angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4); + dist = 13; + x = point.x + dist * Math.cos(angle); + y = point.y + dist * Math.sin(angle); + placeMine({ "x": x, "y": y }, "gaia/geology_metal_temperate_slabs"); + currentAngle += dAngle; + + // Berries + quantity = 15; + dAngle = TWO_PI / quantity * 2 / 9; + for (let i = 0; i < quantity; ++i) + { + angle = currentAngle + randFloat(0, dAngle); + dist = randFloat(10, 15); + x = point.x + dist * Math.cos(angle); + y = point.y + dist * Math.sin(angle); + placeObject(x, y, foodEntities[randInt(0, foodEntities.length - 1)], 0, randFloat(0, TWO_PI)); + currentAngle += dAngle; + } +} + +/** + * Set height limits and water level by map size + */ +let heightScale = (g_Map.size + 256) / 768 / 4; +let heightRange = { "min": MIN_HEIGHT * heightScale, "max": MAX_HEIGHT * heightScale }; + +let averageWaterCoverage = 1/5; // NOTE: Since terrain generation is quite unpredictable actual water coverage might vary much with the same value +let waterHeight = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); // Water height in environment and the engine +let waterHeightAdjusted = waterHeight + MIN_HEIGHT; // Water height in RMGEN +setWaterHeight(waterHeight); + + +/** + * Generate base terrain + */ +let medH = (heightRange.min + heightRange.max) / 2; +let initialHeightmap = [[medH, medH], [medH, medH]]; +setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, initialHeightmap, 0.8); + +/** + * Apply simple erosion + */ +// globalSmoothHeightmap(0.5); +for (let i = 0; i < 5; ++i) + splashErodeMap(0.1); + +rescaleHeightmap(heightRange.min, heightRange.max); + +/** + * Height presets + */ +let heighLimits = [ + heightRange.min + 1/3 * (waterHeightAdjusted - heightRange.min), // 0 Deep water + heightRange.min + 2/3 * (waterHeightAdjusted - heightRange.min), // 1 Medium Water + heightRange.min + (waterHeightAdjusted - heightRange.min), // 2 Shallow water + waterHeightAdjusted + 1/8 * (heightRange.max - waterHeightAdjusted), // 3 Shore + waterHeightAdjusted + 2/8 * (heightRange.max - waterHeightAdjusted), // 4 Low ground + waterHeightAdjusted + 3/8 * (heightRange.max - waterHeightAdjusted), // 5 Player and path height + waterHeightAdjusted + 4/8 * (heightRange.max - waterHeightAdjusted), // 6 High ground + waterHeightAdjusted + 5/8 * (heightRange.max - waterHeightAdjusted), // 7 Lower forest border + waterHeightAdjusted + 6/8 * (heightRange.max - waterHeightAdjusted), // 8 Forest + waterHeightAdjusted + 7/8 * (heightRange.max - waterHeightAdjusted), // 9 Upper forest border + waterHeightAdjusted + (heightRange.max - waterHeightAdjusted)]; // 10 Hilltop + +/** + * Set environment + */ +setBiome(g_BiomeAlpine); +g_Environment.Fog.FogColor = { "r": 0.8, "g": 0.8, "b": 0.8, "a": 0.01 }; +g_Environment.Water.WaterBody.Colour = { "r" : 0.3, "g" : 0.05, "b" : 0.1, "a" : 0.1 }; +g_Environment.Water.WaterBody.Murkiness = 0.4; + +/** + * Add tile painting presets + */ +let dummyActor = "actor|props/special/common/waypoint_flag.xml"; +let myBiome = []; +myBiome.push({ // 0 Deep water + "texture": ["shoreline_stoney_a"], + "actor": [["gaia/fauna_fish", "actor|geology/stone_granite_boulder.xml"], 0.02], + "textureHS": ["alpine_mountainside"], "actorHS": [["gaia/fauna_fish"], 0.1] +}); +myBiome.push({ // 1 Medium Water + "texture": ["shoreline_stoney_a", "alpine_shore_rocks"], + "actor": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.03], + "textureHS": ["alpine_mountainside"], "actorHS": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.0] +}); +myBiome.push({ // 2 Shallow water + "texture": ["alpine_shore_rocks"], + "actor": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_large.xml", "actor|geology/stone_granite_med.xml", "actor|props/flora/reeds_pond_lush_b.xml"], 0.2], + "textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_med.xml"], 0.1] +}); +myBiome.push({ // 3 Shore + "texture": ["alpine_shore_rocks_grass_50", "alpine_grass_rocky"], + "actor": [["gaia/flora_tree_pine", "gaia/flora_bush_badlands", "actor|geology/highland1_moss.