Index: ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.js (revision 21225) @@ -1,282 +1,282 @@ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("heightmap"); const tPrimary = ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_d", "temp_grass_long_b", "temp_grass_clovers_2", "temp_grass_mossy", "temp_grass_plants"]; const heightLand = 0; var g_Map = new RandomMap(heightLand, tPrimary); var numPlayers = getNumPlayers(); var mapSize = g_Map.getSize(); var mapCenter = g_Map.getCenter(); // Set target min and max height depending on map size to make average stepness the same on all map sizes var heightRange = {"min": MIN_HEIGHT * mapSize / 8192, "max": MAX_HEIGHT * mapSize / 8192}; // Since erosion is not predictable, actual water coverage can differ much with the same value var averageWaterCoverage = scaleByMapSize(1/5, 1/3); var heightSeaGround = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); var heightSeaGroundAdjusted = heightSeaGround + MIN_HEIGHT; setWaterHeight(heightSeaGround); var textueByHeight = []; // Deep water textueByHeight.push({"upperHeightLimit": heightRange.min + 1/3 * (heightSeaGroundAdjusted - heightRange.min), "terrain": "temp_sea_rocks"}); // Medium deep water (with fish) var terrains = ["temp_sea_weed"]; terrains = terrains.concat(terrains, terrains, terrains, terrains); terrains = terrains.concat(terrains, terrains, terrains, terrains); terrains.push("temp_sea_weed|gaia/fauna_fish"); textueByHeight.push({"upperHeightLimit": heightRange.min + 2/3 * (heightSeaGroundAdjusted - heightRange.min), "terrain": terrains}); // Flat Water textueByHeight.push({"upperHeightLimit": heightRange.min + 3/3 * (heightSeaGroundAdjusted - heightRange.min), "terrain": "temp_mud_a"}); // Water surroundings/bog (with stone/metal some rabits and bushes) var terrains = ["temp_plants_bog", "temp_plants_bog_aut", "temp_dirt_gravel_plants", "temp_grass_d"]; terrains = terrains.concat(terrains, terrains, terrains, terrains, terrains); terrains = ["temp_plants_bog|gaia/flora_bush_temperate"].concat(terrains, terrains); terrains = ["temp_dirt_gravel_plants|gaia/geology_metal_temperate", "temp_dirt_gravel_plants|gaia/geology_stone_temperate", "temp_plants_bog|gaia/fauna_rabbit"].concat(terrains, terrains); terrains = ["temp_plants_bog_aut|gaia/flora_tree_dead"].concat(terrains, terrains); textueByHeight.push({"upperHeightLimit": heightSeaGroundAdjusted + 1/6 * (heightRange.max - heightSeaGroundAdjusted), "terrain": terrains}); // Juicy grass near bog textueByHeight.push({"upperHeightLimit": heightSeaGroundAdjusted + 2/6 * (heightRange.max - heightSeaGroundAdjusted), "terrain": ["temp_grass", "temp_grass_d", "temp_grass_long_b", "temp_grass_plants"]}); // Medium level grass // var testActor = "actor|geology/decal_stone_medit_a.xml"; textueByHeight.push({"upperHeightLimit": heightSeaGroundAdjusted + 3/6 * (heightRange.max - heightSeaGroundAdjusted), "terrain": ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_mossy"]}); // Long grass near forest border textueByHeight.push({"upperHeightLimit": heightSeaGroundAdjusted + 4/6 * (heightRange.max - heightSeaGroundAdjusted), "terrain": ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_d", "temp_grass_long_b", "temp_grass_clovers_2", "temp_grass_mossy", "temp_grass_plants"]}); // Forest border (With wood/food plants/deer/rabits) var terrains = ["temp_grass_plants|gaia/flora_tree_euro_beech", "temp_grass_mossy|gaia/flora_tree_poplar", "temp_grass_mossy|gaia/flora_tree_poplar_lombardy", "temp_grass_long|gaia/flora_bush_temperate", "temp_mud_plants|gaia/flora_bush_temperate", "temp_mud_plants|gaia/flora_bush_badlands", "temp_grass_long|gaia/flora_tree_apple", "temp_grass_clovers|gaia/flora_bush_berry", "temp_grass_clovers_2|gaia/flora_bush_grapes", "temp_grass_plants|gaia/fauna_deer", "temp_grass_long_b|gaia/fauna_rabbit"]; var numTerrains = terrains.length; for (var i = 0; i < numTerrains; i++) terrains.push("temp_grass_plants"); textueByHeight.push({"upperHeightLimit": heightSeaGroundAdjusted + 5/6 * (heightRange.max - heightSeaGroundAdjusted), "terrain": terrains}); // Unpassable woods textueByHeight.push({"upperHeightLimit": heightSeaGroundAdjusted + 6/6 * (heightRange.max - heightSeaGroundAdjusted), "terrain": ["temp_grass_mossy|gaia/flora_tree_oak", "temp_forestfloor_pine|gaia/flora_tree_pine", "temp_grass_mossy|gaia/flora_tree_oak", "temp_forestfloor_pine|gaia/flora_tree_pine", "temp_mud_plants|gaia/flora_tree_dead", "temp_plants_bog|gaia/flora_tree_oak_large", "temp_dirt_gravel_plants|gaia/flora_tree_aleppo_pine", "temp_forestfloor_autumn|gaia/flora_tree_carob"]}); Engine.SetProgress(5); var lowerHeightLimit = textueByHeight[3].upperHeightLimit; var upperHeightLimit = textueByHeight[6].upperHeightLimit; var playerPosition; var playerIDs; while (true) { g_Map.log("Randomizing heightmap") createArea( new MapBoundsPlacer(), new RandomElevationPainter(heightRange.min, heightRange.max)); // More cycles yield bigger structures g_Map.log("Smoothing map"); createArea( new MapBoundsPlacer(), new SmoothingPainter(2, 1, 20)); g_Map.log("Rescaling map"); rescaleHeightmap(heightRange.min, heightRange.max, g_Map.height); g_Map.log("Mark valid heightrange for player starting positions"); let tHeightRange = g_Map.createTileClass(); let area = createArea( - new ClumpPlacer(diskArea(fractionToTiles(0.5) - MAP_BORDER_WIDTH), 1, 1, Infinity, mapCenter), + new DiskPlacer(fractionToTiles(0.5) - MAP_BORDER_WIDTH, mapCenter), new TileClassPainter(tHeightRange), new HeightConstraint(lowerHeightLimit, upperHeightLimit)); let players = area && playerPlacementRandom(sortAllPlayers(), stayClasses(tHeightRange, 15), true); if (players) { [playerIDs, playerPosition] = players; break; } g_Map.log("Too few starting locations"); } Engine.SetProgress(60); g_Map.log("Painting terrain by height and add props"); var propDensity = 1; // 1 means as determined in the loop, less for large maps as set below if (mapSize > 500) propDensity = 1/4; else if (mapSize > 400) propDensity = 3/4; for (let x = 0; x < mapSize; ++x) for (let y = 0; y < mapSize; ++y) { let position = new Vector2D(x, y); if (!g_Map.validHeight(position)) continue; var textureMinHeight = heightRange.min; for (var i = 0; i < textueByHeight.length; i++) { if (g_Map.getHeight(position) >= textureMinHeight && g_Map.getHeight(position) <= textueByHeight[i].upperHeightLimit) { createTerrain(textueByHeight[i].terrain).place(position); let template; if (i == 0) // ...deep water { if (randBool(propDensity / 100)) template = "actor|props/flora/pond_lillies_large.xml"; else if (randBool(propDensity / 40)) template = "actor|props/flora/water_lillies.xml"; } if (i == 1) // ...medium water (with fish) { if (randBool(propDensity / 200)) template = "actor|props/flora/pond_lillies_large.xml"; else if (randBool(propDensity / 100)) template = "actor|props/flora/water_lillies.xml"; } if (i == 2) // ...low water/mud { if (randBool(propDensity / 200)) template = "actor|props/flora/water_log.xml"; else if (randBool(propDensity / 100)) template = "actor|props/flora/water_lillies.xml"; else if (randBool(propDensity / 40)) template = "actor|geology/highland_c.xml"; else if (randBool(propDensity / 20)) template = "actor|props/flora/reeds_pond_lush_b.xml"; else if (randBool(propDensity / 10)) template = "actor|props/flora/reeds_pond_lush_a.xml"; } if (i == 3) // ...water suroundings/bog { if (randBool(propDensity / 200)) template = "actor|props/flora/water_log.xml"; else if (randBool(propDensity / 100)) template = "actor|geology/highland_c.xml"; else if (randBool(propDensity / 40)) template = "actor|props/flora/reeds_pond_lush_a.xml"; } if (i == 4) // ...low height grass { if (randBool(propDensity / 800)) template = "actor|props/flora/grass_field_flowering_tall.xml"; else if (randBool(propDensity / 400)) template = "actor|geology/gray_rock1.xml"; else if (randBool(propDensity / 200)) template = "actor|props/flora/bush_tempe_sm_lush.xml"; else if (randBool(propDensity / 100)) template = "actor|props/flora/bush_tempe_b.xml"; else if (randBool(propDensity / 40)) template = "actor|props/flora/grass_soft_small_tall.xml"; } if (i == 5) // ...medium height grass { if (randBool(propDensity / 800)) template = "actor|geology/decal_stone_medit_a.xml"; else if (randBool(propDensity / 400)) template = "actor|props/flora/decals_flowers_daisies.xml"; else if (randBool(propDensity / 200)) template = "actor|props/flora/bush_tempe_underbrush.xml"; else if (randBool(propDensity / 100)) template = "actor|props/flora/grass_soft_small_tall.xml"; else if (randBool(propDensity / 40)) template = "actor|props/flora/grass_temp_field.xml"; } if (i == 6) // ...high height grass { if (randBool(propDensity / 400)) template = "actor|geology/stone_granite_boulder.xml"; else if (randBool(propDensity / 200)) template = "actor|props/flora/foliagebush.xml"; else if (randBool(propDensity / 100)) template = "actor|props/flora/bush_tempe_underbrush.xml"; else if (randBool(propDensity / 40)) template = "actor|props/flora/grass_soft_small_tall.xml"; else if (randBool(propDensity / 20)) template = "actor|props/flora/ferns.xml"; } if (i == 7) // ...forest border (with wood/food plants/deer/rabits) { if (randBool(propDensity / 400)) template = "actor|geology/highland_c.xml"; else if (randBool(propDensity / 200)) template = "actor|props/flora/bush_tempe_a.xml"; else if (randBool(propDensity / 100)) template = "actor|props/flora/ferns.xml"; else if (randBool(propDensity / 40)) template = "actor|props/flora/grass_soft_tuft_a.xml"; } if (i == 8) // ...woods { if (randBool(propDensity / 200)) template = "actor|geology/highland2_moss.xml"; else if (randBool(propDensity / 100)) template = "actor|props/flora/grass_soft_tuft_a.xml"; else if (randBool(propDensity / 40)) template = "actor|props/flora/ferns.xml"; } if (template) g_Map.placeEntityAnywhere(template, 0, position, randomAngle()); break; } else textureMinHeight = textueByHeight[i].upperHeightLimit; } } Engine.SetProgress(90); if (isNomad()) placePlayersNomad(g_Map.createTileClass(), new HeightConstraint(lowerHeightLimit, upperHeightLimit)); else { g_Map.log("Placing players and starting resources"); let resourceDistance = 8; let resourceSpacing = 1; let resourceCount = 4; for (let i = 0; i < numPlayers; ++i) { placeCivDefaultStartingEntities(playerPosition[i], playerIDs[i], false); for (let j = 1; j <= 4; ++j) { let uAngle = BUILDING_ORIENTATION - Math.PI * (2-j) / 2; for (let k = 0; k < resourceCount; ++k) { let pos = Vector2D.sum([ playerPosition[i], new Vector2D(resourceDistance, 0).rotate(-uAngle), new Vector2D(k * resourceSpacing, 0).rotate(-uAngle - Math.PI/2), new Vector2D(-0.75 * resourceSpacing * Math.floor(resourceCount / 2), 0).rotate(-uAngle - Math.PI/2) ]); g_Map.placeEntityPassable(j % 2 ? "gaia/flora_tree_cypress" : "gaia/flora_bush_berry", 0, pos, randomAngle()); } } } } g_Map.ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/caledonian_meadows.js (revision 21225) @@ -1,429 +1,429 @@ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmbiome"); Engine.LoadLibrary("heightmap"); var tGrove = "temp_grass_plants"; var tPath = "road_rome_a"; var oGroveEntities = ["structures/gaul_outpost", "gaia/flora_tree_oak_new"]; var g_Map = new RandomMap(0, "whiteness"); /** * 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) { g_Map.placeEntityPassable(centerEntity, 0, point, randomAngle()); let quantity = randIntInclusive(11, 23); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) g_Map.placeEntityPassable( pickRandom(decorations), 0, Vector2D.add(point, new Vector2D(randFloat(2, 5), 0).rotate(-dAngle * randFloat(i, i + 1))), randomAngle()); } // Food, fences with domestic animals g_WallStyles.other = { "overlap": 0, "fence": readyWallElement("other/fence_long", "gaia"), "fence_short": readyWallElement("other/fence_short", "gaia"), "bench": { "angle": Math.PI / 2, "length": 1.5, "indent": 0, "bend": 0, "templateName": "other/bench" }, "sheep": { "angle": 0, "length": 0, "indent": 0.75, "bend": 0, "templateName": "gaia/fauna_sheep" }, "foodBin": { "angle": Math.PI / 2, "length": 1.5, "indent": 0, "bend": 0, "templateName": "gaia/treasure/food_bin" }, "farmstead": { "angle": Math.PI, "length": 0, "indent": -3, "bend": 0, "templateName": "structures/brit_farmstead" } }; let fences = [ new Fortress("fence", [ "foodBin", "farmstead", "bench", "turn_0.25", "sheep", "turn_0.25", "fence", "turn_0.25", "sheep", "turn_0.25", "fence", "turn_0.25", "sheep", "turn_0.25", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "fence", "turn_0.25", "sheep", "turn_0.25", "fence", "turn_0.25", "sheep", "turn_0.25", "bench", "sheep", "fence", "turn_0.25", "sheep", "turn_0.25", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "turn_0.5", "bench", "turn_-0.5", "fence_short", "turn_0.25", "sheep", "turn_0.25", "fence", "turn_0.25", "sheep", "turn_0.25", "fence", "turn_0.25", "sheep", "turn_0.25", "fence_short", "sheep", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "turn_0.5", "fence_short", "turn_-0.5", "bench", "turn_0.25", "sheep", "turn_0.25", "fence", "turn_0.25", "sheep", "turn_0.25", "fence", "turn_0.25", "sheep", "turn_0.25", "fence_short", "sheep", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "fence", "turn_0.25", "sheep", "turn_0.25", "bench", "sheep", "fence", "turn_0.25", "sheep", "turn_0.25", "fence_short", "sheep", "fence", "turn_0.25", "sheep", "turn_0.25", "fence_short", "sheep", "fence" ]) ]; let num = fences.length; for (let i = 0; i < num; ++i) fences.push(new Fortress("fence", clone(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 = g_Map.createTileClass(); function placeGrove(point) { g_Map.placeEntityPassable(pickRandom(oGroveEntities), 0, point, randomAngle()); let quantity = randIntInclusive(20, 30); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { let angle = dAngle * randFloat(i, i + 1); let dist = randFloat(2, 5); let objectList = groveEntities; if (i % 3 == 0) objectList = groveActors; let position = Vector2D.add(point, new Vector2D(dist, 0).rotate(-angle)); g_Map.placeEntityPassable(pickRandom(objectList), 0, position, randomAngle()); createArea( new ClumpPlacer(5, 1, 1, Infinity, position), [ new TerrainPainter(tGrove), new TileClassPainter(clGrove) ]); } } // Camps with fire and gold treasure function placeCamp(point, centerEntity = "actor|props/special/eyecandy/campfire.xml", otherEntities = ["gaia/treasure/metal", "gaia/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" ] ) { g_Map.placeEntityPassable(centerEntity, 0, point, randomAngle()); let quantity = randIntInclusive(5, 11); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { let angle = dAngle * randFloat(i, i + 1); let dist = randFloat(1, 3); g_Map.placeEntityPassable(pickRandom(otherEntities), 0, Vector2D.add(point, new Vector2D(dist, 0).rotate(-angle)), randomAngle()); } } function placeStartLocationResources(point, foodEntities = ["gaia/flora_bush_berry", "gaia/fauna_chicken", "gaia/fauna_chicken"]) { let