Index: ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal.js (revision 21555) +++ ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal.js (revision 21556) @@ -1,1030 +1,1215 @@ /** * For historic reference, see http://www.jebelbarkal.org/images/maps/siteplan.jpg */ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen-common"); Engine.LoadLibrary("heightmap"); TILE_CENTERED_HEIGHT_MAP = true; const tSand = "desert_sand_dunes_100"; const tHilltop = ["new_savanna_dirt_c", "new_savanna_dirt_d"]; const tHillGround = ["savanna_dirt_rocks_a", "savanna_dirt_rocks_b", "savanna_dirt_rocks_c"]; const tHillCliff = ["savanna_cliff_a_red", "savanna_cliff_b_red"]; const tRoadDesert = "savanna_tile_a"; const tRoadFertileLand = "savanna_tile_a"; const tWater = "desert_sand_wet"; const tGrass = ["savanna_shrubs_a_wetseason", "alpine_grass_b_wild", "medit_shrubs_a", "steppe_grass_green_a"]; const tForestFloorFertile = pickRandom(tGrass); const tGrassTransition1 = "desert_grass_a"; const tGrassTransition2 = "steppe_grass_dirt_66"; const tPath = "road2"; const tPathWild = "road_med"; const oAcacia = "gaia/flora_tree_acacia"; const oPalmPath = "gaia/flora_tree_cretan_date_palm_tall"; const oPalms = [ "gaia/flora_tree_cretan_date_palm_tall", "gaia/flora_tree_cretan_date_palm_short", "gaia/flora_tree_palm_tropic", "gaia/flora_tree_date_palm", "gaia/flora_tree_senegal_date_palm", "gaia/flora_tree_medit_fan_palm" ]; const oBerryBushGrapes = "gaia/flora_bush_grapes"; const oBerryBushDesert = "gaia/flora_bush_berry_desert"; const oStoneLarge = "gaia/geology_stonemine_desert_quarry"; const oStoneSmall = "gaia/geology_stone_desert_small"; const oMetalLarge = "gaia/geology_metal_desert_slabs"; const oMetalSmall = "gaia/geology_metal_desert_small"; const oFoodTreasureBin = "gaia/treasure/food_bin"; const oFoodTreasureCrate = "gaia/treasure/food_crate"; const oFoodTreasureJars = "gaia/treasure/food_jars"; const oWoodTreasure = "gaia/treasure/wood"; const oStoneTreasure = "gaia/treasure/stone"; const oMetalTreasure = "gaia/treasure/metal"; const oTreasuresHill = [oWoodTreasure, oStoneTreasure, oMetalTreasure]; const oTreasuresCity = [oFoodTreasureBin, oFoodTreasureCrate, oFoodTreasureJars].concat(oTreasuresHill); const oGiraffe = "gaia/fauna_giraffe"; const oGiraffeInfant = "gaia/fauna_giraffe_infant"; const oGazelle = "gaia/fauna_gazelle"; const oRhino = "gaia/fauna_rhino"; const oWarthog = "gaia/fauna_boar"; const oElephant = "gaia/fauna_elephant_african_bush"; const oElephantInfant = "gaia/fauna_elephant_african_infant"; const oLion = "gaia/fauna_lion"; const oLioness = "gaia/fauna_lioness"; const oCrocodile = "gaia/fauna_crocodile"; const oFish = "gaia/fauna_fish"; const oHawk = "gaia/fauna_hawk"; const oTempleApedemak = "structures/kush_temple"; const oTempleAmun = "structures/kush_temple_amun"; const oPyramidLarge = "structures/kush_pyramid_large"; const oPyramidSmall = "structures/kush_pyramid_small"; const oWonderPtol = "structures/ptol_wonder"; const oFortress = "structures/kush_fortress"; const oTower = g_MapSettings.Size >= 256 ? "structures/kush_defense_tower" : "structures/kush_sentry_tower"; const oHouse = "structures/kush_house"; const oMarket = "structures/kush_market"; const oBlacksmith = "structures/kush_blacksmith"; const oBlemmyeCamp = "structures/kush_blemmye_camp"; const oNubaVillage = "structures/kush_nuba_village"; const oCivicCenter = "structures/kush_civil_centre"; const oBarracks = "structures/kush_barracks"; +const oStable = "structures/kush_stable"; const oElephantStables = "structures/kush_elephant_stables"; +const oWallMedium = "structures/kush_wall_medium"; +const oWallGate = "structures/kush_wall_gate"; +const oWallTower = "structures/kush_wall_tower"; const oKushCitizenArcher = "units/kush_infantry_archer_e"; const oKushChampionArcher = "units/kush_champion_infantry"; +const oKushChampions = [ + oKushChampionArcher, + "units/kush_champion_infantry_amun", + "units/kush_champion_infantry_apedemak" +]; const oPtolSiege = ["units/ptol_mechanical_siege_lithobolos_unpacked", "units/ptol_mechanical_siege_polybolos_unpacked"]; -const oTriggerPointPath = "trigger/trigger_point_A"; +const oTriggerPointCityPath = "trigger/trigger_point_A"; +const oTriggerPointAttackerPatrol = "trigger/trigger_point_B"; const aRock = actorTemplate("geology/stone_savanna_med"); const aHandcart = actorTemplate("props/special/eyecandy/handcart_1"); const aPlotFence = actorTemplate("props/special/common/plot_fence"); const aStatueKush = actorTemplate("props/special/eyecandy/statues_kush"); const aStatues = [ - "props/structures/kushites/statue_lion", - "props/structures/kushites/statue_ram" + "props/structures/kushites/statue_pedestal_rectangular", + "props/structures/kushites/statue_pedestal_rectangular_lion" ].map(actorTemplate); const aBushesFertileLand = [ ...new Array(3).fill("props/flora/shrub_spikes"), + ...new Array(3).fill("props/flora/ferns"), "props/flora/shrub_tropic_plant_a", "props/flora/shrub_tropic_plant_b", "props/flora/shrub_tropic_plant_flower", - "props/flora/ferns", "props/flora/foliagebush", "props/flora/bush", "props/flora/bush_medit_la", "props/flora/bush_medit_la_lush", "props/flora/bush_medit_me_lush", "props/flora/bush_medit_sm", "props/flora/bush_medit_sm_lush", "props/flora/bush_tempe_la_lush" ].map(actorTemplate); const aBushesDesert = [ "props/flora/bush_dry_a", "props/flora/bush_medit_la_dry", "props/flora/bush_medit_me_dry", "props/flora/bush_medit_sm", "props/flora/bush_medit_sm_dry", "props/flora/bush_tempe_me_dry", "props/flora/grass_soft_dry_large_tall", "props/flora/grass_soft_dry_small_tall" ].map(actorTemplate); const aWaterDecoratives = ["props/flora/reeds_pond_lush_a"].map(actorTemplate); const pForestPalms = [ tForestFloorFertile, ...oPalms.map(tree => tForestFloorFertile + TERRAIN_SEPARATOR + tree), tForestFloorFertile]; const heightScale = num => num * g_MapSettings.Size / 320; const minHeightSource = 3; const maxHeightSource = 800; const g_Map = new RandomMap(0, tSand); const mapSize = g_Map.getSize(); const mapCenter = g_Map.getCenter(); const mapBounds = g_Map.getBounds(); const numPlayers = getNumPlayers(); const clHill = g_Map.createTileClass(); const clCliff = g_Map.createTileClass(); const clDesert = g_Map.createTileClass(); const clFertileLand = g_Map.createTileClass(); const clWater = g_Map.createTileClass(); const clIrrigationCanal = g_Map.createTileClass(); const clPassage = g_Map.createTileClass(); const clPlayer = g_Map.createTileClass(); const clBaseResource = g_Map.createTileClass(); const clFood = g_Map.createTileClass(); const clForest = g_Map.createTileClass(); const clRock = g_Map.createTileClass(); const clMetal = g_Map.createTileClass(); const clTreasure = g_Map.createTileClass(); const clCity = g_Map.createTileClass(); const clPath = g_Map.createTileClass(); const clPathStatues = g_Map.createTileClass(); const clPathCrossing = g_Map.createTileClass(); const clStatue = g_Map.createTileClass(); -const clTriggerPointPath = g_Map.createTileClass(); +const clWall = g_Map.createTileClass(); +const clGate = g_Map.createTileClass(); +const clTriggerPointCityPath = g_Map.createTileClass(); +const clTriggerPointMap = g_Map.createTileClass(); const clSoldier = g_Map.createTileClass(); - const clTower = g_Map.createTileClass(); const clFortress = g_Map.createTileClass(); const clTemple = g_Map.createTileClass(); const clPyramid = g_Map.createTileClass(); +const clHouse = g_Map.createTileClass(); const clBlacksmith = g_Map.createTileClass(); +const clStable = g_Map.createTileClass(); const clElephantStables = g_Map.createTileClass(); const clCivicCenter = g_Map.createTileClass(); const clBarracks = g_Map.createTileClass(); const clBlemmyeCamp = g_Map.createTileClass(); const clNubaVillage = g_Map.createTileClass(); const clMarket = g_Map.createTileClass(); const riverAngle = Math.PI * 0.05; -const hillRadius = scaleByMapSize(40, 140); +const hillRadius = scaleByMapSize(40, 120); const positionPyramids = new Vector2D(fractionToTiles(0.15), fractionToTiles(0.75)); const pathWidth = 4; const pathWidthCenter = 10; const pathWidthSecondary = 6; +const placeNapataWall = true; + const layoutFertileLandTextures = [ { "left": fractionToTiles(0), "right": fractionToTiles(0.04), "terrain": createTerrain(tGrassTransition1), "tileClass": clFertileLand }, { "left": fractionToTiles(0.04), "right": fractionToTiles(0.08), "terrain": createTerrain(tGrassTransition2), "tileClass": clDesert } ]; var layoutKushTemples = [ ...new Array(2).fill(0).map((v, i) => ({ "template": oTempleApedemak, "pathOffset": new Vector2D(0, 9), "minMapSize": i == 0 ? 