openclonk/planet/Missions.ocf/DeepSeaMining.ocs/Map.c

276 lines
10 KiB
C

/**
Blue lake
Dynamic map with a big lake containing islands of material
Plus lava basins with gems at the bottom
Parts adapted from Gem Grabbers by Maikel
@authors Sven2
*/
#include Library_Map
// zoomed coordinates for scenario script
static main_island_x, main_island_y;
static goal_platform_x, goal_platform_y;
// set after intro to force map creation
// g_intro_done;
// Called be the engine: draw the complete map here.
public func InitializeMap(proplist map)
{
if (!g_intro_done && !SCEN_TEST) return true;
Resize(300,400);
this.sea_y = 50;
this.ground_y = 350;
this.map_zoom = 7;
main_island_x = this.Wdt/2 * this.map_zoom;
main_island_y = this.sea_y * this.map_zoom;
Draw("Water", nil, [0,this.sea_y,this.Wdt,this.Hgt]);
DrawMainIsland(80);
DrawGround();
// Regular resource islands
DrawSecondaryIslands(3, 15, [["Ore", 50], ["Coal", 40]], true);
DrawSecondaryIslands(10, 6, [["Firestone", 70]], false);
DrawSecondaryIslands(3, 8, [["Gold", 40]], true);
// Amethyst islands
var i=0, imod=Random(2);
while (i<3 || GetPixelCount("Amethyst")<15)
{
DrawSecondaryIsland(8, [["Amethyst", 70]], true, [0, this.Wdt-70][(i+imod)%2], 70, this.sea_y+50);
++i;
}
FixLiquidBorders("Earth");
// Ensure that left and right side are always open because they're used for water refill
Draw("Sky", nil, [0,0,1,this.sea_y]);
Draw("Sky", nil, [this.Wdt-1,0,1,this.sea_y]);
Draw("Water", nil, [0,this.sea_y,1,70]);
Draw("Water", nil, [this.Wdt-1,this.sea_y,1,70]);
// Top level of water has sky background
Draw("^Water", Duplicate("Water"), [0,this.sea_y,this.Wdt,11]);
// Return true to tell the engine a map has been successfully created.
return true;
}
// Draws the main island with all basic resources
private func DrawMainIsland(int size)
{
// Shape of the main island. Shape taken from Gem Grabbers.
var island_algo = {Algo = MAPALGO_Polygon};
var x = this.Wdt / 2;
var y = this.sea_y;
island_algo.X = [x-size/3, x-size/2, x-size/3, x-size/6, x+size/6, x+size/3, x+size/2, x+size/3];
island_algo.Y = [y-size/6, y, y+size/3, y+size/6, y+size/6, y+size/3, y, y-size/6];
// Draw the earth patch of the island.
island_algo = {Algo = MAPALGO_Turbulence, Iterations = 4, Op = island_algo};
var island = CreateLayer();
island->Draw("Earth", island_algo);
// Draw goal platform shape
while (island->GetPixel(x,y)) ++x; // Find right side of island at sea level
var platform_algo = {Algo = MAPALGO_Polygon};
platform_algo.X = [x-5,x+14,x+14,x+7,x ,x-5];
platform_algo.Y = [y ,y ,y+ 1,y+2,y+4,y ];
island->Draw("Earth", platform_algo);
// Preserve drawn island shape for border algorithms
var island_shape = island->Duplicate();
// Overlay a set of materials inside the island.
DrawIslandMat("Earth-earth_root", island, 4, 30, true);
DrawIslandMat("Earth-earth", island, 3, 30, true);
DrawIslandMat("Tunnel", island, 3, 10, true);
//DrawIslandMat("Water", island, 4, 8);
//DrawIslandMat("Gold", island, 3, 6);
DrawIslandMat("Ore", island, 6, 18, true);
DrawIslandMat("Coal", island, 6, 18, true);
DrawIslandMat("Firestone", island, 6, 12, true);
// Draw a top border out of sand and top soil.
var sand_border = {Algo = MAPALGO_And, Op = [{Algo = MAPALGO_Border, Op = island_shape, Top = [-1,2]}, {Algo = MAPALGO_RndChecker, Ratio = 50, Wdt = 4, Hgt = 3}]};
var topsoil_border = {Algo = MAPALGO_And, Op = [{Algo = MAPALGO_Border, Op = island_shape, Top = [-1,3]}, {Algo = MAPALGO_RndChecker, Ratio = 40, Wdt = 4, Hgt = 2}]};
island->Draw("Sand", sand_border);
island->Draw("Earth-earth", topsoil_border);
// Draw a bottom border out of granite and rock.