currentAngle = randomAngle(); // Stone and chicken let dAngle = 4/9 * Math.PI; let angle = currentAngle + randFloat(1, 3) * dAngle / 4; let stonePosition = Vector2D.add(point, new Vector2D(12, 0).rotate(-angle)); placeMine(stonePosition, "gaia/geology_stonemine_temperate_quarry"); currentAngle += dAngle; // Wood let quantity = 80; dAngle = 2 * Math.PI / quantity / 3; for (let i = 0; i < quantity; ++i) { angle = currentAngle + randFloat(0, dAngle); let objectList = groveEntities; if (i % 2 == 0) objectList = groveActors; let woodPosition = Vector2D.add(point, new Vector2D(randFloat(10, 15), 0).rotate(-angle)); g_Map.placeEntityPassable(pickRandom(objectList), 0, woodPosition, randomAngle()); createArea( new ClumpPlacer(5, 1, 1, Infinity, woodPosition), [ new TerrainPainter("temp_grass_plants"), new TileClassPainter(clGrove) ]); currentAngle += dAngle; } // Metal and chicken dAngle = 2 * Math.PI * 2 / 9; angle = currentAngle + dAngle * randFloat(1, 3) / 4; let metalPosition = Vector2D.add(point, new Vector2D(13, 0).rotate(-angle)); placeMine(metalPosition, "gaia/geology_metal_temperate_slabs"); currentAngle += dAngle; // Berries quantity = 15; dAngle = 2 * Math.PI / quantity * 2 / 9; for (let i = 0; i < quantity; ++i) { angle = currentAngle + randFloat(0, dAngle); let berriesPosition = Vector2D.add(point, new Vector2D(randFloat(10, 15), 0).rotate(-angle)); g_Map.placeEntityPassable(pickRandom(foodEntities), 0, berriesPosition, randomAngle()); currentAngle += dAngle; } } /** * Environment settings */ setBiome("generic/alpine"); 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; /** * Base terrain shape generation and settings */ let heightScale = (g_Map.size + 256) / 768 / 4; let heightRange = { "min": MIN_HEIGHT * heightScale, "max": MAX_HEIGHT * heightScale }; // Water coverage let averageWaterCoverage = 1/5; // NOTE: Since terrain generation is quite unpredictable actual water coverage might vary much with the same value let heightSeaGround = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); // Water height in environment and the engine let heightSeaGroundAdjusted = heightSeaGround + MIN_HEIGHT; // Water height in RMGEN setWaterHeight(heightSeaGround); g_Map.log("Generating terrain using diamon-square"); let medH = (heightRange.min + heightRange.max) / 2; let initialHeightmap = [[medH, medH], [medH, medH]]; setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, initialHeightmap, 0.8); g_Map.log("Apply erosion"); for (let i = 0; i < 5; ++i) splashErodeMap(0.1); rescaleHeightmap(heightRange.min, heightRange.max); Engine.SetProgress(25); let heighLimits = [ heightRange.min + 1/3 * (heightSeaGroundAdjusted - heightRange.min), // 0 Deep water heightRange.min + 2/3 * (heightSeaGroundAdjusted - heightRange.min), // 1 Medium Water heightRange.min + (heightSeaGroundAdjusted - heightRange.min), // 2 Shallow water heightSeaGroundAdjusted + 1/8 * (heightRange.max - heightSeaGroundAdjusted), // 3 Shore heightSeaGroundAdjusted + 2/8 * (heightRange.max - heightSeaGroundAdjusted), // 4 Low ground heightSeaGroundAdjusted + 3/8 * (heightRange.max - heightSeaGroundAdjusted), // 5 Player and path height heightSeaGroundAdjusted + 4/8 * (heightRange.max - heightSeaGroundAdjusted), // 6 High ground heightSeaGroundAdjusted + 5/8 * (heightRange.max - heightSeaGroundAdjusted), // 7 Lower forest border heightSeaGroundAdjusted + 6/8 * (heightRange.max - heightSeaGroundAdjusted), // 8 Forest heightSeaGroundAdjusted + 7/8 * (heightRange.max - heightSeaGroundAdjusted), // 9 Upper forest border heightSeaGroundAdjusted + (heightRange.max - heightSeaGroundAdjusted)]; // 10 Hilltop let playerHeight = (heighLimits[4] + heighLimits[5]) / 2; // Average player height g_Map.log("Determining height-dependent biome"); // Texture and actor presets 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] }); let [playerIDs, playerPosition] = groupPlayersCycle(getStartLocationsByHeightmap({ "min": heighLimits[4], "max": heighLimits[5] }, 1000, 30)); Engine.SetProgress(30); g_Map.log("Smoothing player locations"); for (let position of playerPosition) createArea( - new ClumpPlacer(diskArea(35), 1, 1, Infinity, position), + new DiskPlacer(35, position), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 35)); g_Map.log("Creating paths between players"); let clPath = g_Map.createTileClass(); for (let i = 0; i < playerPosition.length; ++i) createArea( new RandomPathPlacer(playerPosition[i], playerPosition[(i + 1) % playerPosition.length], 4, 2, false), [ new TerrainPainter(tPath), new ElevationBlendingPainter(playerHeight, 0.4), new TileClassPainter(clPath) ]); g_Map.log("Smoothing paths"); createArea( new MapBoundsPlacer(), new SmoothingPainter(5, 1, 1), new NearTileClassConstraint(clPath, 5)); Engine.SetProgress(45); g_Map.log("Determining resource locations"); let avoidPoints = playerPosition.map(pos => pos.clone()); 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, clPath); Engine.SetProgress(55); /** * Divide tiles in areas by height and avoid paths */ let tchm = getTileCenteredHeightmap(); let areas = heighLimits.map(heightLimit => []); for (let x = 0; x < tchm.length; ++x) for (let y = 0; y < tchm[0].length; ++y) { let position = new Vector2D(x, y); if (!avoidClasses(clPath, 0).allows(position)) 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(position); break; } minHeight = heighLimits[h]; } } /** * Get max slope of each area */ let slopeMap = getSlopeMap(); let minSlope = []; let maxSlope = []; for (let h = 0; h < heighLimits.length; ++h) { minSlope[h] = Infinity; maxSlope[h] = 0; for (let point of areas[h]) { let slope = slopeMap[point.x][point.y]; if (slope > maxSlope[h]) maxSlope[h] = slope; if (slope < minSlope[h]) minSlope[h] = slope; } } g_Map.log("Painting areas by height and slope"); for (let h = 0; h < heighLimits.length; ++h) for (let point of areas[h]) { let actor; let texture = pickRandom(myBiome[h].texture); if (slopeMap[point.x][point.y] < 0.4 * (minSlope[h] + maxSlope[h])) { if (randBool(myBiome[h].actor[1])) actor = pickRandom(myBiome[h].actor[0]); } else { texture = pickRandom(myBiome[h].textureHS); if (randBool(myBiome[h].actorHS[1])) actor = pickRandom(myBiome[h].actorHS[0]); } g_Map.setTexture(point, texture); if (actor) g_Map.placeEntityAnywhere(actor, 0, randomPositionOnTile(point), randomAngle()); } Engine.SetProgress(80); g_Map.log("Placing players"); if (isNomad()) placePlayersNomad(g_Map.createTileClass(), new HeightConstraint(heighLimits[4], heighLimits[5])); else for (let p = 0; p < playerIDs.length; ++p) { placeCivDefaultStartingEntities(playerPosition[p], playerIDs[p], true); placeStartLocationResources(playerPosition[p]); } g_Map.log("Placing resources, farmsteads, groves and camps"); for (let i = 0; i < resourceSpots.length; ++i) { let pos = new Vector2D(resourceSpots[i].x, resourceSpots[i].y); let choice = i % 5; if (choice == 0) placeMine(pos, "gaia/geology_stonemine_temperate_formation"); if (choice == 1) placeMine(pos, "gaia/geology_metal_temperate_slabs"); if (choice == 2) placeCustomFortress(pos, pickRandom(fences), "other", 0, randomAngle()); if (choice == 3) placeGrove(pos); if (choice == 4) placeCamp(pos); } g_Map.ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/gear.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/gear.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/gear.js (revision 21225) @@ -1,315 +1,315 @@ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; setSelectedBiome(); const tMainTerrain = g_Terrains.mainTerrain; const tForestFloor1 = g_Terrains.forestFloor1; const tForestFloor2 = g_Terrains.forestFloor2; const tCliff = g_Terrains.cliff; const tTier1Terrain = g_Terrains.tier1Terrain; const tTier2Terrain = g_Terrains.tier2Terrain; const tTier3Terrain = g_Terrains.tier3Terrain; const tHill = g_Terrains.mainTerrain; const tRoad = g_Terrains.road; const tRoadWild = g_Terrains.roadWild; const tTier4Terrain = g_Terrains.tier4Terrain; const tShore = g_Terrains.shore; const tWater = g_Terrains.water; const oTree1 = g_Gaia.tree1; const oTree2 = g_Gaia.tree2; const oTree3 = g_Gaia.tree3; const oTree4 = g_Gaia.tree4; const oTree5 = g_Gaia.tree5; const oFruitBush = g_Gaia.fruitBush; const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; const oFish = g_Gaia.fish; const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; const oStoneLarge = g_Gaia.stoneLarge; const oStoneSmall = g_Gaia.stoneSmall; const oMetalLarge = g_Gaia.metalLarge; const aGrass = g_Decoratives.grass; const aGrassShort = g_Decoratives.grassShort; const aRockLarge = g_Decoratives.rockLarge; const aRockMedium = g_Decoratives.rockMedium; const aBushMedium = g_Decoratives.bushMedium; const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; var heightSeaGround = -4; var heightShallow = -2; var heightLand = 3; var heightRing = 4; var heightHill = 20; var g_Map = new RandomMap(heightLand, tMainTerrain); const numPlayers = getNumPlayers(); const mapSize = g_Map.getSize(); const mapCenter = g_Map.getCenter(); var clPlayer = g_Map.createTileClass(); var clHill = g_Map.createTileClass(); var clForest = g_Map.createTileClass(); var clWater = g_Map.createTileClass(); var clDirt = g_Map.createTileClass(); var clRock = g_Map.createTileClass(); var clMetal = g_Map.createTileClass(); var clFood = g_Map.createTileClass(); var clBaseResource = g_Map.createTileClass(); var radiusPlayers = fractionToTiles(0.35); var radiusCentralLake = fractionToTiles(0.27); var radiusCentralRingLand = fractionToTiles(0.21); var radiusCentralWaterRing = fractionToTiles(0.17); var radiusCentralIsland = fractionToTiles(0.14); var radiusCentralHill = fractionToTiles(0.12); var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(radiusPlayers); g_Map.log("Determining number of rivers between players"); var split = 1; if (mapSize == 128 && numPlayers <= 2) split = 2; else if (mapSize == 192 && numPlayers <= 3) split = 2; else if (mapSize == 256) { if (numPlayers <= 3) split = 3; else if (numPlayers == 4) split = 2; } else if (mapSize == 320) { if (numPlayers <= 3) split = 3; else if (numPlayers == 4) split = 2; } else if (mapSize == 384) { if (numPlayers <= 3) split = 4; else if (numPlayers == 4) split = 3; else if (numPlayers == 5) split = 2; } else if (mapSize == 448) { if (numPlayers <= 2) split = 5; else if (numPlayers <= 4) split = 4; else if (numPlayers == 5) split = 3; else if (numPlayers == 6) split = 2; } g_Map.log("Creating big circular lake"); createArea( - new ClumpPlacer(diskArea(radiusCentralLake), 1, 1, Infinity, mapCenter), + new DiskPlacer(radiusCentralLake, mapCenter), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4)); g_Map.log("Creating rivers between players"); for (let m = 0; m < numPlayers * split; ++m) { let angle = startAngle + (m + 0.5) * 2 * Math.PI / (numPlayers * split); let position1 = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.15), 0).rotate(-angle)); let position2 = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.6), 0).rotate(-angle)); createArea( new PathPlacer(position1, position2, scaleByMapSize(14, 40), 0, scaleByMapSize(3, 9), 0.2, 0.05), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4), avoidClasses(clPlayer, 5)); } g_Map.log("Create path from the island to the center"); for (let m = 0; m < numPlayers * split; ++m) { let angle = startAngle + m * 2 * Math.PI / (numPlayers * split); let position1 = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.05), 0).rotate(-angle)); let position2 = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.49), 0).rotate(-angle)); createArea( new PathPlacer(position1, position2, scaleByMapSize(10, 40), 0, scaleByMapSize(3, 9), 0.2, 0.05), new SmoothElevationPainter(ELEVATION_SET, heightLand, 4)); } g_Map.log("Creating ring of land connecting players"); createArea( - new ClumpPlacer(diskArea(radiusCentralRingLand), 1, 1, Infinity, mapCenter), + new DiskPlacer(radiusCentralRingLand, mapCenter), new SmoothElevationPainter(ELEVATION_SET, heightRing, 4)); g_Map.log("Creating inner ring of water"); createArea( - new ClumpPlacer(diskArea(radiusCentralWaterRing), 1, 1, Infinity, mapCenter), + new DiskPlacer(radiusCentralWaterRing, mapCenter), new SmoothElevationPainter(ELEVATION_SET, heightShallow, 3)); g_Map.log("Creating central island"); createArea( - new ClumpPlacer(diskArea(radiusCentralIsland), 1, 1, Infinity, mapCenter), + new DiskPlacer(radiusCentralIsland, mapCenter), new SmoothElevationPainter(ELEVATION_SET, heightRing, 3)); g_Map.log("Creating hill on the central island"); createArea( - new ClumpPlacer(diskArea(radiusCentralHill), 1, 1, Infinity, mapCenter), + new DiskPlacer(radiusCentralHill, mapCenter), new SmoothElevationPainter(ELEVATION_SET, heightHill, 8)); paintTerrainBasedOnHeight(-6, 1, 1, tWater); paintTerrainBasedOnHeight(1, 2, 1, tShore); paintTerrainBasedOnHeight(2, 21, 1, tMainTerrain); paintTileClassBasedOnHeight(-6, 0.5, 1, clWater); placePlayerBases({ "PlayerPlacement": [playerIDs, playerPosition], "PlayerTileClass": clPlayer, "BaseResourceClass": clBaseResource, "baseResourceConstraint": avoidClasses(clWater, 2), "Walls": "towers", "CityPatch": { "outerTerrain": tRoadWild, "innerTerrain": tRoad }, "Chicken": { }, "Berries": { "template": oFruitBush }, "Mines": { "types": [ { "template": oMetalLarge }, { "template": oStoneLarge } ] }, "Trees": { "template": oTree1, "count": 2 }, "Decoratives": { "template": aGrassShort } }); if (randBool()) createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); else createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1)); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2), clForest, forestTrees); Engine.SetProgress(50); g_Map.log("Creating dirt patches"); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45), clDirt); g_Map.log("Creating grass patches"); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45), clDirt); Engine.SetProgress(55); g_Map.log("Creating stone mines"); createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), clRock); g_Map.log("Creating metal mines"); createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), clMetal ); g_Map.log("Creating fish"); createObjectGroupsDeprecated( new SimpleGroup([new SimpleObject(oFish, 1,1, 0,3)], true, clFood), 0, [stayClasses(clWater, 8), avoidClasses(clFood, 14)], scaleByMapSize(400, 2000), 100); Engine.SetProgress(65); var planetm = 1; if (currentBiome() == "generic/tropic") planetm = 8; createDecoration( [ [new SimpleObject(aRockMedium, 1, 3, 0, 1)], [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)], [new SimpleObject(aGrassShort, 1, 2, 0, 1)], [new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)], [new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)); Engine.SetProgress(70); createFood( [ [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)], [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)] ], [ 3 * numPlayers, 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), clFood); createFood( [ [new SimpleObject(oFruitBush, 5, 7, 0, 4)] ], [ 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), clFood); createStragglerTrees( [oTree1, oTree2, oTree4, oTree3], avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6), clForest, stragglerTrees); placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)); g_Map.ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/lions_den.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/lions_den.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/lions_den.js (revision 21225) @@ -1,566 +1,566 @@ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen2"); Engine.LoadLibrary("rmbiome"); setSelectedBiome(); const topTerrain = g_Terrains.tier2Terrain; const heightValley = 0; const heightPath = 10; const heightDen = 15; const heightHill = 50; var g_Map = new RandomMap(heightHill, topTerrain); const mapCenter = g_Map.getCenter(); const numPlayers = getNumPlayers(); const startAngle = randomAngle(); initTileClasses(["step"]); createArea( new MapBoundsPlacer(), new TileClassPainter(g_TileClasses.land)); Engine.SetProgress(10); createBasesByPattern("radial", fractionToTiles(0.4), fractionToTiles(randFloat(0.05, 0.1)), startAngle); Engine.SetProgress(20); createSunkenTerrain(); Engine.SetProgress(30); addElements([ { "func": addLayeredPatches, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.dirt, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.step, 5 ], "stay": [g_TileClasses.valley, 7], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addLayeredPatches, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.dirt, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12 ], "stay": [g_TileClasses.settlement, 7], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addLayeredPatches, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.dirt, 5, g_TileClasses.forest, 2 ], "stay": [g_TileClasses.player, 1], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addDecoration, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.forest, 2 ], "stay": [g_TileClasses.player, 1], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addDecoration, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.step, 2 ], "stay": [g_TileClasses.valley, 7], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addDecoration, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12 ], "stay": [g_TileClasses.settlement, 7], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addDecoration, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12 ], "stay": [g_TileClasses.step, 7], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["scarce"] } ]); Engine.SetProgress(40); addElements(shuffleArray([ { "func": addMetal, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.player, 30, g_TileClasses.rock, 10, g_TileClasses.metal, 20 ], "stay": [g_TileClasses.settlement, 7], "sizes": ["normal"], "mixes": ["same"], "amounts": ["tons"] }, { "func": addMetal, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.player, 10, g_TileClasses.rock, 10, g_TileClasses.metal, 20, g_TileClasses.mountain, 5, g_TileClasses.step, 5 ], "stay": [g_TileClasses.valley, 7], "sizes": ["normal"], "mixes": ["same"], "amounts": g_AllAmounts }, { "func": addStone, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.player, 30, g_TileClasses.rock, 20, g_TileClasses.metal, 10 ], "stay": [g_TileClasses.settlement, 7], "sizes": ["normal"], "mixes": ["same"], "amounts": ["tons"] }, { "func": addStone, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.player, 10, g_TileClasses.rock, 20, g_TileClasses.metal, 10, g_TileClasses.mountain, 5, g_TileClasses.step, 5 ], "stay": [g_TileClasses.valley, 7], "sizes": ["normal"], "mixes": ["same"], "amounts": g_AllAmounts }, { "func": addForests, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 18, g_TileClasses.metal, 3, g_TileClasses.player, 20, g_TileClasses.rock, 3 ], "stay": [g_TileClasses.settlement, 7], "sizes": ["normal", "big"], "mixes": ["same"], "amounts": ["tons"] }, { "func": addForests, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 3, g_TileClasses.forest, 18, g_TileClasses.metal, 3, g_TileClasses.mountain, 5, g_TileClasses.player, 5, g_TileClasses.rock, 3, g_TileClasses.step, 1 ], "stay": [g_TileClasses.valley, 7], "sizes": ["normal", "big"], "mixes": ["same"], "amounts": ["tons"] } ])); Engine.SetProgress(60); addElements(shuffleArray([ { "func": addBerries, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 30, g_TileClasses.forest, 5, g_TileClasses.metal, 10, g_TileClasses.player, 20, g_TileClasses.rock, 10 ], "stay": [g_TileClasses.settlement, 7], "sizes": g_AllSizes, "mixes": g_AllMixes, "amounts": ["tons"] }, { "func": addBerries, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 30, g_TileClasses.forest, 5, g_TileClasses.metal, 10, g_TileClasses.mountain, 5, g_TileClasses.player, 10, g_TileClasses.rock, 10, g_TileClasses.step, 5 ], "stay": [g_TileClasses.valley, 7], "sizes": g_AllSizes, "mixes": g_AllMixes, "amounts": g_AllAmounts }, { "func": addAnimals, "avoid": [ g_TileClasses.animals, 20, g_TileClasses.baseResource, 5, g_TileClasses.forest, 0, g_TileClasses.metal, 1, g_TileClasses.player, 20, g_TileClasses.rock, 1 ], "stay": [g_TileClasses.settlement, 7], "sizes": g_AllSizes, "mixes": g_AllMixes, "amounts": ["tons"] }, { "func": addAnimals, "avoid": [ g_TileClasses.animals, 20, g_TileClasses.baseResource, 5, g_TileClasses.forest, 0, g_TileClasses.metal, 1, g_TileClasses.mountain, 5, g_TileClasses.player, 10, g_TileClasses.rock, 1, g_TileClasses.step, 5 ], "stay": [g_TileClasses.valley, 7], "sizes": g_AllSizes, "mixes": g_AllMixes, "amounts": g_AllAmounts }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 7, g_TileClasses.metal, 3, g_TileClasses.player, 12, g_TileClasses.rock, 3 ], "stay": [g_TileClasses.settlement, 7], "sizes": g_AllSizes, "mixes": g_AllMixes, "amounts": ["tons"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 7, g_TileClasses.metal, 3, g_TileClasses.mountain, 5, g_TileClasses.player, 10, g_TileClasses.rock, 3, g_TileClasses.step, 5 ], "stay": [g_TileClasses.valley, 7], "sizes": g_AllSizes, "mixes": g_AllMixes, "amounts": ["normal", "many", "tons"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.player, 10, g_TileClasses.baseResource, 5, g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.metal, 5, g_TileClasses.rock, 5 ], "stay": [g_TileClasses.player, 1], "sizes": ["huge"], "mixes": ["same"], "amounts": ["tons"] } ])); Engine.SetProgress(75); addElements([ { "func": addDecoration, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.valley, 4, g_TileClasses.player, 4, g_TileClasses.settlement, 4, g_TileClasses.step, 4 ], "stay": [g_TileClasses.land, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["tons"] } ]); Engine.SetProgress(80); addElements([ { "func": addProps, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.valley, 4, g_TileClasses.player, 4, g_TileClasses.settlement, 4, g_TileClasses.step, 4 ], "stay": [g_TileClasses.land, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["scarce"] } ]); Engine.SetProgress(85); addElements([ { "func": addDecoration, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.player, 4, g_TileClasses.settlement, 4, g_TileClasses.step, 4 ], "stay": [g_TileClasses.mountain, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["tons"] } ]); Engine.SetProgress(90); addElements([ { "func": addProps, "avoid": [ g_TileClasses.baseResource, 5, g_TileClasses.player, 4, g_TileClasses.settlement, 4, g_TileClasses.step, 4 ], "stay": [g_TileClasses.mountain, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["scarce"] } ]); Engine.SetProgress(95); placePlayersNomad( g_TileClasses.player, [ new HeightConstraint(heightValley, heightPath), avoidClasses( g_TileClasses.forest, 1, g_TileClasses.metal, 4, g_TileClasses.rock, 4, g_TileClasses.animals, 2) ]); g_Map.ExportMap(); function createSunkenTerrain() { var base = g_Terrains.mainTerrain; var middle = g_Terrains.dirt; var lower = g_Terrains.tier2Terrain; var road = g_Terrains.road; if (currentBiome() == "generic/snowy") { middle = g_Terrains.tier2Terrain; lower = g_Terrains.tier1Terrain; } if (currentBiome() == "generic/alpine") { middle = g_Terrains.shore; lower = g_Terrains.tier4Terrain; } if (currentBiome() == "generic/mediterranean") { middle = g_Terrains.tier1Terrain; lower = g_Terrains.forestFloor1; } if (currentBiome() == "generic/savanna") { middle = g_Terrains.tier2Terrain; lower = g_Terrains.tier4Terrain; } if (currentBiome() == "generic/tropic" || currentBiome() == "generic/autumn") road = g_Terrains.roadWild; if (currentBiome() == "generic/autumn") middle = g_Terrains.shore; var expSize = diskArea(fractionToTiles(0.14)) / numPlayers; var expDist = 0.1 + numPlayers / 200; var expAngle = 0.75; if (numPlayers <= 2) { expSize = diskArea(fractionToTiles(0.075)); expAngle = 0.72; } var nRoad = 0.44; var nExp = 0.425; if (numPlayers < 4) { nRoad = 0.42; nExp = 0.4; } g_Map.log("Creating central valley"); createArea( - new ClumpPlacer(diskArea(fractionToTiles(0.29)), 1, 1, Infinity, mapCenter), + new DiskPlacer(fractionToTiles(0.29), mapCenter), [ new LayeredPainter([g_Terrains.cliff, lower], [3]), new SmoothElevationPainter(ELEVATION_SET, heightValley, 3), new TileClassPainter(g_TileClasses.valley) ]); g_Map.log("Creating central hill"); createArea( - new ClumpPlacer(diskArea(fractionToTiles(0.21)), 1, 1, Infinity, mapCenter), + new DiskPlacer(fractionToTiles(0.21), mapCenter), [ new LayeredPainter([g_Terrains.cliff, topTerrain], [3]), new SmoothElevationPainter(ELEVATION_SET, heightHill, 3), new TileClassPainter(g_TileClasses.mountain) ]); let getCoords = (distance, playerID, playerIDOffset) => { let angle = startAngle + (playerID + playerIDOffset) * 2 * Math.PI / numPlayers; return Vector2D.add(mapCenter, new Vector2D(fractionToTiles(distance), 0).rotate(-angle)).round(); }; for (let i = 0; i < numPlayers; ++i) { let playerPosition = getCoords(0.4, i, 0); // Path from player to expansion let expansionPosition = getCoords(expDist, i, expAngle); createArea( new PathPlacer(playerPosition, expansionPosition, 12, 0.7, 0.5, 0.1, -1), [ new LayeredPainter([g_Terrains.cliff, middle, road], [3, 4]), new SmoothElevationPainter(ELEVATION_SET, heightPath, 3), new TileClassPainter(g_TileClasses.step) ]); // Path from player to neighbor for (let neighborOffset of [-0.5, 0.5]) { let neighborPosition = getCoords(nRoad, i, neighborOffset); let pathPosition = getCoords(0.47, i, 0); createArea( new PathPlacer(pathPosition, neighborPosition, 19, 0.4, 0.5, 0.1, -0.6), [ new LayeredPainter([g_Terrains.cliff, middle, road], [3, 6]), new SmoothElevationPainter(ELEVATION_SET, heightPath, 3), new TileClassPainter(g_TileClasses.step) ]); } // Den createArea( new ClumpPlacer(diskArea(fractionToTiles(0.1)) / (isNomad() ? 2 : 1), 0.9, 0.3, Infinity, playerPosition), [ new LayeredPainter([g_Terrains.cliff, base], [3]), new SmoothElevationPainter(ELEVATION_SET, heightDen, 3), new TileClassPainter(g_TileClasses.valley) ]); // Expansion createArea( new ClumpPlacer(expSize, 0.9, 0.3, Infinity, expansionPosition), [ new LayeredPainter([g_Terrains.cliff, base], [3]), new SmoothElevationPainter(ELEVATION_SET, heightDen, 3), new TileClassPainter(g_TileClasses.settlement) ], [avoidClasses(g_TileClasses.settlement, 2)]); } g_Map.log("Creating the expansions between players"); for (let i = 0; i < numPlayers; ++i) { let position = getCoords(nExp, i, 0.5); createArea( new ClumpPlacer(expSize, 0.9, 0.3, Infinity, position), [ new LayeredPainter([g_Terrains.cliff, lower], [3]), new SmoothElevationPainter(ELEVATION_SET, heightValley, 3), new TileClassPainter(g_TileClasses.settlement) ]); } } Index: ps/trunk/binaries/data/mods/public/maps/random/mediterranean.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/mediterranean.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/mediterranean.js (revision 21225) @@ -1,467 +1,467 @@ /** * Heightmap image source: * Imagery by Jesse Allen, NASA's Earth Observatory, * using data from the General Bathymetric Chart of the Oceans (GEBCO) * produced by the British Oceanographic Data Centre. * https://visibleearth.nasa.gov/view.php?id=73934 * * Licensing: Public Domain, https://visibleearth.nasa.gov/useterms.php * * The heightmap image is reproduced using: * wget https://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73934/gebco_08_rev_elev_{A,B,C,D}{1..2}_grey_geo.tif * gdal_merge.py -o world.tif gebco_08_rev_elev_{A,B,C,D}{1..2}_grey_geo.tif * lat=46; lon=14; width=58; * gdal_translate -projwin $((lon-width/2)) $((lat+width/2)) $((lon+width/2)) $((lat-width/2)) world.tif mediterranean.tif * convert mediterranean.tif -resize 512 -contrast-stretch 0 mediterranean.png * No further changes should be applied to the image to keep it easily interchangeable. */ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen2"); Engine.