320 : 0 })), { "template": oTempleAmun, "pathOffset": new Vector2D(0, 12), "minMapSize": 256 }, { "template": oWonderPtol, "pathOffset": new Vector2D(0, scaleByMapSize(9, 14)), "minMapSize": 0 }, { "template": oTempleAmun, "pathOffset": new Vector2D(0, 12), "minMapSize": 256 }, ...new Array(2).fill(0).map((v, i) => ({ "template": oTempleApedemak, "pathOffset": new Vector2D(0, 9), "minMapSize": i == 0 ? 0 : 320 })) ].filter(temple => mapSize >= temple.minMapSize); /** * The buildings are set as uncapturable, otherwise the player would gain the buildings via root territory and can delete them without effort. * Keep the entire city uncapturable as a consistent property of the city. */ const layoutKushCity = [ { - "templateName": "uncapturable|" + oHouse + "templateName": "uncapturable|" + oHouse, + "painters": new TileClassPainter(clHouse) }, { "templateName": "uncapturable|" + oFortress, "constraints": [avoidClasses(clFortress, 25), new NearTileClassConstraint(clPath, 8)], "painters": new TileClassPainter(clFortress) }, { "templateName": "uncapturable|" + oCivicCenter, "constraints": [avoidClasses(clCivicCenter, 60), new NearTileClassConstraint(clPath, 8)], "painters": new TileClassPainter(clCivicCenter) }, { "templateName": "uncapturable|" + oElephantStables, "constraints": avoidClasses(clElephantStables, 10), "painters": new TileClassPainter(clElephantStables) }, { + "templateName": "uncapturable|" + oStable, + "constraints": avoidClasses(clStable, 20), + "painters": new TileClassPainter(clStable) + }, + { "templateName": "uncapturable|" + oBarracks, "constraints": avoidClasses(clBarracks, 12), "painters": new TileClassPainter(clBarracks) }, { "templateName": "uncapturable|" + oTower, "constraints": avoidClasses(clTower, 17), "painters": new TileClassPainter(clTower) }, { "templateName": "uncapturable|" + oMarket, "constraints": avoidClasses(clMarket, 15), "painters": new TileClassPainter(clMarket) }, { "templateName": "uncapturable|" + oBlacksmith, "constraints": avoidClasses(clBlacksmith, 30), "painters": new TileClassPainter(clBlacksmith) }, { "templateName": "uncapturable|" + oNubaVillage, "constraints": avoidClasses(clNubaVillage, 30), "painters": new TileClassPainter(clNubaVillage) }, { "templateName": "uncapturable|" + oBlemmyeCamp, "constraints": avoidClasses(clBlemmyeCamp, 30), "painters": new TileClassPainter(clBlemmyeCamp) } ]; + +g_WallStyles.napata = { + "short": readyWallElement("uncapturable|" + oWallMedium), + "medium": readyWallElement("uncapturable|" + oWallMedium), + "tower": readyWallElement("uncapturable|" + oWallTower), + "gate": readyWallElement("uncapturable|" + oWallGate), + "overlap": 0.05 +}; + Engine.SetProgress(10); g_Map.log("Loading hill heightmap"); createArea( new MapBoundsPlacer(), new HeightmapPainter( translateHeightmap( new Vector2D(-12, scaleByMapSize(-12, -25)), undefined, convertHeightmap1Dto2D(Engine.LoadMapTerrain("maps/random/jebel_barkal.pmp").height)), minHeightSource, maxHeightSource)); const heightDesert = g_Map.getHeight(mapCenter); const heightFertileLand = heightDesert - heightScale(2); const heightShoreline = heightFertileLand - heightScale(0.5); const heightWaterLevel = heightFertileLand - heightScale(3); const heightPassage = heightWaterLevel - heightScale(1.5); const heightIrrigationCanal = heightWaterLevel - heightScale(4); const heightSeaGround = heightWaterLevel - heightScale(8); const heightHill = heightDesert + heightScale(4); const heightHilltop = heightHill + heightScale(90); const heightHillArchers = (heightHilltop + heightHill) / 2; const heightOffsetPath = heightScale(-2.5); +const heightOffsetWalls = heightScale(2.5); g_Map.log("Flattening land"); createArea( new MapBoundsPlacer(), new ElevationPainter(heightDesert), new HeightConstraint(-Infinity, heightDesert)); // Fertile land paintRiver({ "parallel": true, "start": new Vector2D(mapBounds.left, mapBounds.bottom).rotateAround(-riverAngle, mapCenter), "end": new Vector2D(mapBounds.right, mapBounds.bottom).rotateAround(-riverAngle, mapCenter), "width": fractionToTiles(0.65), "fadeDist": 8, "deviation": 0, "heightLand": heightDesert, "heightRiverbed": heightFertileLand, "meanderShort": 40, "meanderLong": 0, "waterFunc": (position, height, riverFraction) => { createTerrain(tGrass).place(position); clFertileLand.add(position); }, "landFunc": (position, shoreDist1, shoreDist2) => { for (let riv of layoutFertileLandTextures) if (riv.left < +shoreDist1 && +shoreDist1 < riv.right || riv.left < -shoreDist2 && -shoreDist2 < riv.right) { riv.tileClass.add(position); riv.terrain.place(position); } } }); // Nile paintRiver({ "parallel": true, "start": new Vector2D(mapBounds.left, mapBounds.bottom).rotateAround(-riverAngle, mapCenter), "end": new Vector2D(mapBounds.right, mapBounds.bottom).rotateAround(-riverAngle, mapCenter), "width": fractionToTiles(0.2), "fadeDist": 4, "deviation": 0, "heightLand": heightFertileLand, "heightRiverbed": heightSeaGround, "meanderShort": 40, "meanderLong": 0 }); Engine.SetProgress(30); g_Map.log("Computing player locations"); const playerIDs = primeSortAllPlayers(); const playerPosition = playerPlacementCustomAngle( fractionToTiles(0.38), mapCenter, i => Math.PI * (-0.42 / numPlayers * (i + i % 2) - (i % 2) / 2))[0]; -g_Map.log("Marking player positions"); -for (let position of playerPosition) - addCivicCenterAreaToClass(position, clPlayer); +if (!isNomad()) +{ + g_Map.log("Marking player positions"); + for (let position of playerPosition) + addCivicCenterAreaToClass(position, clPlayer); +} g_Map.log("Marking water"); createArea( new MapBoundsPlacer(), [ new TileClassPainter(clWater), new TileClassUnPainter(clFertileLand) ], new HeightConstraint(-Infinity, heightWaterLevel)); g_Map.log("Marking desert"); createArea( new MapBoundsPlacer(), new TileClassPainter(clDesert), [ new HeightConstraint(-Infinity, heightHill), avoidClasses(clWater, 0, clFertileLand, 0) ]); g_Map.log("Finding possible irrigation canal locations"); var irrigationCanalAreas = []; for (let i = 0; i < 30; ++i) { let x = fractionToTiles(randFloat(0, 1)); irrigationCanalAreas.push( createArea( new PathPlacer( new Vector2D(x, mapBounds.bottom).rotateAround(-riverAngle, mapCenter), new Vector2D(x, mapBounds.top).rotateAround(-riverAngle, mapCenter), 3, 0, 10, 0.1, 0.01, Infinity), undefined, avoidClasses(clDesert, 2))); } g_Map.log("Creating irrigation canals"); var irrigationCanalLocations = []; for (let area of irrigationCanalAreas) { if (!area.getPoints().length || area.getPoints().some(point => !avoidClasses(clPlayer, scaleByMapSize(8, 13), clIrrigationCanal, scaleByMapSize(15, 25)).allows(point))) continue; irrigationCanalLocations.push(pickRandom(area.getPoints()).clone().rotateAround(riverAngle, mapCenter).x); createArea( new