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml"], 0.3], + "textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/grass_soft_tuft_a.xml"], 0.1] +}); +myBiome.push({ // 4 Low ground + "texture": ["alpine_dirt_grass_50", "alpine_grass_rocky"], + "actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2], + "textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml"], 0.1] +}); +myBiome.push({ // 5 Player and path height + "texture": ["new_alpine_grass_c", "new_alpine_grass_b", "new_alpine_grass_d"], + "actor": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2], + "textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml"], 0.1] +}); +myBiome.push({ // 6 High ground + "texture": ["new_alpine_grass_a", "alpine_grass_rocky"], + "actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml", "actor|props/flora/bush_highlands.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2], + "textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml"], 0.1] +}); +myBiome.push({ // 7 Lower forest border + "texture": ["new_alpine_grass_mossy", "alpine_grass_rocky"], + "actor": [["gaia/flora_tree_pine", "gaia/flora_tree_oak", "actor|props/flora/grass_tufts_a.xml", "gaia/flora_bush_berry", "actor|geology/highland2_moss.xml", "gaia/fauna_goat", "actor|props/flora/bush_tempe_underbrush.xml"], 0.3], + "textureHS": ["alpine_cliff_c"], "actorHS": [["actor|props/flora/grass_tufts_a.xml", "actor|geology/highland2_moss.xml"], 0.1] +}); +myBiome.push({ // 8 Forest + "texture": ["alpine_forrestfloor"], + "actor": [["gaia/flora_tree_pine", "gaia/flora_tree_pine", "gaia/flora_tree_pine", "gaia/flora_tree_pine", "actor|geology/highland2_moss.xml", "actor|props/flora/bush_highlands.xml"], 0.5], + "textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland2_moss.xml", "actor|geology/stone_granite_med.xml"], 0.1] +}); +myBiome.push({ // 9 Upper forest border + "texture": ["alpine_forrestfloor_snow", "new_alpine_grass_dirt_a"], + "actor": [["gaia/flora_tree_pine", "actor|geology/snow1.xml"], 0.3], + "textureHS": ["alpine_cliff_b"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|geology/snow1.xml"], 0.1] +}); +myBiome.push({ // 10 Hilltop + "texture": ["alpine_cliff_a", "alpine_cliff_snow"], + "actor": [["actor|geology/highland1.xml"], 0.05], + "textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland1.xml"], 0.0] +}); + + +/** + * Get start locations + */ +let startLocations = getStartLocationsByHeightmap({ "min": heighLimits[4], "max": heighLimits[5] }, 1000, 30); +// Sort start locations to form a "ring" +let startLocationOrder = getOrderOfPointsForShortestClosePath(startLocations); +let newStartLocations = []; +for (let i = 0; i < startLocations.length; ++i) + newStartLocations.push(startLocations[startLocationOrder[i]]); +startLocations = newStartLocations; +// Sort players by team +let playerIDs = []; +let teams = []; +for (let i = 0; i < g_MapSettings.PlayerData.length - 1; ++i) +{ + playerIDs.push(i+1); + let t = g_MapSettings.PlayerData[i + 1].Team; + if (teams.indexOf(t) == -1 && t !== undefined) + teams.push(t); +} +playerIDs = sortPlayers(playerIDs); + +// Minimize maximum distance between players within a team +if (teams.length) +{ + let minDistance = Infinity; + let bestShift; + for (let s = 0; s < playerIDs.length; ++s) + { + let maxTeamDist = 0; + for (let pi = 0; pi < playerIDs.length - 1; ++pi) + { + let p1 = playerIDs[(pi + s) % playerIDs.length] - 1; + let t1 = getPlayerTeam(p1); + if (teams.indexOf(t1) === -1) + continue; + for (let pj = pi + 1; pj < playerIDs.length; ++pj) + { + let p2 = playerIDs[(pj + s) % playerIDs.length] - 1; + let t2 = getPlayerTeam(p2); + if (t2 != t1) + continue; + let l1 = startLocations[pi]; + let l2 = startLocations[pj]; + let dist = getDistance(l1.x, l1.y, l2.x, l2.y); + if (dist > maxTeamDist) + maxTeamDist = dist; + } + } + if (maxTeamDist < minDistance) + { + minDistance = maxTeamDist; + bestShift = s; + } + } + if (bestShift) + { + let newPlayerIDs = []; + for (let i = 0; i < playerIDs.length; ++i) + newPlayerIDs.push(playerIDs[(i + bestShift) % playerIDs.length]); + playerIDs = newPlayerIDs; + } +} + +let playerHeight = (heighLimits[4] + heighLimits[5]) / 2; + +/** + * Place start locations (resources later) + */ +for (let p = 0; p < playerIDs.length; ++p) +{ + let point = startLocations[p]; + rectangularSmoothToHeight(point, 35, 35, playerHeight, 0.7); + placeCivDefaultEntities(point.x, point.y, playerIDs[p], { "iberWall": true }); +} + +/** + * Calculate tileCenteredHeightMap (This has nothing to to with TILE_CENTERED_HEIGHT_MAP which should be false (default) for this map to work properly) + */ +let tchm = getTileCenteredHeightmap(); + +/** + * Add paths class and area but don't paint before resource spots are chosen! + */ +let pathTerrainClassIDs = []; +for (let i = 0; i < startLocations.length; ++i) +{ + let start = startLocations[i]; + let target = startLocations[(i + 1) % startLocations.length]; + pathTerrainClassIDs.push(placeRandomPathToHeight(start, ["road_rome_a"], target, playerHeight, 8, 3, 0.1)); +} +let pathArea = []; +for (let x = 0; x < tchm.length; ++x) + for (let y = 0; y < tchm[0].length; ++y) + for (let i = 0; i < pathTerrainClassIDs.length; ++i) + if (getTileClass(pathTerrainClassIDs[i]).countMembersInRadius(x, y, 0.5)) + pathArea.push({ "x": x, "y": y }); + +/** + * Get resource spots after players start locations after path are calculated but before they are placed! + */ +let avoidPoints = deepcopy(startLocations); +for (let i = 0; i < avoidPoints.length; ++i) + avoidPoints[i].dist = 30; +let resourceSpots = getPointsByHeight({ "min": (heighLimits[3] + heighLimits[4]) / 2, "max": (heighLimits[5] + heighLimits[6]) / 2 }, avoidPoints, pathArea); + +/** + * Calculate slope map + */ +let slopeMap = getSlopeMap(); + +/** + * Divide tiles in areas by height and avoid paths + */ +let areas = []; +for (let h = 0; h < heighLimits.length; ++h) + areas.push([]); +for (let x = 0; x < tchm.length; ++x) +{ + for (let y = 0; y < tchm[0].length; ++y) + { + let isPath = false; + for (let i = 0; i < pathArea.length; ++i) + if (pathArea[i].x == x && pathArea[i].y == y) + isPath = true; + if (isPath) + continue; + + let minHeight = heightRange.min; + for (let h = 0; h < heighLimits.length; ++h) + { + if (tchm[x][y] >= minHeight && tchm[x][y] <= heighLimits[h]) + { + areas[h].push({ "x": x, "y": y }); + break; + } + else + minHeight = heighLimits[h]; + } + } +} + +/** + * Get max slope of each area + */ +let minSlope = []; +let maxSlope = []; +for (let h = 0; h < heighLimits.length; ++h) +{ + minSlope[h] = Infinity; + maxSlope[h] = 0; + for (let t = 0; t < areas[h].length; ++t) + { + let x = areas[h][t].x; + let y = areas[h][t].y; + let slope = slopeMap[x][y]; + if (slope > maxSlope[h]) + maxSlope[h] = slope; + if (slope < minSlope[h]) + minSlope[h] = slope; + } +} + +/** + * Paint areas by height and slope + */ +for (let h = 0; h < heighLimits.length; ++h) +{ + for (let t = 0; t < areas[h].length; ++t) + { + let x = areas[h][t].x; + let y = areas[h][t].y; + let actor = undefined; + + let texture = myBiome[h].texture[randInt(myBiome[h].texture.length)]; + if (slopeMap[x][y] < 0.4 * (minSlope[h] + maxSlope[h])) + { + if (randFloat() < myBiome[h].actor[1]) + actor = myBiome[h].actor[0][randInt(myBiome[h].actor[0].length)]; + } + else + { + texture = myBiome[h].textureHS[randInt(myBiome[h].textureHS.length)]; + if (randFloat() < myBiome[h].actorHS[1]) + actor = myBiome[h].actorHS[0][randInt(myBiome[h].actorHS[0].length)]; + } + g_Map.setTexture(x, y, texture); + if (actor) + placeObject(x + randFloat(), y + randFloat(), actor, 0, randFloat() * TWO_PI); + } +} + +/** + * Add starting resources after terrain texture painting + */ +for (let p = 0; p < g_MapSettings.PlayerData.length - 1; ++p) + placeStartLocationResources(startLocations[p]); + +/** + * Add resource spots after terrain texture painting + */ +for (let i = 0; i < resourceSpots.length; ++i) +{ + let choice = i % 5; + if (choice == 0) + placeMine(resourceSpots[i], "gaia/geology_stonemine_temperate_formation"); + if (choice == 1) + placeMine(resourceSpots[i], "gaia/geology_metal_temperate_slabs"); + if (choice == 2) + placeCustomFortress(resourceSpots[i].x, resourceSpots[i].y, fences[randInt(0, fences.length - 1)], "other", 0, randFloat(0, TWO_PI)); + if (choice == 3) + placeGrove(resourceSpots[i]); + if (choice == 4) + placeCamp(resourceSpots[i]); +} + +/** + * Stop Timer + */ +log("Map generation finished after " + ((new Date().getTime() - genStartTime) / 1000) + "s") + +/** + * Export map data + */ +ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.json =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.json (nonexistent) +++ ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.json (revision 18781) @@ -0,0 +1,12 @@ +{ + "settings" : { + "Name" : "Caledonian Meadows", + "Script" : "caledonian_meadows.js", + "Preview" : "caledonian_meadows.png", + "Description" : "Fertile lands surrounded by harsh terrain.\nRemains of recent snowfalls still haunt the forests, and torrential rivers from the snowmelt barely died away.\nAiming at a realistic terrain, this map might not always be balanced.", + "CircularMap" : false, + "BaseTerrain" : "whiteness", + "Keywords": ["new"], + "BaseHeight" : 0 + } +}