1 /**
2 Blue lake
3 Dynamic map with a big lake containing islands of material
4 Plus lava basins with gems at the bottom
5 Parts adapted from Gem Grabbers by Maikel
6
7 @authors Sven2
8 */
9
10 #include Library_Map
11
12 // zoomed coordinates for scenario script
13 static main_island_x, main_island_y;
14 static goal_platform_x, goal_platform_y;
15
16 // set after intro to force map creation
17 // g_intro_done;
18
19 // Called be the engine: draw the complete map here.
InitializeMap(proplist map)20 public func InitializeMap(proplist map)
21 {
22 if (!g_intro_done && !SCEN_TEST) return true;
23 Resize(300,400);
24 this.sea_y = 50;
25 this.ground_y = 350;
26 this.map_zoom = 7;
27 main_island_x = this.Wdt/2 * this.map_zoom;
28 main_island_y = this.sea_y * this.map_zoom;
29
30 Draw("Water", nil, [0,this.sea_y,this.Wdt,this.Hgt]);
31 DrawMainIsland(80);
32 DrawGround();
33
34 // Regular resource islands
35 DrawSecondaryIslands(3, 15, [["Ore", 50], ["Coal", 40]], true);
36 DrawSecondaryIslands(10, 6, [["Firestone", 70]], false);
37 DrawSecondaryIslands(3, 8, [["Gold", 40]], true);
38
39 // Amethyst islands
40 var i=0, imod=Random(2);
41 while (i<3 || GetPixelCount("Amethyst")<15)
42 {
43 DrawSecondaryIsland(8, [["Amethyst", 70]], true, [0, this.Wdt-70][(i+imod)%2], 70, this.sea_y+50);
44 ++i;
45 }
46
47 FixLiquidBorders("Earth");
48
49 // Ensure that left and right side are always open because they're used for water refill
50 Draw("Sky", nil, [0,0,1,this.sea_y]);
51 Draw("Sky", nil, [this.Wdt-1,0,1,this.sea_y]);
52 Draw("Water", nil, [0,this.sea_y,1,70]);
53 Draw("Water", nil, [this.Wdt-1,this.sea_y,1,70]);
54
55 // Top level of water has sky background
56 Draw("^Water", Duplicate("Water"), [0,this.sea_y,this.Wdt,11]);
57
58 // Return true to tell the engine a map has been successfully created.
59 return true;
60 }
61
62 // Draws the main island with all basic resources
DrawMainIsland(int size)63 private func DrawMainIsland(int size)
64 {
65 // Shape of the main island. Shape taken from Gem Grabbers.
66 var island_algo = {Algo = MAPALGO_Polygon};
67 var x = this.Wdt / 2;
68 var y = this.sea_y;
69 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];
70 island_algo.Y = [y-size/6, y, y+size/3, y+size/6, y+size/6, y+size/3, y, y-size/6];
71
72 // Draw the earth patch of the island.
73 island_algo = {Algo = MAPALGO_Turbulence, Iterations = 4, Op = island_algo};
74 var island = CreateLayer();
75 island->Draw("Earth", island_algo);
76
77 // Draw goal platform shape
78 while (island->GetPixel(x,y)) ++x; // Find right side of island at sea level
79 var platform_algo = {Algo = MAPALGO_Polygon};
80 platform_algo.X = [x-5,x+14,x+14,x+7,x ,x-5];
81 platform_algo.Y = [y ,y ,y+ 1,y+2,y+4,y ];
82 island->Draw("Earth", platform_algo);
83
84 // Preserve drawn island shape for border algorithms
85 var island_shape = island->Duplicate();
86
87 // Overlay a set of materials inside the island.
88 DrawIslandMat("Earth-earth_root", island, 4, 30, true);
89 DrawIslandMat("Earth-earth", island, 3, 30, true);
90 DrawIslandMat("Tunnel", island, 3, 10, true);
91 //DrawIslandMat("Water", island, 4, 8);
92 //DrawIslandMat("Gold", island, 3, 6);
93 DrawIslandMat("Ore", island, 6, 18, true);
94 DrawIslandMat("Coal", island, 6, 18, true);
95 DrawIslandMat("Firestone", island, 6, 12, true);
96
97 // Draw a top border out of sand and top soil.
98 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}]};
99 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}]};
100 island->Draw("Sand", sand_border);
101 island->Draw("Earth-earth", topsoil_border);
102
103 // Draw a bottom border out of granite and rock.