MapBoundsPlacer(), [ new SmoothElevationPainter(ELEVATION_SET, heightIrrigationCanal, 1), new TileClassPainter(clIrrigationCanal) ], [new StayAreasConstraint([area]), new HeightConstraint(heightIrrigationCanal, heightDesert)]); } g_Map.log("Creating passages"); irrigationCanalLocations.sort((a, b) => a - b); for (let i = 0; i < irrigationCanalLocations.length; ++i) { let previous = i == 0 ? mapBounds.left : irrigationCanalLocations[i - 1]; let next = i == irrigationCanalLocations.length - 1 ? mapBounds.right : irrigationCanalLocations[i + 1]; let x1 = (irrigationCanalLocations[i] + previous) / 2; let x2 = (irrigationCanalLocations[i] + next) / 2; let y; // The passages should be at different locations, so that enemies can't attack each other easily for (let tries = 0; tries < 100; ++tries) { y = randIntInclusive(0, mapCenter.y); let pos = new Vector2D((x1 + x2) / 2, y).rotateAround(-riverAngle, mapCenter).round(); if (g_Map.validTilePassable(new Vector2D(pos.x, pos.y)) && avoidClasses(clDesert, 12).allows(pos) && new HeightConstraint(heightIrrigationCanal, heightFertileLand).allows(pos)) break; } createPassage({ "start": new Vector2D(x1, y).rotateAround(-riverAngle, mapCenter), "end": new Vector2D(x2, y).rotateAround(-riverAngle, mapCenter), "startHeight": heightPassage, "endHeight": heightPassage, "constraints": [new HeightConstraint(-Infinity, heightPassage), stayClasses(clFertileLand, 2)], "tileClass": clPassage, "startWidth": 10, "endWidth": 10, "smoothWidth": 2 }); } Engine.SetProgress(40); g_Map.log("Marking hill"); createArea( new MapBoundsPlacer(), new TileClassPainter(clHill), new HeightConstraint(heightHill, Infinity)); g_Map.log("Marking water"); const areaWater = createArea( new MapBoundsPlacer(), new TileClassPainter(clWater), new HeightConstraint(-Infinity, heightWaterLevel)); g_Map.log("Painting water and shoreline"); createArea( new MapBoundsPlacer(), new TerrainPainter(tWater), new HeightConstraint(-Infinity, heightShoreline)); g_Map.log("Painting hill"); const areaHill = createArea( new MapBoundsPlacer(), new TerrainPainter(tHillGround), new HeightConstraint(heightHill, Infinity)); g_Map.log("Painting hilltop"); const areaHilltop = createArea( new MapBoundsPlacer(), new TerrainPainter(tHilltop), [ new HeightConstraint(heightHilltop, Infinity), new SlopeConstraint(-Infinity, 2) ]); -g_Map.log("Painting cliffs"); -createArea( - new MapBoundsPlacer(), - [ - new TerrainPainter(tHillCliff), - new TileClassPainter(clCliff) - ], - [ - stayClasses(clHill, 0), - new SlopeConstraint(2, Infinity) - ]); Engine.SetProgress(50); for (let i = 0; i < numPlayers; ++i) { let isDesert = clDesert.has(playerPosition[i]); placePlayerBase({ "playerID": playerIDs[i], "playerPosition": playerPosition[i], "PlayerTileClass": clPlayer, "BaseResourceClass": clBaseResource, "baseResourceConstraint": avoidClasses(clPlayer, 4, clWater, 4), "Walls": mapSize <= 256 ? "towers" : "walls", "CityPatch": { "outerTerrain": isDesert ? tRoadDesert : tRoadFertileLand, "innerTerrain": isDesert ? tRoadDesert : tRoadFertileLand }, "Chicken": { "template": oGazelle, "distance": 15, "minGroupDistance": 2, "maxGroupDistance": 4, "minGroupCount": 2, "maxGroupCount": 3 }, "Berries": { "template": isDesert ? oBerryBushDesert : oBerryBushGrapes }, "Mines": { "types": [ { "template": oMetalLarge }, { "template": oStoneLarge } ] }, "Trees": { "template": isDesert ? oAcacia : pickRandom(oPalms), "count": isDesert ? scaleByMapSize(5, 10) : scaleByMapSize(15, 30) }, "Treasures": { "types": [ { "template": oWoodTreasure, - "count": isDesert ? 3 : 0 + "count": isDesert ? 4 : 0 }, { "template": oStoneTreasure, "count": isDesert ? 1 : 0 }, { "template": oMetalTreasure, "count": isDesert ? 1 : 0 } ] }, "Decoratives": { "template": isDesert ? aRock : pickRandom(aBushesFertileLand) } }); } g_Map.log("Placing pyramids"); const areaPyramids = createArea(new DiskPlacer(scaleByMapSize(5, 14), positionPyramids)); // Retry loops are needed due to the self-avoidance createObjectGroupsByAreas( new SimpleGroup( [new RandomObject( ["uncapturable|" + oPyramidLarge, "uncapturable|" + oPyramidSmall], scaleByMapSize(1, 6), scaleByMapSize(2, 8), scaleByMapSize(6, 8), scaleByMapSize(6, 14), Math.PI * 1.35, Math.PI * 1.5, scaleByMapSize(6, 8))], true, clPyramid), 0, undefined, 1, 50, [areaPyramids]); Engine.SetProgress(60); // The city is a circle segment of this maximum size g_Map.log("Computing city grid"); var gridCenter = new Vector2D(0, fractionToTiles(0.3)).rotate(-riverAngle).add(mapCenter).round(); -var gridMaxAngle = scaleByMapSize(Math.PI / 4, Math.PI); +var gridMaxAngle = scaleByMapSize(Math.PI / 3, Math.PI); var gridStartAngle = -Math.PI / 2 -gridMaxAngle / 2 + riverAngle; -var gridRadius = y => hillRadius + scaleByMapSize(10, 25) * y; +var gridRadius = y => hillRadius + 18 * y; + var gridPointsX = layoutKushTemples.length; var gridPointsY = Math.floor(scaleByMapSize(2, 4)); var gridPointXCenter = Math.floor(gridPointsX / 2); var gridPointYCenter = Math.floor(gridPointsY / 2); // Maps from grid position to map position var cityGridPosition = []; var cityGridAngle = []; for (let y = 0; y < gridPointsY; ++y) - [cityGridPosition[y], cityGridAngle[y]] = distributePointsOnCircularSegment(gridPointsX, gridMaxAngle * (gridPointsX + 1) / gridPointsX, gridStartAngle, gridRadius(y), gridCenter); + [cityGridPosition[y], cityGridAngle[y]] = distributePointsOnCircularSegment( + gridPointsX, gridMaxAngle * (gridPointsX + 1) / gridPointsX, gridStartAngle, gridRadius(y), gridCenter); -g_Map.log("Marking path points"); +g_Map.log("Marking city path crossings"); for (let y in cityGridPosition) for (let x in cityGridPosition[y]) { cityGridPosition[y][x].round(); createArea( new DiskPlacer(pathWidth, cityGridPosition[y][x]), [ new TileClassPainter(clPath), new TileClassPainter(clPathCrossing) ]); } -g_Map.log("Marking horizontal paths"); +g_Map.log("Marking horizontal city paths"); for (let y = 0; y < gridPointsY; ++y) for (let x = 1; x < gridPointsX; ++x) { let width = y == gridPointYCenter ? pathWidthSecondary : pathWidth; createArea( new PathPlacer(cityGridPosition[y][x - 1], cityGridPosition[y][x], width, 0, 8, 0, 0, Infinity), new TileClassPainter(clPath)); } -g_Map.log("Marking vertical paths"); +g_Map.log("Marking vertical city paths"); for (let y = 1; y < gridPointsY; ++y) for (let x = 0; x < gridPointsX; ++x) { let width = Math.abs(x - gridPointXCenter) == 0 ? pathWidthCenter : Math.abs(x - gridPointXCenter) == 1 ? pathWidthSecondary : pathWidth; createArea( new PathPlacer(cityGridPosition[y - 1][x], cityGridPosition[y][x], width, 0, 8, 0, 0, Infinity), new TileClassPainter(clPath)); } Engine.SetProgress(70); g_Map.log("Placing kushite temples"); +var entitiesTemples = []; for (let i = 0; i < layoutKushTemples.length; ++i) { let x = i + (gridPointsX - layoutKushTemples.length) / 2; let templePosition = Vector2D.add(cityGridPosition[0][x], layoutKushTemples[i].pathOffset.rotate(-Math.PI / 2 - cityGridAngle[0][x])); - g_Map.placeEntityPassable(layoutKushTemples[i].template, 0, templePosition, cityGridAngle[0][x]); - clTemple.add(templePosition.round()); + entitiesTemples.push(g_Map.placeEntityPassable(layoutKushTemples[i].template, 0, templePosition, cityGridAngle[0][x])); } +g_Map.log("Marking temple area"); +createArea( + new EntitiesObstructionPlacer(entitiesTemples, 0, Infinity), + new TileClassPainter(clTemple)); + +g_Map.log("Smoothing temple ground"); +createArea( + new MapBoundsPlacer(), + new ElevationBlendingPainter(heightDesert, 0.8), + new NearTileClassConstraint(clTemple, 0)); + +g_Map.log("Painting cliffs"); +createArea( + new MapBoundsPlacer(), + [ + new TerrainPainter(tHillCliff), + new