Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
Engine.LoadLibrary("heightmap");
var tGrove = "temp_grass_plants";
var tPath = "road_rome_a";
var oGroveEntities = ["structures/gaul/outpost", "gaia/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("structures/fence_long", "gaia"),
"fence_short": readyWallElement("structures/fence_short", "gaia"),
"bench": { "angle": Math.PI / 2, "length": 1.5, "indent": 0, "bend": 0, "templateName": "structures/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/tree/bush_temperate", "gaia/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"
];
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));
}
}
// 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_javelineer_b", "units/gaul/infantry_slinger_b", "units/gaul/infantry_javelineer_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/fruit/berry_01", "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/rock/temperate_large");
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"));
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/ore/temperate_large");
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"],
"entity": [["gaia/fish/generic", "actor|geology/stone_granite_boulder.xml"], 0.02],
"textureHS": ["alpine_mountainside"], "entityHS": [["gaia/fish/generic"], 0.1]
});
myBiome.push({ // 1 Medium Water
"texture": ["shoreline_stoney_a", "alpine_shore_rocks"],
"entity": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.03],
"textureHS": ["alpine_mountainside"], "entityHS": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.0]
});
myBiome.push({ // 2 Shallow water
"texture": ["alpine_shore_rocks"],
"entity": [["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"], "entityHS": [["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"],
"entity": [["gaia/tree/pine", "gaia/tree/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"], "entityHS": [["actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
});
myBiome.push({ // 4 Low ground
"texture": ["alpine_dirt_grass_50", "alpine_grass_rocky"],
"entity": [["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"], "entityHS": [["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"],
"entity": [["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"], "entityHS": [["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"],
"entity": [["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"], "entityHS": [["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"],
"entity": [["gaia/tree/pine", "gaia/tree/oak", "actor|props/flora/grass_tufts_a.xml", "gaia/fruit/berry_01", "actor|geology/highland2_moss.xml", "gaia/fauna_goat", "actor|props/flora/bush_tempe_underbrush.xml"], 0.3],
"textureHS": ["alpine_cliff_c"], "entityHS": [["actor|props/flora/grass_tufts_a.xml", "actor|geology/highland2_moss.xml"], 0.1]
});
myBiome.push({ // 8 Forest
"texture": ["alpine_forrestfloor"],
"entity": [["gaia/tree/pine", "gaia/tree/pine", "gaia/tree/pine", "gaia/tree/pine", "actor|geology/highland2_moss.xml", "actor|props/flora/bush_highlands.xml"], 0.5],
"textureHS": ["alpine_cliff_c"], "entityHS": [["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"],
"entity": [["gaia/tree/pine", "actor|geology/snow1.xml"], 0.3],
"textureHS": ["alpine_cliff_b"], "entityHS": [["actor|geology/stone_granite_med.xml", "actor|geology/snow1.xml"], 0.1]
});
myBiome.push({ // 10 Hilltop
"texture": ["alpine_cliff_a", "alpine_cliff_snow"],
"entity": [["actor|geology/highland1.xml"], 0.05],
"textureHS": ["alpine_cliff_c"], "entityHS": [["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 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 entity;
let texture = pickRandom(myBiome[h].texture);
if (slopeMap[point.x][point.y] < 0.4 * (minSlope[h] + maxSlope[h]))
{
if (randBool(myBiome[h].entity[1]))
entity = pickRandom(myBiome[h].entity[0]);
}
else
{
texture = pickRandom(myBiome[h].textureHS);
if (randBool(myBiome[h].entityHS[1]))
entity = pickRandom(myBiome[h].entityHS[0]);
}
g_Map.setTexture(point, texture);
if (entity)
g_Map.placeEntityPassable(entity, 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 % (isNomad() ? 4 : 5);
if (choice == 0)
placeMine(pos, "gaia/rock/temperate_large_02");
if (choice == 1)
placeMine(pos, "gaia/ore/temperate_large");
if (choice == 2)
placeCustomFortress(pos, pickRandom(fences), "other", 0, randomAngle());
if (choice == 3)
placeGrove(pos);
if (choice == 4)
placeCamp(pos);
}
g_Map.ExportMap();