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; const tWater = "medit_sand_wet"; const tSnowedRocks = ["alpine_cliff_b", "alpine_cliff_snow"]; setBiome("generic/mediterranean"); const heightScale = num => num * g_MapSettings.Size / 320; const heightSeaGround = heightScale(-6); const heightWaterLevel = heightScale(0); const heightShoreline = heightScale(0.5); const heightSnow = heightScale(10); var g_Map = new RandomMap(heightWaterLevel, g_Terrains.mainTerrain); var mapSize = g_Map.getSize(); var mapCenter = g_Map.getCenter(); var mapBounds = g_Map.getBounds(); g_Map.LoadHeightmapImage("mediterranean.png", 0, 40); Engine.SetProgress(15); initTileClasses(["autumn", "desert", "medit", "polar", "steppe", "temp", "shoreline", "africa", "northern_europe", "southern_europe", "western_europe", "eastern_europe"]); var northernTopLeft = new Vector2D(fractionToTiles(0.3), fractionToTiles(0.7)); var westernTopLeft = new Vector2D(fractionToTiles(0.7), fractionToTiles(0.47)); var africaTop = fractionToTiles(0.33); var climateZones = [ { "tileClass": g_TileClasses.northern_europe, "position1": new Vector2D(northernTopLeft.x, mapBounds.top), "position2": new Vector2D(mapBounds.right, northernTopLeft.y), "biome": "generic/snowy", "constraint": new NullConstraint() }, { "tileClass": g_TileClasses.western_europe, "position1": new Vector2D(mapBounds.left, mapBounds.top), "position2": westernTopLeft, "biome": "generic/temperate", "constraint": avoidClasses(g_TileClasses.northern_europe, 0) }, { "tileClass": g_TileClasses.eastern_europe, "position1": new Vector2D(westernTopLeft.x, mapBounds.top), "position2": new Vector2D(mapBounds.right, westernTopLeft.y), "biome": "generic/autumn", "constraint": avoidClasses(g_TileClasses.northern_europe, 0) }, { "tileClass": g_TileClasses.southern_europe, "position1": new Vector2D(mapBounds.left, africaTop), "position2": new Vector2D(mapBounds.right, westernTopLeft.y), "biome": "generic/mediterranean", "constraint": new NullConstraint() }, { "tileClass": g_TileClasses.africa, "position1": new Vector2D(mapBounds.left, africaTop), "position2": new Vector2D(mapBounds.right, mapBounds.bottom), "biome": "generic/desert", "constraint": new NullConstraint() } ]; g_Map.log("Lowering sea ground"); createArea( new MapBoundsPlacer(), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 2), new HeightConstraint(-Infinity, heightWaterLevel)); Engine.SetProgress(20); g_Map.log("Smoothing heightmap"); createArea( new MapBoundsPlacer(), new SmoothingPainter(1, scaleByMapSize(0.3, 0.8), 1)); Engine.SetProgress(25); g_Map.log("Marking water"); createArea( new MapBoundsPlacer(), new TileClassPainter(g_TileClasses.water), new HeightConstraint(-Infinity, heightWaterLevel)); Engine.SetProgress(30); g_Map.log("Marking land"); createArea( - new ClumpPlacer(diskArea(fractionToTiles(0.5)), 1, 1, Infinity, mapCenter), + new DiskPlacer(fractionToTiles(0.5), mapCenter), new TileClassPainter(g_TileClasses.land), avoidClasses(g_TileClasses.water, 0)); Engine.SetProgress(35); g_Map.log("Marking climate zones"); for (let zone of climateZones) { setBiome(zone.biome); createArea( new RectPlacer(zone.position1, zone.position2, Infinity), new TileClassPainter(zone.tileClass), zone.constraint); createArea( new RectPlacer(zone.position1, zone.position2, Infinity), new TerrainPainter(g_Terrains.mainTerrain), [ new HeightConstraint(heightWaterLevel, Infinity), zone.constraint ]); } Engine.SetProgress(40); g_Map.log("Fuzzing biome borders"); for (let zone of climateZones) { setBiome(zone.biome); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [ [g_Terrains.mainTerrain, g_Terrains.tier1Terrain], [g_Terrains.tier1Terrain, g_Terrains.tier2Terrain], [g_Terrains.tier2Terrain, g_Terrains.tier3Terrain] ], [1, 1], [ avoidClasses( g_TileClasses.forest, 2, g_TileClasses.water, 2, g_TileClasses.mountain, 2, g_TileClasses.dirt, 5, g_TileClasses.player, 8), borderClasses(zone.tileClass, 3, 3), ], scaleByMapSize(20, 60), g_TileClasses.dirt); } Engine.SetProgress(45); if (!isNomad()) { g_Map.log("Finding player positions"); let [playerIDs, playerPosition] = playerPlacementRandom( sortAllPlayers(), [ avoidClasses(g_TileClasses.mountain, 5), stayClasses(g_TileClasses.land, scaleByMapSize(8, 25)) ]); g_Map.log("Flatten the initial CC area and placing playerbases..."); for (let i = 0; i < getNumPlayers(); ++i) { g_Map.logger.printDuration(); setBiome(climateZones.find(zone => stayClasses(zone.tileClass, 1).allows(playerPosition[i])).biome); createArea( new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, playerPosition[i]), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(playerPosition[i]), 6)); createBase(playerIDs[i], playerPosition[i], mapSize >= 384); } } Engine.SetProgress(50); for (let zone of climateZones) { setBiome(zone.biome); g_Map.log("Painting shoreline"); createArea( new MapBoundsPlacer(), [ new TerrainPainter(g_Terrains.shore), new TileClassPainter(g_TileClasses.shoreline) ], [ stayClasses(zone.tileClass, 0), new HeightConstraint(-Infinity, heightShoreline) ]); g_Map.log("Painting cliffs"); createArea( new MapBoundsPlacer(), [ new TerrainPainter(g_Terrains.cliff), new TileClassPainter(g_TileClasses.mountain), ], [ stayClasses(zone.tileClass, 0), avoidClasses(g_TileClasses.water, 2), new SlopeConstraint(2, Infinity) ]); g_Map.log("Placing resources"); addElements([ { "func": addMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 10, g_TileClasses.metal, 25, g_TileClasses.water, 4 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] }, { "func": addStone, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 10, g_TileClasses.metal, 25, g_TileClasses.water, 4 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] }, { "func": addForests, "avoid": [ g_TileClasses.berries, 3, g_TileClasses.forest, 15, g_TileClasses.metal, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.rock, 2, g_TileClasses.water, 2 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addSmallMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 10, g_TileClasses.metal, 15, g_TileClasses.water, 4 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["same"], "amounts": ["few", "normal", "many"] }, { "func": addBerries, "avoid": [ g_TileClasses.berries, 30, g_TileClasses.forest, 2, g_TileClasses.metal, 4, g_TileClasses.mountain, 2, g_TileClasses.player, 20, g_TileClasses.rock, 4, g_TileClasses.water, 2 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] }, { "func": addAnimals, "avoid": [ g_TileClasses.animals, 10, g_TileClasses.forest, 1, g_TileClasses.metal, 2, g_TileClasses.mountain, 1, g_TileClasses.player, 15, g_TileClasses.rock, 2, g_TileClasses.water, 3 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] }, { "func": addAnimals, "avoid": [ g_TileClasses.animals, 10, g_TileClasses.forest, 1, g_TileClasses.metal, 2, g_TileClasses.mountain, 1, g_TileClasses.player, 15, g_TileClasses.rock, 2, g_TileClasses.water, 1 ], "stay": [zone.tileClass, 0], "sizes": ["small"], "mixes": ["normal"], "amounts": ["tons"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 5, g_TileClasses.metal, 2, g_TileClasses.mountain, 1, g_TileClasses.player, 12, g_TileClasses.rock, 2, g_TileClasses.water, 3 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["some"] }, { "func": addLayeredPatches, "avoid": [ g_TileClasses.dirt, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.water, 3 ], "stay": [zone.tileClass, 0], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["tons"] }, { "func": addDecoration, "avoid": [ g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.water, 4 ], "stay": [zone.tileClass, 0], "sizes": ["small"], "mixes": ["same"], "amounts": ["normal"] } ]); } Engine.SetProgress(60); g_Map.log("Painting water"); createArea( new MapBoundsPlacer(), new TerrainPainter(tWater), new HeightConstraint(-Infinity, heightWaterLevel)); g_Map.log("Painting snow on mountains"); createArea( new MapBoundsPlacer(), new TerrainPainter(tSnowedRocks), [ new HeightConstraint(heightSnow, Infinity), avoidClasses( g_TileClasses.africa, 0, g_TileClasses.southern_europe, 0, g_TileClasses.player, 6) ]); Engine.SetProgress(70); g_Map.log("Placing fish..."); g_Gaia.fish = "gaia/fauna_fish"; addElements([ { "func": addFish, "avoid": [ g_TileClasses.fish, 10, ], "stay": [g_TileClasses.water, 4], "sizes": ["normal"], "mixes": ["similar"], "amounts": ["many"] } ]); Engine.SetProgress(85); g_Map.log("Placing whale..."); g_Gaia.fish = "gaia/fauna_whale_fin"; addElements([ { "func": addFish, "avoid": [ g_TileClasses.fish, 2, g_TileClasses.desert, 50, g_TileClasses.steppe, 50 ], "stay": [g_TileClasses.water, 7], "sizes": ["small"], "mixes": ["same"], "amounts": ["scarce"] } ]); Engine.SetProgress(95); placePlayersNomad( g_Map.createTileClass(), [ stayClasses(g_TileClasses.land, 5), avoidClasses( g_TileClasses.forest, 2, g_TileClasses.rock, 4, g_TileClasses.metal, 4, g_TileClasses.berries, 2, g_TileClasses.animals, 2, g_TileClasses.mountain, 2) ]); setWindAngle(-0.589049); setWaterTint(0.556863, 0.615686, 0.643137); setWaterColor(0.494118, 0.639216, 0.713726); setWaterWaviness(8); setWaterMurkiness(0.87); setWaterType("ocean"); setTerrainAmbientColor(0.72, 0.72, 0.82); setSunColor(0.733, 0.746, 0.574); setSunRotation(Math.PI * 0.95); setSunElevation(Math.PI / 6); setSkySet("cumulus"); setFogFactor(0); setFogThickness(0); setFogColor(0.69, 0.616, 0.541); setPPEffect("hdr"); setPPContrast(0.67); setPPSaturation(0.42); setPPBloom(0.23); g_Map.ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/ngorongoro.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/ngorongoro.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/ngorongoro.js (revision 21225) @@ -1,573 +1,573 @@ /** * Heightmap image source: * Imagery by Jesse Allen, NASA's Earth Observatory, * using data from the General Bathymetric Chart of the Oceans (GEBCO) * produced by the British Oceanographic Data Centre. * https://visibleearth.nasa.gov/view.php?id=73934 * * Licensing: Public Domain, https://visibleearth.nasa.gov/useterms.php * * The heightmap image is reproduced using: * wget https://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73934/gebco_08_rev_elev_C2_grey_geo.tif * lat=-3.177437; lon=35.574687; width=0.7 * lat1=$(bc <<< ";scale=5;$lat-$width/2"); lon1=$(bc <<< ";scale=5;$lon+$width/2"); lat2=$(bc <<< ";scale=5;$lat+$width/2"); lon2=$(bc <<< ";scale=5;$lon-$width/2") * gdal_translate -projwin $lon2 $lat2 $lon1 $lat1 gebco_08_rev_elev_C2_grey_geo.tif ngorongoro.tif * convert ngorongoro.tif -resize 512 -contrast-stretch 0 ngorongoro.png * No further changes should be applied to the image to keep it easily interchangeable. */ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen2"); Engine.LoadLibrary("rmbiome"); setBiome("generic/savanna"); // ["dirta","savanna_wash_a","savanna_dirt_b","savanna_riparian_bank","savanna_grass_b","grass b soft dirt 50","grass1_spring","grass_field","grass1_spring","savanna_grass_a_wetseason","savanna_grass_b_wetseason","savanna_grass_a","new_savanna_grass_a","new_savanna_grass_b","new_savanna_grass_c","steppe_grass_dirt_66","peat_temp"]; g_Terrains.roadWild = "savanna_riparian_dry"; g_Terrains.road = "road2"; g_Gaia.metalLarge = "gaia/geology_metal_savanna_slabs"; g_Gaia.metalSmall = "gaia/geology_metal_tropic"; g_Gaia.fish = "gaia/fauna_fish_tilapia"; g_Gaia.tree1 = "gaia/flora_tree_baobab"; g_Gaia.tree2 = "gaia/flora_tree_baobab"; g_Gaia.tree3 = "gaia/flora_tree_baobab"; g_Gaia.tree4 = "gaia/flora_tree_baobab"; g_Gaia.tree5 = "gaia/flora_tree_baobab"; g_Decoratives.grass = "actor|props/flora/grass_savanna.xml"; g_Decoratives.grassShort = "actor|props/flora/grass_soft_dry_tuft_a.xml"; g_Decoratives.rockLarge = "actor|geology/stone_savanna_med.xml"; g_Decoratives.rockMedium = "actor|geology/stone_savanna_med.xml"; g_Decoratives.bushMedium = "actor|props/flora/bush_desert_dry_a.xml"; g_Decoratives.bushSmall = "actor|props/flora/bush_dry_a.xml"; const heightScale = num => num * g_MapSettings.Size / 320; const heightHighlands = heightScale(45); const heightEden = heightScale(60); const heightMax = 150; function setBiomeLowlands() { g_Gaia.mainHuntableAnimal = "gaia/fauna_giraffe"; g_Gaia.secondaryHuntableAnimal = "gaia/fauna_zebra"; g_Terrains.mainTerrain = "savanna_riparian_bank"; g_Terrains.forestFloor1 = "savanna_dirt_rocks_b"; g_Terrains.forestFloor2 = "savanna_dirt_rocks_c"; g_Terrains.tier1Terrain = "savanna_dirt_rocks_a"; g_Terrains.tier2Terrain = "savanna_grass_a"; g_Terrains.tier3Terrain = "savanna_grass_b"; g_Terrains.tier4Terrain = "savanna_forest_floor_a"; } function setBiomeHighlands() { g_Gaia.mainHuntableAnimal = "gaia/fauna_lioness"; g_Gaia.secondaryHuntableAnimal = "gaia/fauna_lion"; g_Terrains.mainTerrain = "savanna_grass_a_wetseason"; g_Terrains.forestFloor1 = "savanna_grass_a"; g_Terrains.forestFloor2 = "savanna_grass_b"; g_Terrains.tier1Terrain = "savanna_grass_a_wetseason"; g_Terrains.tier2Terrain = "savanna_grass_b_wetseason"; g_Terrains.tier3Terrain = "savanna_shrubs_a_wetseason"; g_Terrains.tier4Terrain = "savanna_shrubs_b"; } function setBiomeEden() { g_Gaia.mainHuntableAnimal = "gaia/fauna_rhino"; g_Gaia.secondaryHuntableAnimal = "gaia/fauna_elephant_african_bush"; } var g_Map = new RandomMap(0, g_Terrains.mainTerrain); var mapCenter = g_Map.getCenter(); initTileClasses(["eden", "highlands"]); g_Map.LoadHeightmapImage("ngorongoro.png", 0, heightMax); Engine.SetProgress(15); g_Map.log("Smoothing heightmap"); createArea( new MapBoundsPlacer(), new SmoothingPainter(1, scaleByMapSize(0.1, 0.5), 1)); Engine.SetProgress(25); g_Map.log("Marking land"); createArea( new MapBoundsPlacer(), new TileClassPainter(g_TileClasses.land)); Engine.SetProgress(40); g_Map.log("Marking eden"); createArea( - new ClumpPlacer(diskArea(fractionToTiles(0.14)), 1, 1, Infinity, mapCenter), + new DiskPlacer(fractionToTiles(0.14), mapCenter), new TileClassPainter(g_TileClasses.eden), new HeightConstraint(-Infinity, heightEden)); Engine.SetProgress(45); g_Map.log("Marking highlands"); createArea( new MapBoundsPlacer(), new TileClassPainter(g_TileClasses.highlands), [ new HeightConstraint(heightHighlands, Infinity), avoidClasses(g_TileClasses.eden, 0) ]); Engine.SetProgress(50); g_Map.log("Painting cliffs"); createArea( new MapBoundsPlacer(), [ new TerrainPainter(g_Terrains.cliff), new TileClassPainter(g_TileClasses.mountain), ], new SlopeConstraint(2, Infinity)); Engine.SetProgress(45); if (!isNomad()) { g_Map.log("Placing players"); let [playerIDs, playerPosition] = createBases( ...playerPlacementRandom( sortAllPlayers(), [ avoidClasses( g_TileClasses.mountain, 5, g_TileClasses.highlands, 5, g_TileClasses.eden, 5), stayClasses(g_TileClasses.land, defaultPlayerBaseRadius()) ]), true); g_Map.log("Flatten the initial CC area..."); for (let position of playerPosition) createArea( new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 6)); } log("Render lowlands..."); setBiomeLowlands(); addElements([ { "func": addLayeredPatches, "avoid": [ g_TileClasses.dirt, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] }, { "func": addDecoration, "avoid": [ g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] } ]); addElements(shuffleArray([ { "func": addSmallMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 6, g_TileClasses.player, 30, g_TileClasses.rock, 20, g_TileClasses.metal, 10, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["few"] }, { "func": addStone, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 6, g_TileClasses.player, 30, g_TileClasses.rock, 20, g_TileClasses.metal, 10, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["scarce"] }, { "func": addForests, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 8, g_TileClasses.metal, 3, g_TileClasses.mountain, 6, g_TileClasses.player, 20, g_TileClasses.rock, 3, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["normal"], "mixes": ["similar"], "amounts": ["normal"] } ])); addElements(shuffleArray([ { "func": addAnimals, "avoid": [ g_TileClasses.animals, 20, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 6, g_TileClasses.player, 20, g_TileClasses.rock, 2, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["big"], "mixes": ["similar"], "amounts": ["many"] }, { "func": addAnimals, "avoid": [ g_TileClasses.animals, 20, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 6, g_TileClasses.player, 20, g_TileClasses.rock, 2, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["normal"], "mixes": ["unique"], "amounts": ["many"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 4, g_TileClasses.metal, 2, g_TileClasses.mountain, 6, g_TileClasses.player, 12, g_TileClasses.rock, 2, g_TileClasses.eden, 2, g_TileClasses.highlands, 2 ], "sizes": ["big"], "mixes": ["same"], "amounts": ["many"] } ])); Engine.SetProgress(60); log("Render highlands..."); setBiomeHighlands(); addElements([ { "func": addLayeredPatches, "avoid": [ g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12 ], "stay": [g_TileClasses.highlands, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] }, { "func": addDecoration, "avoid": [ g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12 ], "stay": [g_TileClasses.highlands, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] } ]); addElements(shuffleArray([ { "func": addSmallMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 3, g_TileClasses.player, 30, g_TileClasses.rock, 10, g_TileClasses.metal, 20 ], "stay": [g_TileClasses.highlands, 2], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] }, { "func": addStone, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 3, g_TileClasses.player, 30, g_TileClasses.rock, 20, g_TileClasses.metal, 10 ], "stay": [g_TileClasses.highlands, 2], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] }, { "func": addForests, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 8, g_TileClasses.metal, 3, g_TileClasses.mountain, 3, g_TileClasses.player, 20, g_TileClasses.rock, 3 ], "stay": [g_TileClasses.highlands, 2], "sizes": ["huge"], "mixes": ["similar"], "amounts": ["many"] } ])); addElements(shuffleArray([ { "func": addAnimals, "avoid": [ g_TileClasses.animals, 20, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 3, g_TileClasses.player, 20, g_TileClasses.rock, 2 ], "stay": [g_TileClasses.highlands, 2], "sizes": ["huge"], "mixes": ["same"], "amounts": ["many"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 3, g_TileClasses.player, 12, g_TileClasses.rock, 2 ], "stay": [g_TileClasses.highlands, 2], "sizes": ["huge"], "mixes": ["same"], "amounts": ["many"] } ])); Engine.SetProgress(70); log("Render eden..."); setBiomeEden(); addElements([ { "func": addLayeredPatches, "avoid": [ g_TileClasses.dirt, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12 ], "stay": [g_TileClasses.eden, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] }, { "func": addDecoration, "avoid": [ g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12 ], "stay": [g_TileClasses.eden, 2], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["many"] } ]); addElements(shuffleArray([ { "func": addMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 20, g_TileClasses.rock, 3, g_TileClasses.metal, 3 ], "stay": [g_TileClasses.eden, 2], "sizes": ["normal"], "mixes": ["same"], "amounts": ["tons"] }, { "func": addMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 20, g_TileClasses.rock, 3, g_TileClasses.metal, 3 ], "stay": [g_TileClasses.eden, 2], "sizes": ["normal"], "mixes": ["same"], "amounts": ["tons"] }, { "func": addSmallMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 20, g_TileClasses.rock, 3, g_TileClasses.metal, 3 ], "stay": [g_TileClasses.eden, 2], "sizes": ["normal"], "mixes": ["same"], "amounts": ["tons"] }, { "func": addStone, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 3, g_TileClasses.metal, 3 ], "stay": [g_TileClasses.eden, 2], "sizes": ["normal"], "mixes": ["same"], "amounts": ["few"] }, { "func": addForests, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 8, g_TileClasses.metal, 3, g_TileClasses.mountain, 8, g_TileClasses.player, 20, g_TileClasses.rock, 3 ], "stay": [g_TileClasses.eden, 2], "sizes": ["huge"], "mixes": ["similar"], "amounts": ["scarce"] } ])); addElements(shuffleArray([ { "func": addAnimals, "avoid": [ g_TileClasses.animals, 2, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 3, g_TileClasses.player, 20, g_TileClasses.rock, 2 ], "stay": [g_TileClasses.eden, 2], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 8, g_TileClasses.player, 12, g_TileClasses.rock, 2 ], "stay": [g_TileClasses.eden, 2], "sizes": ["huge"], "mixes": ["same"], "amounts": ["scarce"] } ])); Engine.SetProgress(80); placePlayersNomad( g_Map.createTileClass(), [ stayClasses(g_TileClasses.land, 5), avoidClasses( g_TileClasses.forest, 2, g_TileClasses.rock, 4, g_TileClasses.metal, 4, g_TileClasses.berries, 2, g_TileClasses.animals, 2, g_TileClasses.mountain, 2) ]); setTerrainAmbientColor(0.521, 0.475, 0.322); setSunColor(0.733, 0.746, 0.574); setSunRotation(Math.PI); setSunElevation(1/2); setFogFactor(0); setFogThickness(0); setFogColor(0.69, 0.616, 0.541); setPPEffect("hdr"); setPPContrast(0.67); setPPSaturation(0.42); setPPBloom(0.23); g_Map.ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/pompeii.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/pompeii.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/pompeii.js (revision 21225) @@ -1,467 +1,467 @@ /** * Heightmap image source: * Imagery by Jesse Allen, NASA's Earth Observatory, * using data from the General Bathymetric Chart of the Oceans (GEBCO) * produced by the British Oceanographic Data Centre. * https://visibleearth.nasa.gov/view.php?id=73934 * * Licensing: Public Domain, https://visibleearth.nasa.gov/useteEngine.php * * The heightmap image is reproduced using: * wget https://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73934/gebco_08_rev_elev_C1_grey_geo.tif * lat=41.1; lon=14.25; width=1.4; * lat1=$(bc <<< ";scale=5;$lat-$width/2"); lon1=$(bc <<< ";scale=5;$lon+$width/2"); lat2=$(bc <<< ";scale=5;$lat+$width/2"); lon2=$(bc <<< ";scale=5;$lon-$width/2") * gdal_translate -projwin $lon2 $lat2 $lon1 $lat1 gebco_08_rev_elev_C1_grey_geo.tif pompeii.tif * convert pompeii.tif -resize 512 -contrast-stretch 0 pompeii.png * No further changes should be applied to the image to keep it easily interchangeable. */ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen2"); Engine.LoadLibrary("rmbiome"); setBiome("generic/mediterranean"); g_Terrains.lavaOuter = "LavaTest06"; g_Terrains.lavaInner = "LavaTest05"; g_Terrains.lavaCenter = "LavaTest04"; g_Terrains.mainTerrain = "ocean_rock_a"; g_Terrains.forestFloor1 = "dirt_burned"; g_Terrains.forestFloor2 = "shoreline_stoney_a"; g_Terrains.tier1Terrain = "rock_metamorphic"; g_Terrains.tier2Terrain = "fissures"; g_Terrains.tier3Terrain = "LavaTest06"; g_Terrains.tier4Terrain = "ocean_rock_b"; g_Terrains.roadWild = "road1"; g_Terrains.road = "road1"; g_Terrains.water = "ocean_rock_a"; g_Terrains.cliff = "ocean_rock_b"; g_Gaia.mainHuntableAnimal = "gaia/fauna_goat"; g_Gaia.secondaryHuntableAnimal = "gaia/fauna_hawk"; g_Gaia.fruitBush = "gaia/fauna_chicken"; g_Gaia.fish = "gaia/fauna_fish"; g_Gaia.tree1 = "gaia/flora_tree_dead"; g_Gaia.tree2 = "gaia/flora_tree_oak_dead"; g_Gaia.tree3 = "gaia/flora_tree_dead"; g_Gaia.tree4 = "gaia/flora_tree_oak_dead"; g_Gaia.tree5 = "gaia/flora_tree_dead"; g_Gaia.stoneSmall = "gaia/geology_stone_alpine_a"; g_Gaia.columnsDoric = "gaia/ruins/column_doric"; g_Gaia.romanStatue = "gaia/ruins/stone_statues_roman"; g_Gaia.unfinishedTemple = "gaia/ruins/unfinished_greek_temple"; g_Gaia.dock = "structures/rome_dock"; g_Gaia.dockRubble = "rubble/rubble_rome_dock"; g_Decoratives.smoke1 = "actor|particle/smoke_volcano.xml"; g_Decoratives.smoke2 = "actor|particle/smoke_curved.xml"; g_Decoratives.grass = "actor|props/flora/grass_field_parched_short.xml"; g_Decoratives.grassShort = "actor|props/flora/grass_soft_dry_tuft_a.xml"; g_Decoratives.bushMedium = "actor|props/special/eyecandy/barrels_buried.xml"; g_Decoratives.bushSmall = "actor|props/special/eyecandy/handcart_1_broken.xml"; g_Decoratives.skeleton = "actor|props/special/eyecandy/skeleton.xml"; g_Decoratives.shipwrecks = [ "actor|props/special/eyecandy/shipwreck_hull.xml", "actor|props/special/eyecandy/shipwreck_ram_side.xml", "actor|props/special/eyecandy/shipwreck_sail_boat.xml", "actor|props/special/eyecandy/shipwreck_sail_boat_cut.xml", "actor|props/special/eyecandy/barrels_floating.xml" ]; g_Decoratives.statues = [ "actor|props/special/eyecandy/statue_aphrodite_huge.xml", "actor|props/special/eyecandy/sele_colonnade.xml", "actor|props/special/eyecandy/well_1_b.xml", "actor|props/special/eyecandy/anvil.xml", "actor|props/special/eyecandy/wheel_laying.xml", "actor|props/special/eyecandy/vase_rome_a.xml" ]; const heightScale = num => num * g_MapSettings.Size / 320; const heightSeaGround = heightScale(-30); const heightShorelineMin = heightScale(-1); const heightShorelineMax = heightScale(0); const heightWaterLevel = heightScale(0); const heightLavaVesuv = heightScale(38); const heightMountains = 140; var g_Map = new RandomMap(0, g_Terrains.mainTerrain); var mapCenter = g_Map.getCenter(); initTileClasses(["decorative", "lava", "dock"]); g_Map.LoadHeightmapImage("pompeii.png", 0, heightMountains); Engine.SetProgress(15); g_Map.log("Lowering sea ground"); createArea( new MapBoundsPlacer(), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 2), new HeightConstraint(-Infinity, heightWaterLevel)); Engine.SetProgress(20); g_Map.log("Smoothing heightmap"); createArea( new MapBoundsPlacer(), new SmoothingPainter(1, 0.8, 1)); Engine.SetProgress(25); g_Map.log("Marking water"); createArea( new MapBoundsPlacer(), new TileClassPainter(g_TileClasses.water), new HeightConstraint(-Infinity, heightWaterLevel)); Engine.SetProgress(30); g_Map.log("Marking shoreline"); var areaShoreline = createArea( new MapBoundsPlacer(), undefined, [ new HeightConstraint(heightShorelineMin, heightShorelineMax), new NearTileClassConstraint(g_TileClasses.water, 2) ]); Engine.SetProgress(35); g_Map.log("Marking land"); createArea( new MapBoundsPlacer(), new TileClassPainter(g_TileClasses.land), avoidClasses(g_TileClasses.water, 0)); Engine.SetProgress(40); g_Map.log("Marking dock search location"); var areaDockStart = createArea( - new ClumpPlacer(diskArea(fractionToTiles(0.5)) - 10, 1, 1, Infinity, mapCenter), + new DiskPlacer(fractionToTiles(0.5) - 10, mapCenter), undefined, stayClasses(g_TileClasses.land, 6)); g_Map.log("Painting cliffs"); createArea( new MapBoundsPlacer(), [ new TerrainPainter(g_Terrains.cliff), new TileClassPainter(g_TileClasses.mountain), ], [ avoidClasses(g_TileClasses.water, 2), new SlopeConstraint(2, Infinity) ]); Engine.SetProgress(45); g_Map.log("Painting lava"); var areaVesuv = createArea( new RectPlacer(new Vector2D(mapCenter.x, fractionToTiles(0.3)), new Vector2D(fractionToTiles(0.7), fractionToTiles(0.15))), [ new LayeredPainter([g_Terrains.lavaOuter,g_Terrains.lavaInner, g_Terrains.lavaCenter], [scaleByMapSize(1, 3), 2]), new TileClassPainter(g_TileClasses.lava) ], new HeightConstraint(heightLavaVesuv, Infinity)); Engine.SetProgress(20); g_Map.log("Adding smoke..."); createObjectGroupsByAreas( new SimpleGroup( [ new SimpleObject(g_Decoratives.smoke1, 1, 1, 0, 4), new SimpleObject(g_Decoratives.smoke2, 2, 2, 0, 4) ], false), 0, stayClasses(g_TileClasses.lava, 0), scaleByMapSize(4, 12), 20, [areaVesuv]); g_Map.log("Creating docks"); for (let i = 0; i < scaleByMapSize(2, 4); ++i) { let positionLand = pickRandom(areaDockStart.points); let dockPosition = areaShoreline.getClosestPointTo(positionLand); if (!avoidClasses(g_TileClasses.mountain, scaleByMapSize(4, 6), g_TileClasses.dock, 10).allows(dockPosition)) { --i; continue; } g_Map.placeEntityPassable(randBool(0.4) ? g_Gaia.dock : g_Gaia.dockRubble, 0, dockPosition, -positionLand.angleTo(dockPosition) + Math.PI / 2); g_TileClasses.dock.add(dockPosition); } Engine.SetProgress(10); if (!isNomad()) { g_Map.log("Placing players"); let [playerIDs, playerPosition] = createBases( ...playerPlacementRandom( sortAllPlayers(), [ avoidClasses(g_TileClasses.mountain, 5), stayClasses(g_TileClasses.land, scaleByMapSize(5, 15)) ]), false); g_Map.log("Flatten the initial CC area..."); for (let position of playerPosition) createArea( new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 6)); } Engine.SetProgress(50); addElements([ { "func": addLayeredPatches, "avoid": [ g_TileClasses.dirt, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.lava, 2, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] }, { "func": addDecoration, "avoid": [ g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.lava, 2, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["normal"] } ]); Engine.SetProgress(50); addElements(shuffleArray([ { "func": addMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 10, g_TileClasses.metal, 20, g_TileClasses.lava, 5, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["few"] }, { "func": addStone, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 20, g_TileClasses.metal, 10, g_TileClasses.lava, 5, g_TileClasses.water, 5 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["few"] }, { "func": addForests, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 18, g_TileClasses.metal, 3, g_TileClasses.mountain, 5, g_TileClasses.player, 20, g_TileClasses.rock, 3, g_TileClasses.water, 2 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] } ])); Engine.SetProgress(60); addElements(shuffleArray([ { "func": addAnimals, "avoid": [ g_TileClasses.animals, 20, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 1, g_TileClasses.player, 20, g_TileClasses.rock, 2, g_TileClasses.lava, 10, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["few"] }, { "func": addFish, "avoid": [ g_TileClasses.fish, 12, g_TileClasses.player, 8 ], "stay": [g_TileClasses.water, 4], "sizes": ["normal"], "mixes": ["same"], "amounts": ["few"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 7, g_TileClasses.metal, 2, g_TileClasses.mountain, 1, g_TileClasses.player, 12, g_TileClasses.rock, 2, g_TileClasses.lava, 5, g_TileClasses.water, 5 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["tons"] } ])); Engine.SetProgress(65); g_Map.log("Adding gatherable stone statues..."); createObjectGroups( new SimpleGroup( [new SimpleObject(g_Gaia.romanStatue, 1, 1, 1, 4)], true, g_TileClasses.metal ), 0, avoidClasses( g_TileClasses.water, 2, g_TileClasses.player, 20, g_TileClasses.mountain, 3, g_TileClasses.forest, 2, g_TileClasses.lava, 5, g_TileClasses.metal, 20 ), 5 * scaleByMapSize(1, 4), 50); Engine.SetProgress(75); g_Map.log("Adding stone ruins..."); createObjectGroups( new SimpleGroup( [ new SimpleObject(g_Gaia.unfinishedTemple, 0, 1, 1, 4), new SimpleObject(g_Gaia.columnsDoric, 1, 1, 1, 4) ], true, g_TileClasses.decorative ), 0, avoidClasses( g_TileClasses.water, 2, g_TileClasses.player, 20, g_TileClasses.mountain, 5, g_TileClasses.forest, 2, g_TileClasses.lava, 5, g_TileClasses.decorative, 20 ), scaleByMapSize(1, 4), 20); Engine.SetProgress(80); g_Map.log("Adding shipwrecks..."); createObjectGroups( new SimpleGroup(g_Decoratives.shipwrecks.map(shipwreck => new SimpleObject(shipwreck, 0, 1, 1, 20)), true, g_TileClasses.decorative), 0, [ avoidClasses(g_TileClasses.decorative, 20), stayClasses(g_TileClasses.water, 0) ], scaleByMapSize(1, 5), 20); Engine.SetProgress(85); g_Map.log("Adding more statues..."); createObjectGroups( new SimpleGroup(g_Decoratives.statues.map(ruin => new SimpleObject(ruin, 0, 1, 1, 20)), true, g_TileClasses.decorative), 0, avoidClasses( g_TileClasses.water, 2, g_TileClasses.player, 20, g_TileClasses.mountain, 2, g_TileClasses.forest, 2, g_TileClasses.lava, 5, g_TileClasses.decorative, 20 ), scaleByMapSize(3, 15), 30); Engine.SetProgress(90); g_Map.log("Adding skeletons..."); createObjectGroups( new SimpleGroup( [new SimpleObject(g_Decoratives.skeleton, 3, 10, 1, 7)], true, g_TileClasses.dirt ), 0, avoidClasses( g_TileClasses.water, 2, g_TileClasses.player, 10, g_TileClasses.mountain, 2, g_TileClasses.forest, 2, g_TileClasses.decorative, 2 ), scaleByMapSize(1, 5), 50); Engine.SetProgress(95); placePlayersNomad( g_Map.createTileClass(), [ stayClasses(g_TileClasses.land, 5), avoidClasses( g_TileClasses.forest, 1, g_TileClasses.rock, 4, g_TileClasses.metal, 4, g_TileClasses.animals, 2, g_TileClasses.mountain, 2) ]); setWaterTint(0.5, 0.5, 0.5); setWaterColor(0.3, 0.3, 0.3); setWaterWaviness(8); setWaterMurkiness(0.87); setWaterType("lake"); setTerrainAmbientColor(0.3, 0.3, 0.3); setUnitsAmbientColor(0.3, 0.3, 0.3); setSunColor(0.8, 0.8, 0.8); setSunRotation(Math.PI); setSunElevation(1/2); setFogFactor(0); setFogThickness(0); setFogColor(0.69, 0.616, 0.541); setSkySet("stormy"); setPPEffect("hdr"); setPPContrast(0.67); setPPSaturation(0.42); setPPBloom(0.23); g_Map.ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/red_sea.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/red_sea.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/red_sea.js (revision 21225) @@ -1,387 +1,387 @@ /** * Heightmap image source: * Imagery by Jesse Allen, NASA's Earth Observatory, * using data from the General Bathymetric Chart of the Oceans (GEBCO) * produced by the British Oceanographic Data Centre. * https://visibleearth.nasa.gov/view.php?id=73934 * * Licensing: Public Domain, https://visibleearth.nasa.gov/useterms.php * * The heightmap image is reproduced using: * wget https://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73934/gebco_08_rev_elev_C1_grey_geo.tif * lat=22; lon=41; width=30; * gdal_translate -projwin $((lon-width/2)) $((lat+width/2)) $((lon+width/2)) $((lat-width/2)) gebco_08_rev_elev_C1_grey_geo.tif red_sea.tif * convert red_sea.tif -resize 512 -contrast-stretch 0 red_sea.png * No further changes should be applied to the image to keep it easily interchangeable. */ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen2"); Engine.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; setBiome("generic/desert"); g_Terrains.mainTerrain = new Array(4).fill("desert_sand_dunes_50").concat(["desert_sand_dunes_rocks", "desert_dirt_rough_2"]); g_Terrains.forestFloor1 = "desert_grass_a_sand"; g_Terrains.cliff = "desert_cliff_3_dirty"; g_Terrains.forestFloor2 = "desert_grass_a_sand"; g_Terrains.tier1Terrain = "desert_dirt_rocks_2"; g_Terrains.tier2Terrain = "desert_dirt_rough"; g_Terrains.tier3Terrain = "desert_dirt_rough"; g_Terrains.tier4Terrain = "desert_sand_stones"; g_Terrains.roadWild = "road2"; g_Terrains.road = "road2"; g_Terrains.additionalDirt1 = "desert_plants_b"; g_Terrains.additionalDirt2 = "desert_sand_scrub"; g_Gaia.tree1 = "gaia/flora_tree_date_palm"; g_Gaia.tree2 = "gaia/flora_tree_senegal_date_palm"; g_Gaia.tree3 = "gaia/flora_tree_fig"; g_Gaia.tree4 = "gaia/flora_tree_cretan_date_palm_tall"; g_Gaia.tree5 = "gaia/flora_tree_cretan_date_palm_short"; g_Gaia.fruitBush = "gaia/flora_bush_grapes"; g_Decoratives.grass = "actor|props/flora/grass_field_dry_tall_b.xml"; g_Decoratives.grassShort = "actor|props/flora/grass_field_parched_short.xml"; g_Decoratives.rockLarge = "actor|geology/stone_desert_med.xml"; g_Decoratives.rockMedium = "actor|geology/stone_savanna_med.xml"; g_Decoratives.bushMedium = "actor|props/flora/bush_desert_dry_a.xml"; g_Decoratives.bushSmall = "actor|props/flora/bush_medit_sm_dry.xml"; g_Decoratives.dust = "actor|particle/dust_storm_reddish.xml"; const heightScale = num => num * g_MapSettings.Size / 320; const heightSeaGround = heightScale(-4); const heightReedsMin = heightScale(-2); const heightReedsMax = heightScale(-0.5); const heightWaterLevel = heightScale(0); const heightShoreline = heightScale(0.5); const heightHills = heightScale(16); var g_Map = new RandomMap(0, g_Terrains.mainTerrain); var mapCenter = g_Map.getCenter(); initTileClasses(["shoreline"]); g_Map.LoadHeightmapImage("red_sea.png", 0, 25); Engine.SetProgress(15); g_Map.log("Lowering sea ground"); createArea( new MapBoundsPlacer(), new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 2), new HeightConstraint(-Infinity, heightWaterLevel)); Engine.SetProgress(20); g_Map.log("Smoothing heightmap"); createArea( new MapBoundsPlacer(), new SmoothingPainter(1, scaleByMapSize(0.1, 0.5), 1)); Engine.SetProgress(25); g_Map.log("Marking water"); createArea( new MapBoundsPlacer(), new TileClassPainter(g_TileClasses.water), new HeightConstraint(-Infinity, heightWaterLevel)); Engine.SetProgress(30); g_Map.log("Marking land"); createArea( - new ClumpPlacer(diskArea(fractionToTiles(0.5)), 1, 1, Infinity, mapCenter), + new DiskPlacer(fractionToTiles(0.5), mapCenter), new TileClassPainter(g_TileClasses.land), avoidClasses(g_TileClasses.water, 0)); Engine.SetProgress(35); g_Map.log("Painting shoreline"); createArea( new MapBoundsPlacer(), [ new TerrainPainter(g_Terrains.water), new TileClassPainter(g_TileClasses.shoreline) ], new HeightConstraint(-Infinity, heightShoreline)); Engine.SetProgress(40); g_Map.log("Painting cliffs"); createArea( new MapBoundsPlacer(), [ new TerrainPainter(g_Terrains.cliff), new TileClassPainter(g_TileClasses.mountain), ], [ avoidClasses(g_TileClasses.water, 2), new SlopeConstraint(2, Infinity) ]); Engine.SetProgress(45); if (!isNomad()) { g_Map.log("Placing players"); let [playerIDs, playerPosition] = createBases( ...playerPlacementRandom( sortAllPlayers(), [ avoidClasses(g_TileClasses.mountain, scaleByMapSize(5, 10)), stayClasses(g_TileClasses.land, defaultPlayerBaseRadius()) ]), true); g_Map.log("Flatten the initial CC area..."); for (let position of playerPosition) createArea( new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 6)); } addElements(shuffleArray([ { "func": addMetal, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 10, g_TileClasses.metal, 20, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["normal"] }, { "func": addStone, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 3, g_TileClasses.mountain, 2, g_TileClasses.player, 30, g_TileClasses.rock, 20, g_TileClasses.metal, 10, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["normal"] }, { "func": addForests, "avoid": [ g_TileClasses.berries, 3, g_TileClasses.forest, 20, g_TileClasses.metal, 4, g_TileClasses.mountain, 3, g_TileClasses.player, 20, g_TileClasses.rock, 4, g_TileClasses.water, 2 ], "sizes": ["big"], "mixes": ["similar"], "amounts": ["few"] } ])); Engine.SetProgress(60); // Ensure initial forests addElements([{ "func": addForests, "avoid": [ g_TileClasses.berries, 2, g_TileClasses.forest, 25, g_TileClasses.metal, 4, g_TileClasses.mountain, 5, g_TileClasses.player, 15, g_TileClasses.rock, 4, g_TileClasses.water, 2 ], "sizes": ["small"], "mixes": ["similar"], "amounts": ["tons"] }]); Engine.SetProgress(65); addElements(shuffleArray([ { "func": addBerries, "avoid": [ g_TileClasses.berries, 30, g_TileClasses.forest, 5, g_TileClasses.metal, 10, g_TileClasses.mountain, 2, g_TileClasses.player, 20, g_TileClasses.rock, 10, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["normal", "many"] }, { "func": addAnimals, "avoid": [ g_TileClasses.animals, 20, g_TileClasses.forest, 2, g_TileClasses.metal, 2, g_TileClasses.mountain, 1, g_TileClasses.player, 20, g_TileClasses.rock, 4, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] }, { "func": addFish, "avoid": [ g_TileClasses.fish, 12, g_TileClasses.player, 8 ], "stay": [g_TileClasses.water, 4], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] }, { "func": addStragglerTrees, "avoid": [ g_TileClasses.berries, 5, g_TileClasses.forest, 15, g_TileClasses.metal, 2, g_TileClasses.mountain, 1, g_TileClasses.player, 20, g_TileClasses.rock, 4, g_TileClasses.water, 5 ], "sizes": ["normal"], "mixes": ["same"], "amounts": ["many"] } ])); Engine.SetProgress(70); addElements([ { "func": addLayeredPatches, "avoid": [ g_TileClasses.dirt, 5, g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.water, 3, g_TileClasses.shoreline, 2 ], "sizes": ["normal"], "mixes": ["normal"], "amounts": ["tons"] }, { "func": addDecoration, "avoid": [ g_TileClasses.forest, 2, g_TileClasses.mountain, 2, g_TileClasses.player, 12, g_TileClasses.water, 3 ], "sizes": ["normal"], "mixes": ["similar"], "amounts": ["many"] } ]); Engine.SetProgress(80); g_Map.log("Painting dirt patches"); var dirtPatches = [ { "sizes": [2, 4], "count": scaleByMapSize(2, 5), "terrain": g_Terrains.additionalDirt1 }, { "sizes": [4, 6, 8], "count": scaleByMapSize(4, 8), "terrain": g_Terrains.additionalDirt2 } ]; for (let dirtPatch of dirtPatches) createPatches( dirtPatch.sizes, dirtPatch.terrain, [ stayClasses(g_TileClasses.land, 6), avoidClasses( g_TileClasses.mountain, 4, g_TileClasses.forest, 2, g_TileClasses.shoreline, 2, g_TileClasses.player, 12) ], dirtPatch.count, g_TileClasses.dirt, 0.5); Engine.SetProgress(85); g_Map.log("Adding reeds"); createObjectGroups( new SimpleGroup( [ new SimpleObject(g_Decoratives.reeds, 5, 12, 1, 4), new SimpleObject(g_Decoratives.rockMedium, 1, 2, 1, 5) ], false, g_TileClasses.dirt), 0, new HeightConstraint(heightReedsMin, heightReedsMax), scaleByMapSize(10, 25), 5); Engine.SetProgress(90); g_Map.log("Adding dust..."); createObjectGroups( new SimpleGroup([new SimpleObject(g_Decoratives.dust, 1, 1, 1, 4)], false), 0, [ stayClasses(g_TileClasses.land, 5), avoidClasses(g_TileClasses.player, 10) ], scaleByMapSize(10, 50), 20); Engine.SetProgress(95); placePlayersNomad( g_Map.createTileClass(), [ stayClasses(g_TileClasses.land, 5), avoidClasses( g_TileClasses.forest, 2, g_TileClasses.rock, 4, g_TileClasses.metal, 4, g_TileClasses.berries, 2, g_TileClasses.animals, 2, g_TileClasses.mountain, 2) ]); setWindAngle(-0.43); setWaterTint(0.161, 0.286, 0.353); setWaterColor(0.129, 0.176, 0.259); setWaterWaviness(8); setWaterMurkiness(0.87); setWaterType("lake"); setTerrainAmbientColor(0.58, 0.443, 0.353); setSunColor(0.733, 0.746, 0.574); setSunRotation(Math.PI * 1.1); setSunElevation(Math.PI / 7); setFogFactor(0); setFogThickness(0); setFogColor(0.69, 0.616, 0.541); setPPEffect("hdr"); setPPContrast(0.67); setPPSaturation(0.42); setPPBloom(0.23); g_Map.ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_centered.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_centered.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_centered.js (revision 21225) @@ -1,222 +1,254 @@ /** * @file A Centered Placer generates a shape (array of points) around a variable center location satisfying a Constraint. * The center can be modified externally using setCenterPosition, typically called by createAreas. */ /** + * Returns all points on a disk at the given location that meet the constraint. + */ +function DiskPlacer(radius, centerPosition = undefined) +{ + this.radius = radius; + this.centerPosition = undefined; + + if (centerPosition) + this.setCenterPosition(centerPosition); +} + +DiskPlacer.prototype.setCenterPosition = function(position) +{ + this.centerPosition = deepfreeze(position.clone().round()); +}; + +DiskPlacer.prototype.place = function(constraint) +{ + let points = []; + + for (let x = 0; x < g_Map.getSize(); ++x) + for (let y = 0; y < g_Map.getSize(); ++y) + { + let point = new Vector2D(x, y); + if (this.centerPosition.distanceTo(point) <= this.radius && constraint.allows(point)) + points.push(point); + } + + return points; +}; + +/** * Generates a roughly circular clump of points. * * @param {number} size - The average number of points in the clump. Correlates to the area of the circle. * @param {number} coherence - How much the radius of the clump varies (1 = circle, 0 = very random). * @param {number} smoothness - How smooth the border of the clump is (1 = few "peaks", 0 = very jagged). * @param {number} [failfraction] - Percentage of place attempts allowed to fail. * @param {Vector2D} [centerPosition] - Tile coordinates of placer center. */ function ClumpPlacer(size, coherence, smoothness, failFraction = 0, centerPosition = undefined) { this.size = size; this.coherence = coherence; this.smoothness = smoothness; this.failFraction = failFraction; this.centerPosition = undefined; if (centerPosition) this.setCenterPosition(centerPosition); } ClumpPlacer.prototype.setCenterPosition = function(position) { this.centerPosition = deepfreeze(position.clone().round()); }; ClumpPlacer.prototype.place = function(constraint) { // Preliminary bounds check if (!g_Map.inMapBounds(this.centerPosition) || !constraint.allows(this.centerPosition)) return undefined; var points = []; var size = g_Map.getSize(); var gotRet = new Array(size).fill(0).map(p => new Uint8Array(size)); // booleans var radius = Math.sqrt(this.size / Math.PI); var perim = 4 * radius * 2 * Math.PI; var intPerim = Math.ceil(perim); var ctrlPts = 1 + Math.floor(1.0/Math.max(this.smoothness,1.0/intPerim)); if (ctrlPts > radius * 2 * Math.PI) ctrlPts = Math.floor(radius * 2 * Math.PI) + 1; var noise = new Float32Array(intPerim); //float32 var ctrlCoords = new Float32Array(ctrlPts+1); //float32 var ctrlVals = new Float32Array(ctrlPts+1); //float32 // Generate some interpolated noise for (var i=0; i < ctrlPts; i++) { ctrlCoords[i] = i * perim / ctrlPts; ctrlVals[i] = randFloat(0, 2); } let c = 0; let looped = 0; for (let i = 0; i < intPerim; ++i) { if (ctrlCoords[(c+1) % ctrlPts] < i && !looped) { c = (c+1) % ctrlPts; if (c == ctrlPts-1) looped = 1; } noise[i] = cubicInterpolation( 1, (i - ctrlCoords[c]) / ((looped ? perim : ctrlCoords[(c + 1) % ctrlPts]) - ctrlCoords[c]), ctrlVals[(c + ctrlPts - 1) % ctrlPts], ctrlVals[c], ctrlVals[(c + 1) % ctrlPts], ctrlVals[(c + 2) % ctrlPts]); } let failed = 0; for (let stepAngle = 0; stepAngle < intPerim; ++stepAngle) { let position = this.centerPosition.clone(); let radiusUnitVector = new Vector2D(0, 1).rotate(-2 * Math.PI * stepAngle / perim); let maxRadiusSteps = Math.ceil(radius * (1 + (1 - this.coherence) * noise[stepAngle])); for (let stepRadius = 0; stepRadius < maxRadiusSteps; ++stepRadius) { let tilePos = position.clone().floor(); if (g_Map.inMapBounds(tilePos) && constraint.allows(tilePos)) { if (!gotRet[tilePos.x][tilePos.y]) { gotRet[tilePos.x][tilePos.y] = 1; points.push(tilePos); } } else ++failed; position.add(radiusUnitVector); } } return failed > this.size * this.failFraction ? undefined : points; }; /** * Generates a more random clump of points. It randomly creates circles around the edges of the current clump.s * * @param {number} minRadius - minimum radius of the circles. * @param {number} maxRadius - maximum radius of the circles. * @param {number} numCircles - number of circles. * @param {number} [failFraction] - Percentage of place attempts allowed to fail. * @param {Vector2D} [centerPosition] * @param {number} [maxDistance] - Farthest distance from the center. * @param {number[]} [queue] - When given, uses these radiuses for the first circles. */ function ChainPlacer(minRadius, maxRadius, numCircles, failFraction = 0, centerPosition = undefined, maxDistance = 0, queue = []) { this.minRadius = minRadius; this.maxRadius = maxRadius; this.numCircles = numCircles; this.failFraction = failFraction; this.maxDistance = maxDistance; this.queue = queue.map(radius => Math.floor(radius)); this.centerPosition = undefined; if (centerPosition) this.setCenterPosition(centerPosition); } ChainPlacer.prototype.setCenterPosition = function(position) { this.centerPosition = deepfreeze(position.clone().round()); }; ChainPlacer.prototype.place = function(constraint) { // Preliminary bounds check if (!g_Map.inMapBounds(this.centerPosition) || !constraint.allows(this.centerPosition)) return undefined; let points = []; let size = g_Map.getSize(); let failed = 0; let count = 0; let gotRet = new Array(size).fill(0).map(p => new Array(size).fill(-1)); --size; this.minRadius = Math.min(this.maxRadius, Math.max(this.minRadius, 1)); let edges = [this.centerPosition]; for (let i = 0; i < this.numCircles; ++i) { let chainPos = pickRandom(edges); let radius = this.queue.length ? this.queue.pop() : randIntInclusive(this.minRadius, this.maxRadius); let radius2 = Math.square(radius); let bbox = getPointsInBoundingBox(getBoundingBox([ new Vector2D(Math.max(0, chainPos.x - radius), Math.max(0, chainPos.y - radius)), new Vector2D(Math.min(chainPos.x + radius, size), Math.min(chainPos.y + radius, size)) ])); for (let position of bbox) { if (position.distanceToSquared(chainPos) >= radius2) continue; ++count; if (!g_Map.inMapBounds(position) || !constraint.allows(position)) { ++failed; continue; } let state = gotRet[position.x][position.y]; if (state == -1) { points.push(position); gotRet[position.x][position.y] = -2; } else if (state >= 0) { let s = edges.splice(state, 1); gotRet[position.x][position.y] = -2; let edgesLength = edges.length; for (let k = state; k < edges.length; ++k) --gotRet[edges[k].x][edges[k].y]; } } for (let pos of bbox) { if (this.maxDistance && (Math.abs(this.centerPosition.x - pos.x) > this.maxDistance || Math.abs(this.centerPosition.y - pos.y) > this.maxDistance)) continue; if (gotRet[pos.x][pos.y] != -2) continue; if (pos.x > 0 && gotRet[pos.x - 1][pos.y] == -1 || pos.y > 0 && gotRet[pos.x][pos.y - 1] == -1 || pos.x < size && gotRet[pos.x + 1][pos.y] == -1 || pos.y < size && gotRet[pos.x][pos.y + 1] == -1) { edges.push(pos); gotRet[pos.x][pos.y] = edges.length - 1; } } } return failed > count * this.failFraction ? undefined : points; }; Index: ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_noncentered.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_noncentered.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_noncentered.js (revision 21225) @@ -1,285 +1,285 @@ /** * @file A Non-Centered Placer generates a shape (array of points) at a fixed location meeting a Constraint and * is typically called by createArea. * Since this type of Placer has no x and z property, its location cannot be randomized using createAreas. */ /** * The RectPlacer returns all tiles between the two given points that meet the Constraint. */ function RectPlacer(start, end, failFraction = Infinity) { this.bounds = getBoundingBox([start, end]); this.bounds.min.floor(); this.bounds.max.floor(); this.failFraction = failFraction; } RectPlacer.prototype.place = function(constraint) { let bboxPoints = getPointsInBoundingBox(this.bounds); let points = bboxPoints.filter(point => g_Map.inMapBounds(point) && constraint.allows(point)); return (bboxPoints.length - points.length) / bboxPoints.length <= this.failFraction ? points : undefined; }; /** * The MapBoundsPlacer returns all points on the tilemap that meet the constraint. */ function MapBoundsPlacer(failFraction = Infinity) { let mapBounds = g_Map.getBounds(); this.rectPlacer = new RectPlacer(new Vector2D(mapBounds.left, mapBounds.top), new Vector2D(mapBounds.right, mapBounds.bottom), failFraction); } MapBoundsPlacer.prototype.place = function(constraint) { return this.rectPlacer.place(constraint); }; /** * HeightPlacer constants determining whether the extrema should be included by the placer too. */ const Elevation_ExcludeMin_ExcludeMax = 0; const Elevation_IncludeMin_ExcludeMax = 1; const Elevation_ExcludeMin_IncludeMax = 2; const Elevation_IncludeMin_IncludeMax = 3; /** * The HeightPlacer provides all points between the minimum and maximum elevation that meet the Constraint, * even if they are far from the passable area of the map. */ function HeightPlacer(mode, minElevation, maxElevation) { this.withinHeightRange = mode == Elevation_ExcludeMin_ExcludeMax ? position => g_Map.getHeight(position) > minElevation && g_Map.getHeight(position) < maxElevation : mode == Elevation_IncludeMin_ExcludeMax ? position => g_Map.getHeight(position) >= minElevation && g_Map.getHeight(position) < maxElevation : mode == Elevation_ExcludeMin_IncludeMax ? position => g_Map.getHeight(position) > minElevation && g_Map.getHeight(position) <= maxElevation : mode == Elevation_IncludeMin_IncludeMax ? position => g_Map.getHeight(position) >= minElevation && g_Map.getHeight(position) <= maxElevation : undefined; if (!this.withinHeightRange) throw new Error("Invalid HeightPlacer mode: " + mode); } HeightPlacer.prototype.place = function(constraint) { let mapSize = g_Map.getSize(); return getPointsInBoundingBox(getBoundingBox([new Vector2D(0, 0), new Vector2D(mapSize - 1, mapSize - 1)])).filter( point => this.withinHeightRange(point) && constraint.allows(point)); }; /** * Creates a winding path between two points. * * @param {Vector2D} start - Starting position of the path. * @param {Vector2D} end - Endposition of the path. * @param {number} width - Number of tiles between two sides of the path. * @param {number} waviness - 0 is a straight line, higher numbers are. * @param {number} smoothness - the higher the number, the smoother the path. * @param {number} offset - Maximum amplitude of waves along the path. 0 is straight line. * @param {number} tapering - How much the width of the path changes from start to end. * If positive, the width will decrease by that factor. * If negative the width will increase by that factor. */ function PathPlacer(start, end, width, waviness, smoothness, offset, tapering, failFraction = 0) { this.start = start; this.end = end; this.width = width; this.waviness = waviness; this.smoothness = smoothness; this.offset = offset; this.tapering = tapering; this.failFraction = failFraction; } PathPlacer.prototype.place = function(constraint) { let pathLength = this.start.distanceTo(this.end); let numStepsWaviness = 1 + Math.floor(pathLength / 4 * this.waviness); let numStepsLength = 1 + Math.floor(pathLength / 4 * this.smoothness); let offset = 1 + Math.floor(pathLength / 4 * this.offset); // Generate random offsets let ctrlVals = new Float32Array(numStepsWaviness); for (let j = 1; j < numStepsWaviness - 1; ++j) ctrlVals[j] = randFloat(-offset, offset); // Interpolate for smoothed 1D noise let totalSteps = numStepsWaviness * numStepsLength; let noise = new Float32Array(totalSteps + 1); for (let j = 0; j < numStepsWaviness; ++j) for (let k = 0; k < numStepsLength; ++k) noise[j * numStepsLength + k] = cubicInterpolation( 1, k / numStepsLength, ctrlVals[(j + numStepsWaviness - 1) % numStepsWaviness], ctrlVals[j], ctrlVals[(j + 1) % numStepsWaviness], ctrlVals[(j + 2) % numStepsWaviness]); // Add smoothed noise to straight path let pathPerpendicular = Vector2D.sub(this.end, this.start).normalize().perpendicular(); let segments1 = []; let segments2 = []; for (let j = 0; j < totalSteps; ++j) { // Interpolated points along straight path let step1 = j / totalSteps; let step2 = (j + 1) / totalSteps; let stepStart = Vector2D.add(Vector2D.mult(this.start, 1 - step1), Vector2D.mult(this.end, step1)); let stepEnd = Vector2D.add(Vector2D.mult(this.start, 1 - step2), Vector2D.mult(this.end, step2)); // Find noise offset points let noiseStart = Vector2D.add(stepStart, Vector2D.mult(pathPerpendicular, noise[j])); let noiseEnd = Vector2D.add(stepEnd, Vector2D.mult(pathPerpendicular, noise[j + 1])); let noisePerpendicular = Vector2D.sub(noiseEnd, noiseStart).normalize().perpendicular(); let taperedWidth = (1 - step1 * this.tapering) * this.width / 2; segments1.push(Vector2D.sub(noiseStart, Vector2D.mult(noisePerpendicular, taperedWidth)).round()); segments2.push(Vector2D.add(noiseEnd, Vector2D.mult(noisePerpendicular, taperedWidth)).round()); } // Draw path segments let size = g_Map.getSize(); let gotRet = new Array(size).fill(0).map(i => new Uint8Array(size)); let retVec = []; let failed = 0; for (let j = 0; j < segments1.length - 1; ++j) { let points = new ConvexPolygonPlacer([segments1[j], segments1[j + 1], segments2[j], segments2[j + 1]], Infinity).place(new NullConstraint()); if (!points) continue; for (let point of points) { if (!constraint.allows(point)) { ++failed; continue; } if (g_Map.inMapBounds(point) && !gotRet[point.x][point.y]) { retVec.push(point); gotRet[point.x][point.y] = 1; } } } return failed > this.failFraction * this.width * pathLength ? undefined : retVec; }; /** * Creates a winded path between the given two vectors. * Uses a random angle at each step, so it can be more random than the sin form of the PathPlacer. * Omits the given offset after the start and before the end. */ function RandomPathPlacer(pathStart, pathEnd, pathWidth, offset, blended) { this.pathStart = Vector2D.add(pathStart, Vector2D.sub(pathEnd, pathStart).normalize().mult(offset)).round(); this.pathEnd = pathEnd; this.offset = offset; this.blended = blended; - this.clumpPlacer = new ClumpPlacer(diskArea(pathWidth), 1, 1, Infinity); + this.diskPlacer = new DiskPlacer(pathWidth); this.maxPathLength = fractionToTiles(2); } RandomPathPlacer.prototype.place = function(constraint) { let pathLength = 0; let points = []; let position = this.pathStart; while (position.distanceTo(this.pathEnd) >= this.offset && pathLength++ < this.maxPathLength) { position.add( new Vector2D(1, 0).rotate( -getAngle(this.pathStart.x, this.pathStart.y, this.pathEnd.x, this.pathEnd.y) + -Math.PI / 2 * (randFloat(-1, 1) + (this.blended ? 0.5 : 0)))).round(); - this.clumpPlacer.setCenterPosition(position); + this.diskPlacer.setCenterPosition(position); - for (let point of this.clumpPlacer.place(constraint) || []) - if (points.every(p => p.x != point.x || p.y != point.y)) + for (let point of this.diskPlacer.place(constraint)) + if (points.every(p => !Vector2D.isEqualTo(p, point))) points.push(point); } return points; }; /** * Returns all points on the tilegrid within the convex hull of the given positions. */ function ConvexPolygonPlacer(points, failFraction = 0) { this.polygonVertices = this.getConvexHull(points.map(point => point.clone().round())); this.failFraction = failFraction; }; ConvexPolygonPlacer.prototype.place = function(constraint) { let points = []; let count = 0; let failed = 0; for (let point of getPointsInBoundingBox(getBoundingBox(this.polygonVertices))) { if (this.polygonVertices.some((vertex, i) => distanceOfPointFromLine(this.polygonVertices[i], this.polygonVertices[(i + 1) % this.polygonVertices.length], point) > 0)) continue; ++count; if (g_Map.inMapBounds(point) && constraint.allows(point)) points.push(point); else ++failed; } return failed <= this.failFraction * count ? points : undefined; }; /** * Applies the gift-wrapping algorithm. * Returns a sorted subset of the given points that are the vertices of the convex polygon containing all given points. */ ConvexPolygonPlacer.prototype.getConvexHull = function(points) { let uniquePoints = []; for (let point of points) if (uniquePoints.every(p => p.x != point.x || p.y != point.y)) uniquePoints.push(point); // Start with the leftmost point let result = [uniquePoints.reduce((leftMost, point) => point.x < leftMost.x ? point : leftMost, uniquePoints[0])]; // Add the vector most left of the most recently added point until a cycle is reached while (result.length < uniquePoints.length) { let nextLeftmostPoint; // Of all points, find the one that is leftmost for (let point of uniquePoints) { if (point == result[result.length - 1]) continue; if (!nextLeftmostPoint || distanceOfPointFromLine(nextLeftmostPoint, result[result.length - 1], point) <= 0) nextLeftmostPoint = point; } // If it was a known one, then the remaining points are inside this hull if (result.indexOf(nextLeftmostPoint) != -1) break; result.push(nextLeftmostPoint); } return result; } Index: ps/trunk/binaries/data/mods/public/maps/random/wild_lake.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/wild_lake.js (revision 21224) +++ ps/trunk/binaries/data/mods/public/maps/random/wild_lake.js (revision 21225) @@ -1,642 +1,642 @@ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmbiome"); Engine.LoadLibrary("heightmap"); var g_Map = new RandomMap(0, "whiteness"); /** * getArray - To ensure a terrain texture is contained within an array */ function getArray(stringOrArrayOfStrings) { if (typeof stringOrArrayOfStrings == "string") return [stringOrArrayOfStrings]; return stringOrArrayOfStrings; } setSelectedBiome(); // Terrain, entities and actors let wildLakeBiome = [ // 0 Deep water { "texture": getArray(g_Terrains.water), "actor": [[g_Gaia.fish], 0.01], "textureHS": getArray(g_Terrains.water), "actorHS": [[g_Gaia.fish], 0.03] }, // 1 Shallow water { "texture": getArray(g_Terrains.water), "actor": [[g_Decoratives.lillies, g_Decoratives.reeds], 0.3], "textureHS": getArray(g_Terrains.water), "actorHS": [[g_Decoratives.lillies], 0.1] }, // 2 Shore { "texture": getArray(g_Terrains.shore), "actor": [ [ g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.mainHuntableAnimal, g_Decoratives.grass, g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium ], 0.3 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 3 Low ground { "texture": getArray(g_Terrains.tier1Terrain), "actor": [ [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ], 0.2 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 4 Mid ground. Player and path height { "texture": getArray(g_Terrains.mainTerrain), "actor": [ [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ], 0.2 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 5 High ground { "texture": getArray(g_Terrains.tier2Terrain), "actor": [ [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ], 0.2 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 6 Lower hilltop forest border { "texture": getArray(g_Terrains.dirt), "actor": [ [ g_Gaia.tree1, g_Gaia.tree3, g_Gaia.fruitBush, g_Gaia.secondaryHuntableAnimal, g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium ], 0.3 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 7 Hilltop forest { "texture": getArray(g_Terrains.forestFloor1), "actor": [ [ g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree4, g_Gaia.tree5, g_Decoratives.tree, g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium ], 0.5 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] } ]; var mercenaryCampGuards = { "generic/temperate": [ { "Template" : "structures/merc_camp_egyptian" }, { "Template" : "units/mace_infantry_javelinist_b", "Count" : 4 }, { "Template" : "units/mace_cavalry_spearman_e", "Count" : 3 }, { "Template" : "units/mace_infantry_archer_a", "Count" : 4 }, { "Template" : "units/mace_champion_infantry_a", "Count" : 3 } ], "generic/snowy": [ { "Template" : "structures/ptol_mercenary_camp" }, { "Template" : "units/brit_infantry_javelinist_b", "Count" : 4 }, { "Template" : "units/brit_cavalry_swordsman_e", "Count" : 3 }, { "Template" : "units/brit_infantry_slinger_a", "Count" : 4 }, { "Template" : "units/brit_champion_infantry", "Count" : 3 } ], "generic/desert": [ { "Template" : "structures/ptol_mercenary_camp" }, { "Template" : "units/pers_infantry_javelinist_b", "Count" : 4 }, { "Template" : "units/pers_cavalry_swordsman_e", "Count" : 3 }, { "Template" : "units/pers_infantry_archer_a", "Count" : 4 }, { "Template" : "units/pers_champion_infantry", "Count" : 3 } ], "generic/alpine": [ { "Template" : "structures/ptol_mercenary_camp" }, { "Template" : "units/rome_infantry_swordsman_b", "Count" : 4 }, { "Template" : "units/rome_cavalry_spearman_e", "Count" : 3 }, { "Template" : "units/rome_infantry_javelinist_a", "Count" : 4 }, { "Template" : "units/rome_champion_infantry", "Count" : 3 } ], "generic/mediterranean": [ { "Template" : "structures/merc_camp_egyptian" }, { "Template" : "units/iber_infantry_javelinist_b", "Count" : 4 }, { "Template" : "units/iber_cavalry_spearman_e", "Count" : 3 }, { "Template" : "units/iber_infantry_slinger_a", "Count" : 4 }, { "Template" : "units/iber_champion_infantry", "Count" : 3 } ], "generic/savanna": [ { "Template" : "structures/merc_camp_egyptian" }, { "Template" : "units/sele_infantry_javelinist_b", "Count" : 4 }, { "Template" : "units/sele_cavalry_spearman_merc_e", "Count" : 3 }, { "Template" : "units/sele_infantry_spearman_a", "Count" : 4 }, { "Template" : "units/sele_champion_infantry_swordsman", "Count" : 3 } ], "generic/tropic": [ { "Template" : "structures/merc_camp_egyptian" }, { "Template" : "units/ptol_infantry_javelinist_b", "Count" : 4 }, { "Template" : "units/ptol_cavalry_archer_e", "Count" : 3 }, { "Template" : "units/ptol_infantry_slinger_a", "Count" : 4 }, { "Template" : "units/ptol_champion_infantry_pikeman", "Count" : 3 } ], "generic/autumn": [ { "Template" : "structures/ptol_mercenary_camp" }, { "Template" : "units/gaul_infantry_javelinist_b", "Count" : 4 }, { "Template" : "units/gaul_cavalry_swordsman_e", "Count" : 3 }, { "Template" : "units/gaul_infantry_slinger_a", "Count" : 4 }, { "Template" : "units/gaul_champion_infantry", "Count" : 3 } ] }; /** * Resource spots and other points of interest */ function placeMine(position, centerEntity, decorativeActors = [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ] ) { g_Map.placeEntityPassable(centerEntity, 0, position, randomAngle()); let quantity = randIntInclusive(11, 23); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) g_Map.placeEntityPassable( pickRandom(decorativeActors), 0, Vector2D.add(position, new Vector2D(randFloat(2, 5), 0).rotate(-dAngle * randFloat(i, i + 1))), randomAngle()); } // Groves, only Wood let groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium]; let clGrove = g_Map.createTileClass(); let clGaiaCamp = g_Map.createTileClass(); function placeGrove(point, groveEntities = [ g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5 ], groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium], groveTileClass = undefined, groveTerrainTexture = getArray(g_Terrains.forestFloor1) ) { let position = new Vector2D(point.x, point.y); g_Map.placeEntityPassable(pickRandom(["structures/gaul_outpost", "gaia/flora_tree_oak_new"]), 0, position, randomAngle()); let quantity = randIntInclusive(20, 30); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { let angle = dAngle * randFloat(i, i + 1); let dist = randFloat(2, 5); let objectList = groveEntities; if (i % 3 == 0) objectList = groveActors; let pos = Vector2D.add(position, new Vector2D(dist, 0).rotate(-angle)); g_Map.placeEntityPassable(pickRandom(objectList), 0, pos, randomAngle()); let painters = [new TerrainPainter(groveTerrainTexture)]; if (groveTileClass) painters.push(new TileClassPainter(groveTileClass)); createArea( new ClumpPlacer(5, 1, 1, Infinity, pos), painters); } } var farmEntities = { "generic/temperate": { "building": "structures/mace_farmstead", "animal": "gaia/fauna_pig" }, "generic/snowy": { "building": "structures/brit_farmstead", "animal": "gaia/fauna_sheep" }, "generic/desert": { "building": "structures/pers_farmstead", "animal": "gaia/fauna_camel" }, "generic/alpine": { "building": "structures/rome_farmstead", "animal": "gaia/fauna_sheep" }, "generic/mediterranean": { "building": "structures/iber_farmstead", "animal": "gaia/fauna_pig" }, "generic/savanna": { "building": "structures/sele_farmstead", "animal": "gaia/fauna_horse" }, "generic/tropic": { "building": "structures/ptol_farmstead", "animal": "gaia/fauna_camel" }, "generic/autumn": { "building": "structures/gaul_farmstead", "animal": "gaia/fauna_horse" } }; g_WallStyles.other = { "overlap": 0, "fence": readyWallElement("other/fence_long", "gaia"), "fence_short": readyWallElement("other/fence_short", "gaia"), "bench": { "angle": Math.PI / 2, "length": 1.5, "indent": 0, "bend": 0, "templateName": "other/bench" }, "foodBin": { "angle": Math.PI / 2, "length": 1.5, "indent": 0, "bend": 0, "templateName": "gaia/treasure/food_bin" }, "animal": { "angle": 0, "length": 0, "indent": 0.75, "bend": 0, "templateName": farmEntities[currentBiome()].animal }, "farmstead": { "angle": Math.PI, "length": 0, "indent": -3, "bend": 0, "templateName": farmEntities[currentBiome()].building } }; let fences = [ new Fortress("fence", [ "foodBin", "farmstead", "bench", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "bench", "animal", "fence", "turn_0.25", "animal", "turn_0.25", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "turn_0.5", "bench", "turn_-0.5", "fence_short", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "turn_0.5", "fence_short", "turn_-0.5", "bench", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "fence", "turn_0.25", "animal", "turn_0.25", "bench", "animal", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence" ]) ]; let num = fences.length; for (let i = 0; i < num; ++i) fences.push(new Fortress("fence", clone(fences[i].wall).reverse())); // Camps with fire and gold treasure function placeCamp(position, centerEntity = "actor|props/special/eyecandy/campfire.xml", otherEntities = ["gaia/treasure/metal", "gaia/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" ] ) { g_Map.placeEntityPassable(centerEntity, 0, position, randomAngle()); let quantity = randIntInclusive(5, 11); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { let angle = dAngle * randFloat(i, i + 1); let dist = randFloat(1, 3); g_Map.placeEntityPassable(pickRandom(otherEntities), 0, Vector2D.add(position, new Vector2D(dist, 0).rotate(-angle)), randomAngle()); } addCivicCenterAreaToClass(position, clGaiaCamp); } function placeStartLocationResources( point, foodEntities = [g_Gaia.fruitBush, g_Gaia.chicken], groveEntities = [ g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5 ], groveTerrainTexture = getArray(g_Terrains.forestFloor1), averageDistToCC = 10, dAverageDistToCC = 2 ) { function getRandDist() { return averageDistToCC + randFloat(-dAverageDistToCC, dAverageDistToCC); } let currentAngle = randomAngle(); // Stone let dAngle = 4/9 * Math.PI; let angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4); placeMine(Vector2D.add(point, new Vector2D(averageDistToCC, 0).rotate(-angle)), g_Gaia.stoneLarge); currentAngle += dAngle; // Wood let quantity = 80; dAngle = 2/3 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { angle = currentAngle + randFloat(0, dAngle); let dist = getRandDist(); let objectList = groveEntities; if (i % 2 == 0) objectList = groveActors; let position = Vector2D.add(point, new Vector2D(dist, 0).rotate(-angle)); g_Map.placeEntityPassable(pickRandom(objectList), 0, position, randomAngle()); createArea( new ClumpPlacer(5, 1, 1, Infinity, position), [ new TerrainPainter(groveTerrainTexture), new TileClassPainter(clGrove) ]); currentAngle += dAngle; } // Metal dAngle = 4/9 * Math.PI; angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4); placeMine(Vector2D.add(point, new Vector2D(averageDistToCC, 0).rotate(-angle)), g_Gaia.metalLarge); currentAngle += dAngle; // Berries and domestic animals quantity = 15; dAngle = 4/9 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { angle = currentAngle + randFloat(0, dAngle); let dist = getRandDist(); g_Map.placeEntityPassable(pickRandom(foodEntities), 0, Vector2D.add(point, new Vector2D(dist, 0).rotate(-angle)), randomAngle()); currentAngle += dAngle; } } /** * Base terrain shape generation and settings */ // Height range by map size let heightScale = (g_Map.size + 256) / 768 / 4; let heightRange = { "min": MIN_HEIGHT * heightScale, "max": MAX_HEIGHT * heightScale }; // Water coverage let averageWaterCoverage = 1/5; // NOTE: Since terrain generation is quite unpredictable actual water coverage might vary much with the same value let heightSeaGround = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); // Water height in environment and the engine let heightSeaGroundAdjusted = heightSeaGround + MIN_HEIGHT; // Water height as terrain height setWaterHeight(heightSeaGround); // Generate base terrain shape let lowH = heightRange.min; let medH = (heightRange.min + heightRange.max) / 2; // Lake let initialHeightmap = [ [medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH], [medH, medH, lowH, lowH, medH, medH], [medH, medH, lowH, lowH, medH, medH], [medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH], ]; if (g_Map.size < 256) { initialHeightmap = [ [medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH], [medH, medH, lowH, medH, medH], [medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH] ]; } if (g_Map.size >= 384) { initialHeightmap = [ [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, lowH, lowH, medH, medH, medH], [medH, medH, medH, lowH, lowH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], ]; } setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, initialHeightmap, 0.8); g_Map.log("Eroding map"); for (let i = 0; i < 5; ++i) splashErodeMap(0.1); g_Map.log("Smoothing map"); createArea( new MapBoundsPlacer(), new SmoothingPainter(1, 0.8, 1)); g_Map.log("Rescaling map"); rescaleHeightmap(heightRange.min, heightRange.max); Engine.SetProgress(25); /** * Prepare terrain texture placement */ let heighLimits = [ heightRange.min + 3/4 * (heightSeaGroundAdjusted - heightRange.min), // 0 Deep water heightSeaGroundAdjusted, // 1 Shallow water heightSeaGroundAdjusted + 2/8 * (heightRange.max - heightSeaGroundAdjusted), // 2 Shore heightSeaGroundAdjusted + 3/8 * (heightRange.max - heightSeaGroundAdjusted), // 3 Low ground heightSeaGroundAdjusted + 4/8 * (heightRange.max - heightSeaGroundAdjusted), // 4 Player and path height heightSeaGroundAdjusted + 6/8 * (heightRange.max - heightSeaGroundAdjusted), // 5 High ground heightSeaGroundAdjusted + 7/8 * (heightRange.max - heightSeaGroundAdjusted), // 6 Lower forest border heightRange.max // 7 Forest ]; let playerHeightRange = { "min" : heighLimits[3], "max" : heighLimits[4] }; let resourceSpotHeightRange = { "min" : (heighLimits[2] + heighLimits[3]) / 2, "max" : (heighLimits[4] + heighLimits[5]) / 2 }; let playerHeight = (playerHeightRange.min + playerHeightRange.max) / 2; // Average player height g_Map.log("Chosing starting locations"); let [playerIDs, playerPosition] = groupPlayersCycle(getStartLocationsByHeightmap(playerHeightRange, 1000, 30)); g_Map.log("Smoothing starting locations before height calculation"); for (let position of playerPosition) createArea( new ClumpPlacer(diskArea(20), 0.8, 0.8, Infinity, position), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 20)); Engine.SetProgress(30); /** * Calculate tile centered height map after start position smoothing but before placing paths * This has nothing to to with TILE_CENTERED_HEIGHT_MAP which should be false! */ let tchm = getTileCenteredHeightmap(); g_Map.log("Get points per height"); let areas = heighLimits.map(heightLimit => []); for (let x = 0; x < tchm.length; ++x) for (let y = 0; y < tchm[0].length; ++y) { 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(new Vector2D(x, y)); break; } minHeight = heighLimits[h]; } } g_Map.log("Get slope limits per heightrange"); let slopeMap = getSlopeMap(); let minSlope = []; let maxSlope = []; for (let h = 0; h < heighLimits.length; ++h) { minSlope[h] = Infinity; maxSlope[h] = 0; for (let point of areas[h]) { let slope = slopeMap[point.x][point.y]; if (slope > maxSlope[h]) maxSlope[h] = slope; if (slope < minSlope[h]) minSlope[h] = slope; } } g_Map.log("Paint areas by height and slope"); for (let h = 0; h < heighLimits.length; ++h) for (let point of areas[h]) { let actor; let texture = pickRandom(wildLakeBiome[h].texture); if (slopeMap[point.x][point.y] < (minSlope[h] + maxSlope[h]) / 2) { if (randBool(wildLakeBiome[h].actor[1])) actor = pickRandom(wildLakeBiome[h].actor[0]); } else { texture = pickRandom(wildLakeBiome[h].textureHS); if (randBool(wildLakeBiome[h].actorHS[1])) actor = pickRandom(wildLakeBiome[h].actorHS[0]); } g_Map.setTexture(point, texture); if (actor) g_Map.placeEntityAnywhere(actor, 0, randomPositionOnTile(point), randomAngle()); } Engine.SetProgress(80); g_Map.log("Placing resources"); let avoidPoints = playerPosition.map(pos => pos.clone()); for (let i = 0; i < avoidPoints.length; ++i) avoidPoints[i].dist = 30; let resourceSpots = getPointsByHeight(resourceSpotHeightRange, avoidPoints).map(point => new Vector2D(point.x, point.y)); Engine.SetProgress(55); g_Map.log("Placing players"); if (isNomad()) placePlayersNomad( g_Map.createTileClass(), [ new HeightConstraint(playerHeightRange.min, playerHeightRange.max), avoidClasses(clGaiaCamp, 8) ]); else for (let p = 0; p < playerIDs.length; ++p) { placeCivDefaultStartingEntities(playerPosition[p], playerIDs[p], g_Map.size > 192); placeStartLocationResources(playerPosition[p]); } let mercenaryCamps = isNomad() ? 0 : Math.ceil(g_Map.size / 256); g_Map.log("Placing at most " + mercenaryCamps + " mercenary camps"); for (let i = 0; i < resourceSpots.length; ++i) { let radius; let choice = i % 5; if (choice == 0) placeMine(resourceSpots[i], g_Gaia.stoneLarge); if (choice == 1) placeMine(resourceSpots[i], g_Gaia.metalLarge); if (choice == 2) placeGrove(resourceSpots[i]); if (choice == 3) { placeCamp(resourceSpots[i]); radius = 5; } if (choice == 4) { if (mercenaryCamps) { placeStartingEntities(resourceSpots[i], 0, mercenaryCampGuards[currentBiome()]); radius = 15; --mercenaryCamps; } else { placeCustomFortress(resourceSpots[i], pickRandom(fences), "other", 0, randomAngle()); radius = 10; } } if (radius) createArea( - new ClumpPlacer(diskArea(radius), 1, 1, Infinity, resourceSpots[i]), + new DiskPlacer(radius, resourceSpots[i]), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(resourceSpots[i]), radius / 3)); } g_Map.ExportMap();