TileClassPainter(clCliff) + ], + [ + stayClasses(clHill, 0), + new SlopeConstraint(2, Infinity) + ]); + +g_Map.log("Painting temple ground"); +createArea( + new MapBoundsPlacer(), + new TerrainPainter(tPathWild), + [ + new NearTileClassConstraint(clTemple, 1), + avoidClasses(clPath, 0, clCliff, 0) + ]); + g_Map.log("Placing lion statues in the central path"); var statueCount = scaleByMapSize(10, 40); +var centralPathStart = cityGridPosition[0][gridPointXCenter]; +var centralPathLength = centralPathStart.distanceTo(cityGridPosition[gridPointsY - 1][gridPointXCenter]); +var centralPathAngle = cityGridAngle[0][gridPointXCenter]; for (let i = 0; i < 2; ++i) for (let stat = 0; stat < statueCount; ++stat) { - let start = new Vector2D(0, pathWidthCenter * 3/4 * (i - 0.5)).rotate(-cityGridAngle[0][gridPointXCenter]).add(cityGridPosition[0][gridPointXCenter]); - let position = new Vector2D(cityGridPosition[gridPointsY - 1][gridPointXCenter].distanceTo(cityGridPosition[0][gridPointXCenter]), 0).mult(stat / statueCount).rotate(-cityGridAngle[0][gridPointXCenter]).add(start).add(new Vector2D(0.5, 0.5)); + let start = new Vector2D(0, pathWidthCenter * 3/4 * (i - 0.5)).rotate(centralPathAngle).add(centralPathStart); + let position = new Vector2D(centralPathLength, 0).mult(stat / statueCount).rotate(-centralPathAngle).add(start).add(new Vector2D(0.5, 0.5)); if (!avoidClasses(clPathCrossing, 2).allows(position)) continue; - g_Map.placeEntityPassable(pickRandom(aStatues), 0, position, cityGridAngle[0][gridPointXCenter] - Math.PI * (i - 0.5)); + g_Map.placeEntityPassable(pickRandom(aStatues), 0, position, centralPathAngle - Math.PI * (i + 0.5)); + clPathStatues.add(position.round()); + } + +g_Map.log("Placing guardian infantry in the central path"); +var centralChampionsCount = scaleByMapSize(2, 40); +for (let i = 0; i < 2; ++i) + for (let champ = 0; champ < centralChampionsCount; ++champ) + { + let start = new Vector2D(0, pathWidthCenter * 1/2 * (i - 0.5)).rotate(-centralPathAngle).add(centralPathStart); + let position = new Vector2D(centralPathLength, 0).mult(champ / centralChampionsCount).rotate(-centralPathAngle).add(start).add(new Vector2D(0.5, 0.5)); + + if (!avoidClasses(clPathCrossing, 2).allows(position)) + continue; + + g_Map.placeEntityPassable(pickRandom(oKushChampions), 0, position, centralPathAngle - Math.PI * (i - 0.5)); clPathStatues.add(position.round()); } g_Map.log("Placing kushite statues in the secondary paths"); for (let x of [gridPointXCenter - 1, gridPointXCenter + 1]) { g_Map.placeEntityAnywhere(aStatueKush, 0, cityGridPosition[gridPointYCenter][x], cityGridAngle[gridPointYCenter][x]); clPathStatues.add(cityGridPosition[gridPointYCenter][x]); } -g_Map.log("Painting paths"); +g_Map.log("Painting city paths"); var areaPaths = createArea( new MapBoundsPlacer(), [ new LayeredPainter([tPathWild, tPath], [1]), new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetPath, 1) ], stayClasses(clPath, 0)); -g_Map.log("Placing triggerpoints on paths"); +g_Map.log("Placing triggerpoints on city paths"); createObjectGroupsByAreas( - new SimpleGroup([new SimpleObject(oTriggerPointPath, 1, 1, 0, 0)], true, clTriggerPointPath), + new SimpleGroup([new SimpleObject(oTriggerPointCityPath, 1, 1, 0, 0)], true, clTriggerPointCityPath), 0, - [avoidClasses(clTriggerPointPath, 8), stayClasses(clPathCrossing, 2)], + [avoidClasses(clTriggerPointCityPath, 8), stayClasses(clPathCrossing, 2)], scaleByMapSize(20, 100), 30, [areaPaths]); g_Map.log("Placing city districts"); for (let y = 1; y < gridPointsY; ++y) for (let x = 1; x < gridPointsX; ++x) createArea( new ConvexPolygonPlacer([cityGridPosition[y - 1][x - 1], cityGridPosition[y - 1][x], cityGridPosition[y][x - 1], cityGridPosition[y][x]], Infinity), [ new TerrainPainter(tRoadDesert), new CityPainter(layoutKushCity, (-cityGridAngle[y][x - 1] - cityGridAngle[y][x]) / 2, 0), new TileClassPainter(clCity) ], new StaticConstraint(avoidClasses(clPath, 0))); -g_Map.log("Marking path palm area"); -var areaPathPalms = createArea( +if (placeNapataWall) +{ + g_Map.log("Placing front walls"); + let wallGridMaxAngleSummand = Math.PI / 32; + let wallGridStartAngle = gridStartAngle - wallGridMaxAngleSummand / 2; + let wallGridRadiusFront = gridRadius(gridPointsY - 1) + pathWidth - 1; + let wallGridMaxAngleFront = (gridMaxAngle + wallGridMaxAngleSummand) * gridPointsX / gridPointsX - wallGridMaxAngleSummand / 2; + let entitiesWalls = placeCircularWall( + gridCenter, + wallGridRadiusFront, + ["tower", "short", "tower", "gate", "tower", "medium", "tower", "short"], + "napata", + 0, + wallGridStartAngle, + wallGridMaxAngleFront, + 0, + true, + 0); + + g_Map.log("Placing side and back walls"); + let wallGridRadiusBack = hillRadius - scaleByMapSize(15, 25); + let wallGridMaxAngleBack = (gridMaxAngle + wallGridMaxAngleSummand) * (gridPointsX + 1) / gridPointsX; + let wallGridPositionFront = distributePointsOnCircularSegment(gridPointsX, wallGridMaxAngleBack, wallGridStartAngle, wallGridRadiusFront, gridCenter)[0]; + let wallGridPositionBack = distributePointsOnCircularSegment(gridPointsX, wallGridMaxAngleBack, wallGridStartAngle, wallGridRadiusBack, gridCenter)[0]; + let wallGridPosition = [wallGridPositionFront[0], ...wallGridPositionBack, wallGridPositionFront[wallGridPositionFront.length - 1]]; + for (let x = 1; x < wallGridPosition.length; ++x) + entitiesWalls = entitiesWalls.concat( + placeLinearWall( + wallGridPosition[x - 1], + wallGridPosition[x], + ["tower", "gate", "tower", "short", "tower", "short", "tower"], + "napata", + 0, + false, + avoidClasses(clHill, 0, clTemple, 0))); + + g_Map.log("Marking walls"); + createArea( + new EntitiesObstructionPlacer(entitiesWalls, 0, Infinity), + new TileClassPainter(clWall)); + + g_Map.log("Marking gates"); + let entitiesGates = entitiesWalls.filter(entity => entity.templateName.endsWith(oWallGate)); + createArea( + new EntitiesObstructionPlacer(entitiesGates, 0, Infinity), + new TileClassPainter(clGate)); + + g_Map.log("Painting wall terrain"); + createArea( + new MapBoundsPlacer(), + [ + new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetWalls, 2), + new TerrainPainter(tPathWild) + ], + [ + new NearTileClassConstraint(clWall, 1), + avoidClasses(clCliff, 0) + ]); +} +Engine.SetProgress(70); + +g_Map.log("Marking city palm area"); +var areaCityPalms = + createArea( + new MapBoundsPlacer(), + undefined, + new StaticConstraint([ + new NearTileClassConstraint(clPath, 1), + avoidClasses( + clPath, 0, + clPyramid, 20, + clTemple, 3, + clWall, 3, + clTower, 1, + clFortress, 1, + clPyramid, 1, + clHouse, 1, + clBlacksmith, 1, + clElephantStables, 1, + clStable, 1, + clCivicCenter, 1, + clBarracks, 1, + clBlemmyeCamp, 1, + clNubaVillage, 1, + clMarket, 1) + ])); + +g_Map.log("Placing city palms"); +createObjectGroupsByAreas( + new SimpleGroup([new SimpleObject(oPalmPath, 1, 1, 0, 0)], true, clForest), + 0, + avoidClasses(clForest, 2), + scaleByMapSize(40, 400), + 15, + [areaCityPalms]); + +g_Map.log("Marking wall palm area"); +var areaWallPalms = createArea( new MapBoundsPlacer(), undefined, new StaticConstraint([ - new NearTileClassConstraint(clPath, 1), - avoidClasses(clPath, 0, clTemple, 10, clPyramid, 20, clPathCrossing, 1) + new NearTileClassConstraint(clWall, 2), + avoidClasses(clPath, 1, clWall, 1, clGate, 3, clTemple, 2, clHill, 6) ])); -g_Map.log("Placing path palms"); +g_Map.log("Placing city palms"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oPalmPath, 1, 1, 0, 0)], true, clForest), 0, - avoidClasses(clForest, 2, clCity, 0), - scaleByMapSize(100, 400), - 10, - [areaPathPalms]); + avoidClasses(clForest, 2), + scaleByMapSize(40, 200), + 