104 var granite_border = {Algo = MAPALGO_Border, Op = island_shape, Bottom = [-4,3]};
105 island->Draw("Granite", granite_border);
106 var rock_border = {Algo = MAPALGO_RndChecker, Ratio = 20, Wdt = 2, Hgt = 2};
107 island->Draw("Rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
108 island->Draw("Rock-rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
109
110 // Draw goal platform
111 island->Draw("Sky", nil, [x,y-10,14,10]);
112 island->Draw("Brick", nil, [x,y,14,2]);
113 goal_platform_x = (x+7)*this.map_zoom;
114 goal_platform_y = y *this.map_zoom;
115
116 // Draw island onto main map
117 Blit(island);
118
119 return true;
120 }
121
122 // Draws multiple underwater resource islands
DrawSecondaryIslands(int n,...)123 private func DrawSecondaryIslands(int n, ...)
124 {
125 for (var i=0; i<n; ++i) DrawSecondaryIsland(...);
126 return true;
127 }
128
129 // Draws underwater resource island
DrawSecondaryIsland(int size,array materials,bool has_border,int xmin,int xwdt,int ymin)130 private func DrawSecondaryIsland(int size, array materials, bool has_border, int xmin, int xwdt, int ymin)
131 {
132 // Find a free spot underwater
133 var x,y;
134 var border = size; // left and right border
135 if (!xwdt) xwdt = this.Wdt;
136 if (!ymin) ymin = this.sea_y;
137 var i_tries = 200;
138 while (i_tries--)
139 {
140 var x = Random(xwdt - border*2) + border + xmin;
141 var y = Random(this.ground_y - ymin - size) + ymin + size/2;
142 if (GetPixelCount("Solid", [x-size,y-size,size,size])) continue;
143 break;
144 }
145
146 // Shape of the resource island
147 var island_algo = {Algo = MAPALGO_Ellipsis, X=x, Y=y, Wdt=size, Hgt=size};
148 island_algo = {Algo = MAPALGO_Turbulence, Amplitude = [20,5], Iterations = 3, Op = island_algo};
149 var island = CreateLayer();
150 island->Draw("Earth", island_algo);
151 var island_shape = island->Duplicate();
152
153 DrawIslandMat("Earth-earth_spongy", island, 4, 30);
154 DrawIslandMat("Earth-earth", island, 3, 30);
155
156 // Overlay a set of materials inside the island.
157 for (var mat in materials)
158 {
159 DrawIslandMat(mat[0], island, 3, mat[1], has_border);
160 }
161
162 // Draw a border out of granite and rock.
163 if (has_border)
164 {
165 var island_shape = island->Duplicate();
166 var granite_border = {Algo = MAPALGO_Border, Op = island_shape, Top = [-2,2]};
167 island->Draw("Granite", granite_border);
168 var rock_border = {Algo = MAPALGO_RndChecker, Ratio = 20, Wdt = 2, Hgt = 2};
169 island->Draw("Rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
170 island->Draw("Rock-rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
171 }
172
173 // Draw island onto main map
174 Blit(island);
175
176 return true;
177 }
178
DrawGround()179 private func DrawGround()
180 {
181 // Bottom of the sea
182 var ground_algo = { Algo = MAPALGO_Rect, X=-100, Y=this.ground_y, Wdt=this.Wdt+200, Hgt=this.Hgt-this.ground_y+1000 };
183 ground_algo = {Algo = MAPALGO_Turbulence, Iterations = 4, Amplitude = [10,100], Scale = 20, Op = ground_algo };
184 var ground2_algo = { Algo = MAPALGO_Rect, X=-100, Y=this.Hgt-10, Wdt=this.Wdt+200, Hgt=this.Hgt-this.ground_y+1000 };
185 ground2_algo = {Algo = MAPALGO_Turbulence, Iterations = 2, Amplitude = 10, Scale = 30, Op = ground2_algo };
186 var ground = CreateLayer();
187 // Ensure lots of earth
188 while (true)
189 {
190 ground->Draw("Earth", ground_algo);
191 ground->Draw("Granite", ground2_algo);
192 if (ground->GetPixelCount("Earth") > 10000) break;