var granite_border = {Algo = MAPALGO_Border, Op = island_shape, Bottom = [-4,3]};
island->Draw("Granite", granite_border);
var rock_border = {Algo = MAPALGO_RndChecker, Ratio = 20, Wdt = 2, Hgt = 2};
island->Draw("Rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
island->Draw("Rock-rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
// Draw goal platform
island->Draw("Sky", nil, [x,y-10,14,10]);
island->Draw("Brick", nil, [x,y,14,2]);
goal_platform_x = (x+7)*this.map_zoom;
goal_platform_y = y *this.map_zoom;
// Draw island onto main map
Blit(island);
return true;
}
// Draws multiple underwater resource islands
private func DrawSecondaryIslands(int n, ...)
{
for (var i=0; i<n; ++i) DrawSecondaryIsland(...);
return true;
}
// Draws underwater resource island
private func DrawSecondaryIsland(int size, array materials, bool has_border, int xmin, int xwdt, int ymin)
{
// Find a free spot underwater
var x,y;
var border = size; // left and right border
if (!xwdt) xwdt = this.Wdt;
if (!ymin) ymin = this.sea_y;
var i_tries = 200;
while (i_tries--)
{
var x = Random(xwdt - border*2) + border + xmin;
var y = Random(this.ground_y - ymin - size) + ymin + size/2;
if (GetPixelCount("Solid", [x-size,y-size,size,size])) continue;
break;
}
// Shape of the resource island
var island_algo = {Algo = MAPALGO_Ellipsis, X=x, Y=y, Wdt=size, Hgt=size};
island_algo = {Algo = MAPALGO_Turbulence, Amplitude = [20,5], Iterations = 3, Op = island_algo};
var island = CreateLayer();
island->Draw("Earth", island_algo);
var island_shape = island->Duplicate();
DrawIslandMat("Earth-earth_spongy", island, 4, 30);
DrawIslandMat("Earth-earth", island, 3, 30);
// Overlay a set of materials inside the island.
for (var mat in materials)
{
DrawIslandMat(mat[0], island, 3, mat[1], has_border);
}
// Draw a border out of granite and rock.
if (has_border)
{
var island_shape = island->Duplicate();
var granite_border = {Algo = MAPALGO_Border, Op = island_shape, Top = [-2,2]};
island->Draw("Granite", granite_border);
var rock_border = {Algo = MAPALGO_RndChecker, Ratio = 20, Wdt = 2, Hgt = 2};
island->Draw("Rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
island->Draw("Rock-rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
}
// Draw island onto main map
Blit(island);
return true;
}
private func DrawGround()
{
// Bottom of the sea
var ground_algo = { Algo = MAPALGO_Rect, X=-100, Y=this.ground_y, Wdt=this.Wdt+200, Hgt=this.Hgt-this.ground_y+1000 };
ground_algo = {Algo = MAPALGO_Turbulence, Iterations = 4, Amplitude = [10,100], Scale = 20, Op = ground_algo };
var ground2_algo = { Algo = MAPALGO_Rect, X=-100, Y=this.Hgt-10, Wdt=this.Wdt+200, Hgt=this.Hgt-this.ground_y+1000 };
ground2_algo = {Algo = MAPALGO_Turbulence, Iterations = 2, Amplitude = 10, Scale = 30, Op = ground2_algo };
var ground = CreateLayer();
// Ensure lots of earth
while (true)
{
ground->Draw("Earth", ground_algo);
ground->Draw("Granite", ground2_algo);
if (ground->GetPixelCount("Earth") > 10000) break;
}
ground->Draw("DuroLava", {Algo=MAPALGO_Turbulence, Amplitude=10, Scale=20, Iterations=3, Op={Algo=MAPALGO_And, Op=[ground->Duplicate("Granite"), {Algo = MAPALGO_RndChecker, Ratio=50, Wdt=30, Hgt=2}]}});