50, + [areaWallPalms]); -createBumps(new StaticConstraint(avoidClasses(clPlayer, 6, clCity, 0, clWater, 2, clHill, 0, clPath, 0, clTemple, 8, clPyramid, 8)), scaleByMapSize(30, 300), 1, 8, 4, 0, 3); +createBumps(new StaticConstraint(avoidClasses(clPlayer, 6, clCity, 0, clWater, 2, clHill, 0, clPath, 0, clTemple, 4, clPyramid, 8)), scaleByMapSize(30, 300), 1, 8, 4, 0, 3); Engine.SetProgress(75); g_Map.log("Setting up common constraints"); const stayDesert = new StaticConstraint(stayClasses(clDesert, 0)); const stayFertileLand = new StaticConstraint(stayClasses(clFertileLand, 0)); const nearWater = new NearTileClassConstraint(clWater, 3); var avoidCollisions = new AndConstraint( [ - new StaticConstraint(avoidClasses(clCliff, 0, clHill, 0, clPlayer, 15, clWater, 1, clPath, 2, clTemple, 12, clPyramid, 7, clCity, 4)), + new StaticConstraint(avoidClasses(clCliff, 0, clHill, 0, clPlayer, 15, clWater, 1, clPath, 2, clTemple, 4, clPyramid, 7, clCity, 4, clWall, 4, clGate, 8)), avoidClasses(clForest, 1, clRock, 4, clMetal, 4, clFood, 6, clSoldier, 1, clTreasure, 1) ]); g_Map.log("Setting up common areas"); const areaDesert = createArea(new MapBoundsPlacer(), undefined, stayDesert); const areaFertileLand = createArea(new MapBoundsPlacer(), undefined, stayFertileLand); createForests( [tForestFloorFertile, tForestFloorFertile, tForestFloorFertile, pForestPalms, pForestPalms], [stayFertileLand, avoidClasses(clForest, 15), new StaticConstraint([avoidClasses(clWater, 2), avoidCollisions])], clForest, scaleByMapSize(250, 2000)); -const avoidCollisionsMines = new StaticConstraint(avoidClasses( - clWater, 4, clHill, 0, clFertileLand, 10, clCliff, 4, clCity, 4, - clPlayer, 20, clForest, 4, clPyramid, 6, clTemple, 12, clPath, 4)); +const avoidCollisionsMines = new StaticConstraint([ + isNomad() ? new NullConstraint() : avoidClasses(clFertileLand, 10), + avoidClasses( + clWater, 4, clCliff, 4, clCity, 4, + clPlayer, 20, clForest, 4, clPyramid, 6, clTemple, 4, clPath, 4, clGate, 8)]); g_Map.log("Creating stone mines"); createMines( [ [new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)], [new SimpleObject(oStoneSmall, 2, 5, 1, 3, 0, 2 * Math.PI, 1)] ], [avoidCollisionsMines, avoidClasses(clRock, 10)], clRock, - scaleByMapSize(6, 24)); + scaleByMapSize(8, 26)); g_Map.log("Creating metal mines"); createMines( [ [new SimpleObject(oMetalSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oMetalLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)], [new SimpleObject(oMetalSmall, 2, 5, 1, 3, 0, 2 * Math.PI, 1)] ], [avoidCollisionsMines, avoidClasses(clMetal, 10, clRock, 5)], clMetal, - scaleByMapSize(6, 24)); + scaleByMapSize(8, 26)); + +g_Map.log("Placing triggerpoints for attackers"); +createObjectGroups( + new SimpleGroup([new SimpleObject(oTriggerPointAttackerPatrol, 1, 1, 0, 0)], true, clTriggerPointMap), + 0, + [avoidClasses(clCity, 8, clCliff, 4, clHill, 4, clWater, 0, clWall, 2, clForest, 1, clRock, 4, clMetal, 4, clTriggerPointMap, 15)], + scaleByMapSize(20, 100), + 30); g_Map.log("Creating berries"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oBerryBushGrapes, 4, 6, 1, 2)], true, clFood), 0, avoidCollisions, scaleByMapSize(3, 15), 50, [areaFertileLand]); g_Map.log("Creating rhinos"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oRhino, 1, 1, 0, 1)], true, clFood), 0, avoidCollisions, scaleByMapSize(2, 10), 50, [areaDesert]); g_Map.log("Creating warthogs"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oWarthog, 1, 1, 0, 1)], true, clFood), 0, avoidCollisions, scaleByMapSize(2, 10), 50, [areaFertileLand]); g_Map.log("Creating giraffes"); createObjectGroups( new SimpleGroup([new SimpleObject(oGiraffe, 2, 3, 2, 4), new SimpleObject(oGiraffeInfant, 2, 3, 2, 4)], true, clFood), 0, avoidCollisions, scaleByMapSize(2, 10), 50); g_Map.log("Creating gazelles"); createObjectGroups( new SimpleGroup([new SimpleObject(oGazelle, 5, 7, 2, 4)], true, clFood), 0, avoidCollisions, scaleByMapSize(2, 10), 50, [areaDesert]); if (!isNomad()) { g_Map.log("Creating lions"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oLion, 1, 2, 2, 4), new SimpleObject(oLioness, 2, 3, 2, 4)], true, clFood), 0, [avoidCollisions, avoidClasses(clPlayer, 20)], scaleByMapSize(2, 10), 50, [areaDesert]); } g_Map.log("Creating elephants"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oElephant, 2, 3, 2, 4), new SimpleObject(oElephantInfant, 2, 3, 2, 4)], true, clFood), 0, avoidCollisions, scaleByMapSize(2, 10), 50, [areaDesert]); g_Map.log("Creating crocodiles"); if (!isNomad()) createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oCrocodile, 2, 3, 3, 5)], true, clFood), 0, [nearWater, avoidCollisions], scaleByMapSize(1, 6), 50, [areaFertileLand]); Engine.SetProgress(85); g_Map.log("Marking irrigation canal tree area"); var areaIrrigationCanalTrees = createArea( new MapBoundsPlacer(), undefined, [ nearWater, avoidClasses(clPassage, 3), avoidCollisions ]); g_Map.log("Creating irrigation canal trees"); createObjectGroupsByAreas( new SimpleGroup([new RandomObject(oPalms, 1, 1, 1, 1)], true, clForest), 0, avoidClasses(clForest, 1), scaleByMapSize(100, 600), 50, [areaIrrigationCanalTrees]); createStragglerTrees( oPalms, [stayFertileLand, avoidCollisions], clForest, scaleByMapSize(50, 400), 200); createStragglerTrees( [oAcacia], [stayDesert, avoidCollisions], clForest, scaleByMapSize(50, 400), 200); g_Map.log("Placing archer groups on the hilltop"); createObjectGroupsByAreas( new SimpleGroup([new RandomObject([oKushCitizenArcher, oKushChampionArcher], scaleByMapSize(4, 10), scaleByMapSize(6, 20), 1, 4)], true, clSoldier), 0, new StaticConstraint([avoidClasses(clCliff, 1), new NearTileClassConstraint(clCliff, 5)]), scaleByMapSize(1, 5), 250, [areaHilltop]); g_Map.log("Placing individual archers on the hill"); createObjectGroupsByAreas( new SimpleGroup([new RandomObject([oKushCitizenArcher, oKushChampionArcher], 1, 1, 1, 3)], true, clSoldier), 0, new StaticConstraint([ new HeightConstraint(heightHillArchers, heightHilltop), avoidClasses(clCliff, 1, clSoldier, 1), new NearTileClassConstraint(clCliff, 5) ]), scaleByMapSize(8, 100), 250, [areaHill]); g_Map.log("Placing siege engines on the hilltop"); createObjectGroupsByAreas( new SimpleGroup([new RandomObject(oPtolSiege, 1, 1, 1, 3)], true, clSoldier), 0, new StaticConstraint([new NearTileClassConstraint(clCliff, 5), avoidClasses(clCliff, 1, clSoldier, 1)]), scaleByMapSize(1, 6), 250, [areaHilltop]); g_Map.log("Placing soldiers near pyramids"); const avoidCollisionsPyramids = new StaticConstraint([avoidCollisions, new NearTileClassConstraint(clPyramid, 10)]); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(oKushCitizenArcher, 1, 1, 1, 1)], true, clSoldier), 0, avoidCollisionsPyramids, scaleByMapSize(3, 8), 250, [areaPyramids]); g_Map.log("Placing treasures at the pyramid"); createObjectGroupsByAreas( new SimpleGroup([new RandomObject(oTreasuresHill, 1, 1, 2, 2)], true, clTreasure), 0, avoidCollisionsPyramids, scaleByMapSize(1, 10), 250, [areaPyramids]); g_Map.log("Placing treasures on the hilltop"); createObjectGroupsByAreas( new SimpleGroup([new RandomObject(oTreasuresHill, 1, 1, 2, 2)], true, clTreasure), 0, new StaticConstraint([avoidClasses(clCliff, 1, clTreasure, 1)]), - scaleByMapSize(3, 10), + scaleByMapSize(8, 35), 250, [areaHilltop]); g_Map.log("Placing treasures in the city"); -var pathBorderConstraint = [new StaticConstraint([new NearTileClassConstraint(clCity, 1)]), avoidClasses(clTreasure, 2, clStatue, 10, clPathStatues, 4)]; +var pathBorderConstraint = [ + new StaticConstraint([new NearTileClassConstraint(clCity, 1)]), + avoidClasses(clTreasure, 2, clStatue, 10, clPathStatues, 4, clWall, 2, clForest, 