Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
Engine.LoadLibrary("heightmap");
var g_Map = new RandomMap(0, "whiteness");
/**
* @class
* 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),
"entity": [[g_Gaia.fish], 0.005],
"textureHS": getArray(g_Terrains.water),
"entityHS": [[g_Gaia.fish], 0.01]
},
// 1 Shallow water
{
"texture": getArray(g_Terrains.water),
"entity": [[g_Decoratives.lillies, g_Decoratives.reeds], 0.3],
"textureHS": getArray(g_Terrains.water),
"entityHS": [[g_Decoratives.lillies], 0.1]
},
// 2 Shore
{
"texture": getArray(g_Terrains.shore),
"entity": [
[
g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1,
g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1,
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.tree2,
g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2,
g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2,
g_Gaia.mainHuntableAnimal,
g_Decoratives.grass, g_Decoratives.grass,
g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium,
g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium,
g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium,
g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium
],
0.3
],
"textureHS": getArray(g_Terrains.cliff),
"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
},
// 3 Low ground
{
"texture": getArray(g_Terrains.tier1Terrain),
"entity": [
[
g_Decoratives.grass,
g_Decoratives.grassShort,
g_Decoratives.rockLarge,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium,
g_Decoratives.bushSmall
],
0.07
],
"textureHS": getArray(g_Terrains.cliff),
"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
},
// 4 Mid ground. Player and path height
{
"texture": getArray(g_Terrains.mainTerrain),
"entity": [
[
g_Decoratives.grass,
g_Decoratives.grassShort,
g_Decoratives.rockLarge,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium,
g_Decoratives.bushSmall
],
0.07
],
"textureHS": getArray(g_Terrains.cliff),
"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
},
// 5 High ground
{
"texture": getArray(g_Terrains.tier2Terrain),
"entity": [
[
g_Decoratives.grass,
g_Decoratives.grassShort,
g_Decoratives.rockLarge,
g_Decoratives.rockMedium,
g_Decoratives.bushMedium,
g_Decoratives.bushSmall
],
0.07
],
"textureHS": getArray(g_Terrains.cliff),
"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
},
// 6 Lower hilltop forest border
{
"texture": getArray(g_Terrains.dirt),
"entity": [
[
g_Gaia.tree1, g_Gaia.tree1,
g_Gaia.tree3, g_Gaia.tree3,
g_Gaia.fruitBush,
g_Gaia.secondaryHuntableAnimal,
g_Decoratives.grass, g_Decoratives.grass,
g_Decoratives.rockMedium, g_Decoratives.rockMedium,
g_Decoratives.bushMedium, g_Decoratives.bushMedium
],
0.25
],
"textureHS": getArray(g_Terrains.cliff),
"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
},
// 7 Hilltop forest
{
"texture": getArray(g_Terrains.forestFloor1),
"entity": [
[
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
],
0.3
],
"textureHS": getArray(g_Terrains.cliff),
"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
}
];
const wildLakeEntities = Engine.ReadJSONFile("maps/random/wild_lake_biomes.json");
const farmEntities = wildLakeEntities[currentBiome()].farmEntities;
const mercenaryCampEntities = wildLakeEntities[currentBiome()].mercenaryCampEntities;
const guards = mercenaryCampEntities
.map(ent => ent.Template)
.filter(ent => ent.indexOf("units/") != -1);
const campEntities = wildLakeEntities.campEntities.concat(guards);
/**
* 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 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", g_Gaia.tree1]), 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);
}
}
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" },
"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.animal },
"farmstead": { "angle": Math.PI, "length": 0, "indent": -3, "bend": 0, "templateName": farmEntities.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"
)
{
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(campEntities), 0, Vector2D.add(position, new Vector2D(dist, 0).rotate(-angle)), randomAngle());
}
addCivicCenterAreaToClass(position, clGaiaCamp);
}
function placeStartLocationResources(
point,
foodEntities = [g_Gaia.fruitBush, g_Gaia.startingAnimal],
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));
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 + 512) / 1024 / 5;
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, 0.5, Math.ceil(g_Map.size/128) + 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 entity;
let texture = pickRandom(wildLakeBiome[h].texture);
if (slopeMap[point.x][point.y] < (minSlope[h] + maxSlope[h]) / 2)
{
if (randBool(wildLakeBiome[h].entity[1]))
entity = pickRandom(wildLakeBiome[h].entity[0]);
}
else
{
texture = pickRandom(wildLakeBiome[h].textureHS);
if (randBool(wildLakeBiome[h].entityHS[1]))
entity = pickRandom(wildLakeBiome[h].entityHS[0]);
}
g_Map.setTexture(point, texture);
if (entity)
g_Map.placeEntityPassable(entity, 0, randomPositionOnTile(point), randomAngle());
}
Engine.SetProgress(40);
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 % (isNomad() ? 4 : 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, mercenaryCampEntities);
radius = 15;
--mercenaryCamps;
}
else
{
placeCustomFortress(resourceSpots[i], pickRandom(fences), "other", 0, randomAngle());
radius = 10;
}
}
if (radius)
createArea(
new DiskPlacer(radius, resourceSpots[i]),
new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(resourceSpots[i]), radius / 3));
}
g_Map.ExportMap();