193 }
194 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}]}});
195 // Granite/Rock top border
196 ground->Draw("Granite", {Algo = MAPALGO_Turbulence, Amplitude = 5, Iterations = 1, Op = {Algo = MAPALGO_Border, Op = ground->Duplicate(), Top= [-2,2]}});
197 ground->Draw("Rock", {Algo=MAPALGO_And, Op=[ground->Duplicate("Granite"), {Algo = MAPALGO_RndChecker, Ratio = 40, Wdt = 2, Hgt = 2}]});
198 // Alterations in earth material
199 DrawIslandMat("Earth-earth_spongy", ground, 12, 60, false);
200 DrawIslandMat("Earth-earth", ground, 8, 60, false);
201 // Gem spots
202 var gem_spots = CreateLayer();
203 var earth_mats = CreateMatTexMask("Earth");
204 var i=0;
205 while (i<3 || gem_spots->GetPixelCount("Ruby") < 15)
206 {
207 var gem_mat = "Ruby";
208 // Find an earth spot
209 var pos = {X=Random(this.Wdt), Y=this.Hgt/2+Random(this.Hgt/2)};
210 ground->FindPosition(pos, "Earth");
211 // Find center of this earth area
212 var x=pos.X, y=pos.Y;
213 var x0=x-1, x1=x+1, y0=y-1, y1=y+1;
214 while (earth_mats[ground->GetPixel(x,y0)]) --y0;
215 while (earth_mats[ground->GetPixel(x,y1)]) ++y1;
216 y=Min((y0+y1)/2, this.Hgt-6);
217 while (earth_mats[ground->GetPixel(x0,y)]) --x0;
218 while (earth_mats[ground->GetPixel(x1,y)]) ++x1;
219 x=(x0+x1)/2;
220 var size = 9;
221 // Lava basin here
222 var lava_algo = {Algo = MAPALGO_Ellipsis, X=x, Y=y, Wdt=size, Hgt=size};
223 lava_algo = {Algo = MAPALGO_Turbulence, Amplitude = 5, Iterations = 5, Op = lava_algo};
224 gem_spots->Draw("DuroLava", lava_algo);
225 // Gems at bottom center
226 y += 2;
227 size = 3;
228 var gem_algo = {Algo = MAPALGO_Ellipsis, X=x, Y=y, Wdt=size, Hgt=size};
229 gem_algo = {Algo = MAPALGO_Turbulence, Amplitude = 3, Iterations = 1, Op = gem_algo};
230 gem_spots->Draw(gem_mat, gem_algo);
231 // Draw to map
232 ground->Blit(gem_spots);
233 ++i;
234 }
235 // Lava basins surrounded by granite
236 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}}]});
237 ground->Draw("Granite", {Algo = MAPALGO_Border, Op = gem_spots, Wdt=-1});
238 // Lots of rocks
239 DrawIslandMat("Rock", ground, 2, 20, false);
240 DrawIslandMat("Rock", ground, 2, 20, false);
241 // And some lava
242 DrawIslandMat("DuroLava", ground, 2, 20, false);
243 // Other materials (rare)
244 DrawIslandMat("Ore", ground, 12, 8, false);
245 DrawIslandMat("Coal", ground, 12, 8, false);
246 DrawIslandMat("Gold", ground, 12, 8, false);
247 DrawIslandMat("Firestone", ground, 12, 8, false);
248 Blit(ground);
249 return true;
250 }
251
252 // Draws some material inside an island.
DrawIslandMat(string mat,proplist onto_mask,int speck_size,int ratio,has_border)253 private func DrawIslandMat(string mat, proplist onto_mask, int speck_size, int ratio, has_border)
254 {
255 if (!speck_size)
256 speck_size = 3;
257 if (!ratio)
258 ratio = 20;
259 // Use random checker algorithm to draw patches of the material.
260 var rnd_checker = {Algo = MAPALGO_RndChecker, Ratio = ratio, Wdt = speck_size, Hgt = speck_size};
261 rnd_checker = {Algo = MAPALGO_Turbulence, Iterations = 4, Op = rnd_checker};
262 var algo;
263 if (has_border)
264 {
265 var mask_border = {Algo = MAPALGO_Border, Op = onto_mask, Wdt = 3};
266 algo = {Algo = MAPALGO_And, Op = [{Algo = MAPALGO_Xor, Op = [onto_mask->Duplicate("Earth"), mask_border]}, rnd_checker]};
267 }
268 else
269 {
270 algo = {Algo = MAPALGO_And, Op = [onto_mask->Duplicate("Earth"), rnd_checker]};
271 }
272 onto_mask->Draw(mat, algo);
273
274 return true;
275 }
276