1) +]; createObjectGroupsByAreas( - new SimpleGroup([new RandomObject(oTreasuresCity, 1, 1, 2, 2)], true, clTreasure), + new SimpleGroup([new RandomObject(oTreasuresCity, 1, 1, 0, 2)], true, clTreasure), 0, pathBorderConstraint, - scaleByMapSize(2, 40), - 250, + scaleByMapSize(2, 60), + 500, [areaPaths]); g_Map.log("Placing handcarts on the paths"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(aHandcart, 1, 1, 1, 1)], true), 0, pathBorderConstraint, scaleByMapSize(0, 5), 250, [areaPaths]); g_Map.log("Placing fence in fertile land"); createObjectGroupsByAreas( new SimpleGroup([new SimpleObject(aPlotFence, 1, 1, 1, 1)], true), 0, new StaticConstraint(avoidCollisions, avoidClasses(clWater, 4)), scaleByMapSize(1, 10), 250, [areaFertileLand]); g_Map.log("Creating fish"); createObjectGroups( new SimpleGroup([new SimpleObject(oFish, 3, 4, 2, 3)], true, clFood), 0, [new StaticConstraint(stayClasses(clWater, 6)), avoidClasses(clFood, 12)], scaleByMapSize(20, 120), 50); Engine.SetProgress(95); avoidCollisions = new StaticConstraint(avoidCollisions); createDecoration( aBushesDesert.map(bush => [new SimpleObject(bush, 0, 3, 2, 4)]), aBushesDesert.map(bush => scaleByMapSize(20, 150) * randIntInclusive(1, 3)), [stayDesert, avoidCollisions]); createDecoration( aBushesFertileLand.map(bush => [new SimpleObject(bush, 0, 4, 2, 4)]), aBushesFertileLand.map(bush => scaleByMapSize(20, 150) * randIntInclusive(1, 3)), [stayFertileLand, avoidCollisions]); createDecoration( [[new SimpleObject(aRock, 0, 4, 2, 4)]], [[scaleByMapSize(80, 500)]], [stayDesert, avoidCollisions]); createDecoration( aBushesFertileLand.map(bush => [new SimpleObject(bush, 0, 3, 2, 4)]), aBushesFertileLand.map(bush => scaleByMapSize(100, 800)), [new HeightConstraint(heightWaterLevel, heightShoreline), avoidCollisions]); g_Map.log("Creating reeds"); createObjectGroupsByAreas( new SimpleGroup([new RandomObject(aWaterDecoratives, 2, 4, 1, 2)], true), 0, new StaticConstraint(new NearTileClassConstraint(clFertileLand, 4)), scaleByMapSize(50, 400), 20, [areaWater]); g_Map.log("Creating hawk"); for (let i = 0; i < scaleByMapSize(0, 2); ++i) g_Map.placeEntityAnywhere(oHawk, 0, mapCenter, randomAngle()); placePlayersNomad(clPlayer, [stayClasses(clFertileLand, 0), avoidClasses(clCity, 15), avoidCollisions]); setWindAngle(-0.43); setWaterHeight(heightWaterLevel + SEA_LEVEL); 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 / 2 * randFloat(-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/jebel_barkal_triggers.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal_triggers.js (revision 21555) +++ ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal_triggers.js (revision 21556) @@ -1,505 +1,528 @@ /** * The city is patroled along its paths by infantry champions that respawn reoccuringly. * There are increasingly great gaia attacks started from the different buildings. * The players can destroy gaia buildings to reduce the number of attackers for the future. */ /** * If set to true, it will print how many templates would be spawned if the players were not defeated. */ const dryRun = false; /** * If enabled, prints the number of units to the command line output. */ const showDebugLog = false; -// TODO: harass attackers - var jebelBarkal_rank = "Advanced"; /** * These are the templates spawned at the gamestart and during the game. */ var jebelBarkal_templateClasses = deepfreeze({ "heroes": "Hero", "champions": "Champion+!Elephant", "elephants": "Champion+Elephant", "champion_infantry": "Champion+Infantry", "champion_infantry_melee": "Champion+Infantry+Melee", "champion_infantry_ranged": "Champion+Infantry+Ranged", "champion_cavalry": "Champion+Cavalry", + "champion_cavalry_melee": "Champion+Cavalry+Melee", "citizenSoldiers": "CitizenSoldier", "citizenSoldier_infantry": "CitizenSoldier+Infantry", "citizenSoldier_infantry_melee": "CitizenSoldier+Infantry+Melee", "citizenSoldier_infantry_ranged": "CitizenSoldier+Infantry+Ranged", "citizenSoldier_cavalry": "CitizenSoldier+Cavalry", + "citizenSoldier_cavalry_melee": "CitizenSoldier+Cavalry+Melee", "healers": "Healer", "females": "FemaleCitizen" }); var jebelBarkal_templates = deepfreeze(Object.keys(jebelBarkal_templateClasses).reduce((templates, name) => { templates[name] = TriggerHelper.GetTemplateNamesByClasses(jebelBarkal_templateClasses[name], "kush", undefined, jebelBarkal_rank, true); return templates; }, {})); /** * These are the formations patroling and attacking units can use. */ var jebelBarkal_formations = [ "special/formations/line_closed", "special/formations/column_closed" ]; /** * Balancing helper function. * * @returns min0 value at the beginning of the game, min60 after an hour of gametime or longer and * a proportionate number between these two values before the first hour is reached. */ var scaleByTime = (minCurrent, min0, min60) => min0 + (min60 - min0) * Math.min(1, minCurrent / 60); /** * @returns min0 value at the beginning of the game, min60 after an hour of gametime or longer and * a proportionate number between these two values before the first hour is reached. */ var scaleByMapSize = (min, max) => min + (max - min) * (TriggerHelper.GetMapSizeTiles() - 128) / (512 - 128); /** * Defensive Infantry units patrol along the paths of the city. */ var jebelBarkal_cityPatrolGroup_count = time => scaleByTime(time, 3, scaleByMapSize(3, 10)); var jebelBarkal_cityPatrolGroup_interval = time => scaleByTime(time, 5, 3); var jebelBarkal_cityPatrolGroup_balancing = { - "buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress", "Barracks", "Embassy"], + "buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress", "Barracks+!Stables", "Embassy"], "unitCount": time => Math.min(20, scaleByTime(time, 10, 45)), "unitComposition": (time, heroes) => [ { "templates": jebelBarkal_templates.champion_infantry_melee, "frequency": scaleByTime(time, 0, 2) }, { "templates": jebelBarkal_templates.champion_infantry_ranged, "frequency": scaleByTime(time, 0, 3) }, { "templates": jebelBarkal_templates.citizenSoldier_infantry_melee, "frequency": scaleByTime(time, 2, 0) }, { "templates": jebelBarkal_templates.citizenSoldier_infantry_ranged, "frequency": scaleByTime(time, 3, 0) } - ] + ], + "targetClasses": "Unit+!Ship" }; /** * Frequently the buildings spawn different units that attack the players groupwise. */ var jebelBarkal_attackInterval = time => randFloat(5, 7); /** - * Frequently cavalry is spawned at few buildings to harass the enemy trade. - */ -var jebelBarkal_harassInterval = time => randFloat(6, 8); - -/** * Assume gaia to be the native kushite player. */ var jebelBarkal_playerID = 0; /** - * Soldiers will patrol along the city grid. + * City patrols soldiers will patrol along these triggerpoints on the crossings of the city paths. */ -var jebelBarkal_triggerPointPath = "A"; +var jebelBarkal_CityPatrolGroup_triggerPointPath = "A"; /** - * Attacker groups approach these player buildings and attack enemies of the given classes encountered. + * Attackers will patrol these points after having finished the attack-walk order. */ -var jebelBarkal_pathTargetClasses = "CivCentre Wonder"; +var jebelBarkal_AttackGroup_triggerPointPatrol = "B"; /** - * Soldiers and siege towers prefer these targets when attacking or patroling. + * Attacker groups approach these player buildings and attack enemies of the given classes encountered. */ -var jebelBarkal_soldierTargetClasses = "Unit+!Ship"; +var jebelBarkal_pathTargetClasses = "CivCentre Wonder"; /** - * Elephants focus these units when attacking. + * Number of points the attackers patrol. */ -var jebelBarkal_elephantTargetClasses = "Defensive SiegeEngine"; +var jebelBarkal_patrolPointCount = 6; /** * This defines