// Granite/Rock top border
ground->Draw("Granite", {Algo = MAPALGO_Turbulence, Amplitude = 5, Iterations = 1, Op = {Algo = MAPALGO_Border, Op = ground->Duplicate(), Top= [-2,2]}});
ground->Draw("Rock", {Algo=MAPALGO_And, Op=[ground->Duplicate("Granite"), {Algo = MAPALGO_RndChecker, Ratio = 40, Wdt = 2, Hgt = 2}]});
// Alterations in earth material
DrawIslandMat("Earth-earth_spongy", ground, 12, 60, false);
DrawIslandMat("Earth-earth", ground, 8, 60, false);
// Gem spots
var gem_spots = CreateLayer();
var earth_mats = CreateMatTexMask("Earth");
var i=0;
while (i<3 || gem_spots->GetPixelCount("Ruby") < 15)
{
var gem_mat = "Ruby";
// Find an earth spot
var pos = {X=Random(this.Wdt), Y=this.Hgt/2+Random(this.Hgt/2)};
ground->FindPosition(pos, "Earth");
// Find center of this earth area
var x=pos.X, y=pos.Y;
var x0=x-1, x1=x+1, y0=y-1, y1=y+1;
while (earth_mats[ground->GetPixel(x,y0)]) --y0;
while (earth_mats[ground->GetPixel(x,y1)]) ++y1;
y=Min((y0+y1)/2, this.Hgt-6);
while (earth_mats[ground->GetPixel(x0,y)]) --x0;
while (earth_mats[ground->GetPixel(x1,y)]) ++x1;
x=(x0+x1)/2;
var size = 9;
// Lava basin here
var lava_algo = {Algo = MAPALGO_Ellipsis, X=x, Y=y, Wdt=size, Hgt=size};
lava_algo = {Algo = MAPALGO_Turbulence, Amplitude = 5, Iterations = 5, Op = lava_algo};
gem_spots->Draw("DuroLava", lava_algo);
// Gems at bottom center
y += 2;
size = 3;
var gem_algo = {Algo = MAPALGO_Ellipsis, X=x, Y=y, Wdt=size, Hgt=size};
gem_algo = {Algo = MAPALGO_Turbulence, Amplitude = 3, Iterations = 1, Op = gem_algo};
gem_spots->Draw(gem_mat, gem_algo);
// Draw to map
ground->Blit(gem_spots);
++i;
}
// Lava basins surrounded by granite
ground->Draw("Rock", {Algo=MAPALGO_And, Op=[{Algo=MAPALGO_Not, Op=gem_spots}, {Algo = MAPALGO_Turbulence, Amplitude = 5, Iterations = 5, Op = {Algo = MAPALGO_Border, Op = gem_spots, Wdt=-4}}]});
ground->Draw("Granite", {Algo = MAPALGO_Border, Op = gem_spots, Wdt=-1});
// Lots of rocks
DrawIslandMat("Rock", ground, 2, 20, false);
DrawIslandMat("Rock", ground, 2, 20, false);
// And some lava
DrawIslandMat("DuroLava", ground, 2, 20, false);
// Other materials (rare)
DrawIslandMat("Ore", ground, 12, 8, false);
DrawIslandMat("Coal", ground, 12, 8, false);
DrawIslandMat("Gold", ground, 12, 8, false);
DrawIslandMat("Firestone", ground, 12, 8, false);
Blit(ground);
return true;
}
// Draws some material inside an island.
private func DrawIslandMat(string mat, proplist onto_mask, int speck_size, int ratio, has_border)
{
if (!speck_size)
speck_size = 3;
if (!ratio)
ratio = 20;
// Use random checker algorithm to draw patches of the material.
var rnd_checker = {Algo = MAPALGO_RndChecker, Ratio = ratio, Wdt = speck_size, Hgt = speck_size};
rnd_checker = {Algo = MAPALGO_Turbulence, Iterations = 4, Op = rnd_checker};
var algo;
if (has_border)
{
var mask_border = {Algo = MAPALGO_Border, Op = onto_mask, Wdt = 3};
algo = {Algo = MAPALGO_And, Op = [{Algo = MAPALGO_Xor, Op = [onto_mask->Duplicate("Earth"), mask_border]}, rnd_checker]};
}
else
{
algo = {Algo = MAPALGO_And, Op = [onto_mask->Duplicate("Earth"), rnd_checker]};
}
onto_mask->Draw(mat, algo);
return true;
}