which units are spawned and garrisoned at the gamestart per building. */ var jebelBarkal_buildingGarrison = [ { "buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress"], "unitTemplates": jebelBarkal_templates.champions }, { - "buildingClasses": ["Barracks", "Embassy"], + "buildingClasses": ["Barracks+!Stables", "Embassy"], "unitTemplates": [...jebelBarkal_templates.citizenSoldiers, ...jebelBarkal_templates.champions] }, { "buildingClasses": ["DefenseTower"], "unitTemplates": jebelBarkal_templates.champion_infantry }, { "buildingClasses": ["ElephantStables"], "unitTemplates": jebelBarkal_templates.elephants }, { - "buildingClasses": ["Stable"], + "buildingClasses": ["Stables"], "unitTemplates": jebelBarkal_templates.champion_cavalry }, { "buildingClasses": ["Pyramid"], "unitTemplates": [...jebelBarkal_templates.citizenSoldiers, ...jebelBarkal_templates.healers] }, { "buildingClasses": ["House"], "unitTemplates": [...jebelBarkal_templates.females, ...jebelBarkal_templates.healers] } ]; /** * This defines which units are spawned at the different buildings at the given time. * The buildings are ordered by strength. * Notice that there are always 2 groups of these count spawned, one for each side! * The units should do a walk-attack to random player CCs */ var jebelBarkal_attackerGroup_balancing = [ { + // This should be the most influential building "buildingClasses": ["Wonder"], "unitCount": time => scaleByTime(time, 0, 85), "unitComposition": (time, heroes) => [ { "templates": jebelBarkal_templates.heroes, "count": randBool(scaleByTime(time, -0.5, 2)) ? 1 : 0, "unique_entities": heroes }, { "templates": jebelBarkal_templates.healers, "frequency": randFloat(0, 0.1) }, { "templates": jebelBarkal_templates.champions, "frequency": scaleByTime(time, 0, 0.6) }, { "templates": jebelBarkal_templates.champion_infantry_ranged, "frequency": scaleByTime(time, 0, 0.4) }, { "templates": jebelBarkal_templates.citizenSoldiers, "frequency": scaleByTime(time, 1, 0) }, { "templates": jebelBarkal_templates.citizenSoldier_infantry_ranged, "frequency": scaleByTime(time, 1, 0) } - ] + ], + "targetClasses": "Unit+!Ship" }, { "buildingClasses": ["Fortress"], "unitCount": time => scaleByTime(time, 0, 45), "unitComposition": (time, heroes) => [ { "templates": jebelBarkal_templates.heroes, "count": randBool(scaleByTime(time, -0.5, 1.5)) ? 1 : 0, "unique_entities": heroes }, { "templates": jebelBarkal_templates.champions, "frequency": scaleByTime(time, 0, 1) + }, + { + "templates": jebelBarkal_templates.citizenSoldiers, + "frequency": scaleByTime(time, 1, 0) } - ] + ], + "targetClasses": "Unit+!Ship" }, { + // These should only train the strongest units "buildingClasses": ["Temple"], - "unitCount": time => Math.min(45, scaleByTime(time, 0, 90)), + "unitCount": time => Math.min(45, scaleByTime(time, -30, 90)), "unitComposition": (time, heroes) => [ { "templates": jebelBarkal_templates.heroes, "count": randBool(scaleByTime(time, -0.5, 1)) ? 1 : 0, "unique_entities": heroes }, { "templates": jebelBarkal_templates.champion_infantry_melee, "frequency": 0.5 }, { "templates": jebelBarkal_templates.champion_infantry_ranged, "frequency": 0.5 }, { "templates": jebelBarkal_templates.healers, "frequency": randFloat(0.05, 0.2) } - ] + ], + "targetClasses": "Unit+!Ship" }, { "buildingClasses": ["CivCentre"], "unitCount": time => Math.min(40, scaleByTime(time, 0, 80)), "unitComposition": (time, heroes) => [ { "templates": jebelBarkal_templates.heroes, "count": randBool(scaleByTime(time, -0.5, 0.5)) ? 1 : 0, "unique_entities": heroes }, { "templates": jebelBarkal_templates.champion_infantry, "frequency": scaleByTime(time, 0, 1) }, { "templates": jebelBarkal_templates.citizenSoldiers, "frequency": scaleByTime(time, 1, 0) } - ] + ], + "targetClasses": "Unit+!Ship" }, { - "buildingClasses": ["Stable"], + "buildingClasses": ["Stables"], "unitCount": time => Math.min(30, scaleByTime(time, 0, 80)), - "harasserSize": time => Math.min(20, scaleByTime(time, 0, 50)), "unitComposition": (time, heroes) => [ { - "templates": jebelBarkal_templates.citizenSoldier_cavalry, + "templates": jebelBarkal_templates.citizenSoldier_cavalry_melee, "frequency": scaleByTime(time, 2, 0) }, { - "templates": jebelBarkal_templates.champion_cavalry, + "templates": jebelBarkal_templates.champion_cavalry_melee, "frequency": scaleByTime(time, 0, 1) } - ] + ], + "targetClasses": "Trader+!Ship SiegeEngine FemaleCitizen" }, { - "buildingClasses": ["Barracks", "Embassy"], + "buildingClasses": ["Barracks+!Stables", "Embassy"], "unitCount": time => Math.min(35, scaleByTime(time, 0, 70)), "unitComposition": (time, heroes) => [ { "templates": jebelBarkal_templates.citizenSoldier_infantry, "frequency": 1 } - ] + ], + "targetClasses": "Unit+!Ship" }, { "buildingClasses": ["ElephantStables"], "unitCount": time => scaleByTime(time, 0, 10), "unitComposition": (time, heroes) => [ { "templates": jebelBarkal_templates.elephants, "frequency": 1 } - ] + ], + "targetClasses": "Defensive SiegeEngine Monument" } ]; Trigger.prototype.debugLog = function(txt) { if (showDebugLog) print("DEBUG [" + Math.round(TriggerHelper.GetMinutes()) + "] " + txt + "\n"); }; Trigger.prototype.JebelBarkal_Init = function() { this.JebelBarkal_TrackUnits(); this.JebelBarkal_SetDefenderStance(); this.JebelBarkal_GarrisonBuildings(); this.JebelBarkal_SpawnCityPatrolGroups(); this.JebelBarkal_SpawnAttackerGroups(); }; Trigger.prototype.JebelBarkal_TrackUnits = function() { // Each item is an entity ID this.jebelBarkal_heroes = []; // Each item is an array of entity IDs this.jebelBarkal_patrolingUnits = []; // Array of entityIDs where patrol groups can spawn this.jebelBarkal_patrolGroupSpawnPoints = TriggerHelper.GetPlayerEntitiesByClass( jebelBarkal_playerID, jebelBarkal_cityPatrolGroup_balancing.buildingClasses); this.debugLog("Patrol spawn points: " + uneval(this.jebelBarkal_patrolGroupSpawnPoints)); // Array of entityIDs where attacker groups can spawn this.jebelBarkal_attackerGroupSpawnPoints = TriggerHelper.GetPlayerEntitiesByClass( jebelBarkal_playerID, jebelBarkal_attackerGroup_balancing.reduce((classes, attackerSpawning) => classes.concat(attackerSpawning.buildingClasses), [])); this.debugLog("Attacker spawn points: " + uneval(this.jebelBarkal_attackerGroupSpawnPoints)); }; Trigger.prototype.JebelBarkal_SetDefenderStance = function() { for (let ent of TriggerHelper.GetPlayerEntitiesByClass(jebelBarkal_playerID, "Soldier")) TriggerHelper.SetUnitStance(ent, "defensive"); }; Trigger.prototype.JebelBarkal_GarrisonBuildings = function() { for (let buildingGarrison of jebelBarkal_buildingGarrison) TriggerHelper.SpawnAndGarrisonAtClasses(jebelBarkal_playerID, buildingGarrison.buildingClasses, buildingGarrison.unitTemplates, 1); }; /** * Spawn new groups if old ones were wiped out. */ Trigger.prototype.JebelBarkal_SpawnCityPatrolGroups = function() { if (!this.jebelBarkal_patrolGroupSpawnPoints.length) return; let time = TriggerHelper.GetMinutes(); let groupCount = Math.floor(Math.max(0, jebelBarkal_cityPatrolGroup_count(time)) - this.jebelBarkal_patrolingUnits.length); + this.debugLog("Spawning " + groupCount + " city patrol groups, " + this.jebelBarkal_patrolingUnits.length + " exist"); + for (let i = 0; i < groupCount; ++i) { let spawnEnt = pickRandom(this.jebelBarkal_patrolGroupSpawnPoints); let templateCounts = TriggerHelper.BalancedTemplateComposition( jebelBarkal_cityPatrolGroup_balancing.unitComposition(time, this.jebelBarkal_heroes), jebelBarkal_cityPatrolGroup_balancing.unitCount(time)); - this.debugLog("Spawning " + groupCount + " city patrol groups, " + - this.jebelBarkal_patrolingUnits.length + " exist, templates:\n" + uneval(templateCounts)); + this.debugLog(uneval(templateCounts)); let groupEntities = this.JebelBarkal_SpawnTemplates(spawnEnt, templateCounts); this.jebelBarkal_patrolingUnits.push(groupEntities); for (let ent of groupEntities) TriggerHelper.SetUnitStance(ent, "defensive"); TriggerHelper.SetUnitFormation(jebelBarkal_playerID, groupEntities, pickRandom(jebelBarkal_formations)); - for (let entTriggerPoint of this.GetTriggerPoints(jebelBarkal_triggerPointPath)) + for (let patrolTarget of shuffleArray(this.GetTriggerPoints(jebelBarkal_CityPatrolGroup_triggerPointPath))) { - let pos = TriggerHelper.GetEntityPosition2D(entTriggerPoint); + let pos = TriggerHelper.GetEntityPosition2D(patrolTarget); ProcessCommand(jebelBarkal_playerID, { "type": "patrol", "entities": groupEntities, "x": pos.x, "z": pos.y, "targetClasses": { - "attack": jebelBarkal_soldierTargetClasses + "attack": jebelBarkal_cityPatrolGroup_balancing.targetClasses }, "queued": true, "allowCapture": false }); } } this.DoAfterDelay(jebelBarkal_cityPatrolGroup_interval(time) * 60 * 1000, "JebelBarkal_SpawnCityPatrolGroups", {}); }; Trigger.prototype.JebelBarkal_SpawnTemplates = function(spawnEnt, templateCounts) { let groupEntities = []; for (let templateName in templateCounts) { let ents = TriggerHelper.SpawnUnits(spawnEnt, templateName, templateCounts[templateName], jebelBarkal_playerID); groupEntities = groupEntities.concat(ents); if (jebelBarkal_templates.heroes.indexOf(templateName) != -1 && ents[0]) this.jebelBarkal_heroes.push(ents[0]); } return groupEntities; }; /** * Spawn a group of attackers at every remaining building. */ Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function() { - let time = TriggerHelper.GetMinutes(); - this.debugLog("Attacker wave"); + if (!this.jebelBarkal_attackerGroupSpawnPoints) + return; let targets = TriggerHelper.GetAllPlayersEntitiesByClass(jebelBarkal_pathTargetClasses); if (!targets.length) return; + let time = TriggerHelper.GetMinutes(); + this.debugLog("Attacker wave"); + let spawnedAnything = false; for (let spawnEnt of this.jebelBarkal_attackerGroupSpawnPoints) { let spawnPointBalancing = jebelBarkal_attackerGroup_balancing.find(balancing => TriggerHelper.EntityMatchesClassList(spawnEnt, balancing.buildingClasses)); let unitCount = Math.round(spawnPointBalancing.unitCount(time)); - if (!unitCount) + if (unitCount <= 0) continue; let templateCounts = TriggerHelper.BalancedTemplateComposition(spawnPointBalancing.unitComposition(time, this.jebelBarkal_heroes), unitCount); this.debugLog("Spawning " + unitCount + " attackers at " + uneval(spawnPointBalancing.buildingClasses) + " " + spawnEnt + ":\n" + uneval(templateCounts)); if (dryRun) continue; let groupEntities = this.JebelBarkal_SpawnTemplates(spawnEnt, templateCounts); spawnedAnything = true; let isElephant = TriggerHelper.EntityMatchesClassList(groupEntities[0], "Elephant"); - for (let ent of groupEntities) - TriggerHelper.SetUnitStance(ent, isElephant ? "aggressive" : "violent"); - if (!isElephant) TriggerHelper.SetUnitFormation(jebelBarkal_playerID, groupEntities, pickRandom(jebelBarkal_formations)); - let targetPos = TriggerHelper.GetEntityPosition2D(pickRandom(targets)); - if (!targetPos) + let target = pickRandom(targets); + if (!target) continue; - ProcessCommand(jebelBarkal_playerID, { - "type": "attack-walk", - "entities": groupEntities, - "x": targetPos.x, - "z": targetPos.y, - "targetClasses": isElephant ? jebelBarkal_elephantTargetClasses : jebelBarkal_soldierTargetClasses, - "allowCapture": false, - "queued": false - }); + let patrolTargets = [target].concat(shuffleArray(this.GetTriggerPoints(jebelBarkal_AttackGroup_triggerPointPatrol))).slice(0, jebelBarkal_patrolPointCount); + for (let patrolTarget of patrolTargets) + { + let pos = TriggerHelper.GetEntityPosition2D(patrolTarget); + ProcessCommand(jebelBarkal_playerID, { + "type": "patrol", + "entities": groupEntities, + "x": pos.x, + "z": pos.y, + "targetClasses": { + "attack": spawnPointBalancing.targetClasses + }, + "queued": true, + "allowCapture": false + }); + } } if (spawnedAnything) Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({ "message": markForTranslation("Napata is attacking!"), "translateMessage": true }); - this.DoAfterDelay(jebelBarkal_attackInterval(TriggerHelper.GetMinutes()) * 60 * 1000, "JebelBarkal_SpawnAttackerGroups", {}); + let nextAttack = jebelBarkal_attackInterval(TriggerHelper.GetMinutes()) * 60 * 1000; + + Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).AddTimeNotification({ + "message": markForTranslation("Napata will attack in %(time)s!"), + "players": [-1, 0], + "translateMessage": true + }, nextAttack); + + this.DoAfterDelay(nextAttack, "JebelBarkal_SpawnAttackerGroups", {}); }; /** * Keep track of heroes, so that each of them remains unique. * Keep track of spawn points, as only there units should be spawned. - * */ Trigger.prototype.JebelBarkal_OwnershipChange = function(data) { if (data.from != 0) return; for (let array of [this.jebelBarkal_heroes, this.jebelBarkal_patrolGroupSpawnPoints, this.jebelBarkal_attackerGroupSpawnPoints, ...this.jebelBarkal_patrolingUnits]) { let idx = array.indexOf(data.entity); if (idx != -1) array.splice(idx, 1); } this.jebelBarkal_patrolingUnits = this.jebelBarkal_patrolingUnits.filter(entities => entities.length); }; { let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.RegisterTrigger("OnInitGame", "JebelBarkal_Init", { "enabled": true }); cmpTrigger.RegisterTrigger("OnOwnershipChanged", "JebelBarkal_OwnershipChange", { "enabled": true }); } Index: ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer/noncentered/EntitiesObstructionPlacer.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer/noncentered/EntitiesObstructionPlacer.js (revision 21555) +++ ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer/noncentered/EntitiesObstructionPlacer.js (revision 21556) @@ -1,32 +1,31 @@ /** * The EntityObstructionPlacer returns all points on the obstruction of the given template at the given position and angle that meet the constraint. * It can be used for more concise collision avoidance. */ function EntitiesObstructionPlacer(entities, margin = 0, failFraction = Infinity) { this.entities = entities; this.margin = margin; this.failFraction = failFraction; } EntitiesObstructionPlacer.prototype.place = function(constraint) { let points = []; for (let entity of this.entities) { let halfObstructionSize = getObstructionSize(entity.templateName, this.margin).div(2); - // Place the entity if all points are within the boundaries and don't collide with the other entities let obstructionCorners = [ new Vector2D(-halfObstructionSize.x, -halfObstructionSize.y), new Vector2D(-halfObstructionSize.x, +halfObstructionSize.y), new Vector2D(+halfObstructionSize.x, -halfObstructionSize.y), new Vector2D(+halfObstructionSize.x, +halfObstructionSize.y) ].map(corner => Vector2D.add(entity.GetPosition2D(), corner.rotate(-entity.rotation.y))); points = points.concat(new ConvexPolygonPlacer(obstructionCorners, this.failFraction).place(constraint)) } return points; }; Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_barracks_stables.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_barracks_stables.xml (revision 21555) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_barracks_stables.xml (revision 21556) @@ -1,23 +1,24 @@ Cavalry -Infantry Stables Train citizen-soldier cavalry. Research training improvements. structures/barracks.png + Stables 0.8 -units/{civ}_infantry_spearman_b -units/{civ}_infantry_pikeman_b -units/{civ}_infantry_swordsman_b units/{civ}_cavalry_swordsman_b units/{civ}_cavalry_spearman_b units/{civ}_cavalry_javelinist_b units/{civ}_cavalry_archer_b