Adds the Belgian Uplands random map, and the Polynesia (Water Demo) demo scenario.

This was SVN commit r12813.
This commit is contained in:
wraitii 2012-11-02 21:18:46 +00:00
parent a0e13d9625
commit 21e284f8eb
6 changed files with 563 additions and 0 deletions

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// Prepare progress calculation
var timeArray = [];
timeArray.push(new Date().getTime());
// Importing rmgen libraries
RMS.LoadLibrary("rmgen");
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
//////////
// Heightmap functionality
//////////
// Some general heightmap settings
const MIN_HEIGHT = - SEA_LEVEL; // 20, should be set in the libs!
const MAX_HEIGHT = 0xFFFF/HEIGHT_UNITS_PER_METRE - SEA_LEVEL; // A bit smaler than 90, should be set in the libs!
// Add random heightmap generation functionality
function getRandomReliefmap(minHeight, maxHeight)
{
minHeight = (minHeight || MIN_HEIGHT);
maxHeight = (maxHeight || MAX_HEIGHT);
if (minHeight < MIN_HEIGHT)
warn("getRandomReliefmap: Argument minHeight is smaler then the supported minimum height of " + MIN_HEIGHT + " (const MIN_HEIGHT): " + minHeight)
if (maxHeight > MAX_HEIGHT)
warn("getRandomReliefmap: Argument maxHeight is smaler then the supported maximum height of " + MAX_HEIGHT + " (const MAX_HEIGHT): " + maxHeight)
var reliefmap = [];
for (var x = 0; x <= mapSize; x++)
{
reliefmap.push([]);
for (var y = 0; y <= mapSize; y++)
{
reliefmap[x].push(randFloat(minHeight, maxHeight));
}
}
return reliefmap;
}
// Apply a heightmap
function setReliefmap(reliefmap)
{
// g_Map.height = reliefmap;
for (var x = 0; x <= mapSize; x++)
{
for (var y = 0; y <= mapSize; y++)
{
setHeight(x, y, reliefmap[x][y]);
}
}
}
// Get minimum and maxumum height used in a heightmap
function getMinAndMaxHeight(reliefmap)
{
var height = {};
height.min = Infinity;
height.max = -Infinity;
for (var x = 0; x <= mapSize; x++)
{
for (var y = 0; y <= mapSize; y++)
{
if (reliefmap[x][y] < height.min)
height.min = reliefmap[x][y];
else if (reliefmap[x][y] > height.max)
height.max = reliefmap[x][y];
}
}
return height;
}
// Rescale a heightmap (Waterlevel is not taken into consideration!)
function getRescaledReliefmap(reliefmap, minHeight, maxHeight)
{
var newReliefmap = deepcopy(reliefmap);
minHeight = (minHeight || MIN_HEIGHT);
maxHeight = (maxHeight || MAX_HEIGHT);
if (minHeight < MIN_HEIGHT)
warn("getRescaledReliefmap: Argument minHeight is smaler then the supported minimum height of " + MIN_HEIGHT + " (const MIN_HEIGHT): " + minHeight)
if (maxHeight > MAX_HEIGHT)
warn("getRescaledReliefmap: Argument maxHeight is smaler then the supported maximum height of " + MAX_HEIGHT + " (const MAX_HEIGHT): " + maxHeight)
var oldHeightRange = getMinAndMaxHeight(reliefmap);
for (var x = 0; x <= mapSize; x++)
{
for (var y = 0; y <= mapSize; y++)
{
newReliefmap[x][y] = minHeight + (reliefmap[x][y] - oldHeightRange.min) / (oldHeightRange.max - oldHeightRange.min) * (maxHeight - minHeight);
}
}
return newReliefmap
}
// Applying decay errosion (terrain independent)
function getHeightErrosionedReliefmap(reliefmap, strength)
{
var newReliefmap = deepcopy(reliefmap);
strength = (strength || 1.0); // Values much higher then 1 (1.32+ for an 8 tile map, 1.45+ for a 12 tile map, 1.62+ @ 20 tile map, 0.99 @ 4 tiles) will result in a resonance disaster/self interference
var map = [[1, 0], [1, 1], [0, 1], [-1, 1], [-1, 0], [-1, -1], [0, -1], [1, -1]]; // Default
for (var x = 0; x <= mapSize; x++)
{
for (var y = 0; y <= mapSize; y++)
{
var div = 0;
for (var i = 0; i < map.length; i++)
newReliefmap[x][y] += strength / map.length * (reliefmap[(x + map[i][0] + mapSize + 1) % (mapSize + 1)][(y + map[i][1] + mapSize + 1) % (mapSize + 1)] - reliefmap[x][y]); // Not entirely sure if scaling with map.length is perfect but tested values seam to indicate it is
}
}
return newReliefmap;
}
//////////
// Prepare for hightmap munipulation
//////////
// Set target min and max height depending on map size to make average stepness the same on all map sizes
var heightRange = {"min": MIN_HEIGHT * mapSize / 512, "max": MAX_HEIGHT * mapSize / 512};
// Set average water coverage
var averageWaterCoverage = 1/3; // NOTE: Since errosion is not predictable actual water coverage might differ much with the same value
if (mapSize < 200) // Sink the waterlevel on tiny maps to ensure enough space
averageWaterCoverage = 2/3 * averageWaterCoverage;
var waterHeight = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min);
var waterHeightAdjusted = waterHeight + MIN_HEIGHT;
setWaterHeight(waterHeight);
//////////
// Prepare terrain texture by height placement
//////////
var textueByHeight = [];
// Deep water
textueByHeight.push({"upperHeightLimit": heightRange.min + 1/3 * (waterHeightAdjusted - heightRange.min), "terrain": "temp_sea_rocks"});
// Medium deep water (with fish)
var terreins = ["temp_sea_weed"];
terreins = terreins.concat(terreins, terreins, terreins, terreins);
terreins = terreins.concat(terreins, terreins, terreins, terreins);
terreins.push("temp_sea_weed|gaia/fauna_fish");
textueByHeight.push({"upperHeightLimit": heightRange.min + 2/3 * (waterHeightAdjusted - heightRange.min), "terrain": terreins});
// Flat Water
textueByHeight.push({"upperHeightLimit": heightRange.min + 3/3 * (waterHeightAdjusted - heightRange.min), "terrain": "temp_mud_a"});
// Water surroundings/bog (with stone/metal some rabits and bushes)
var terreins = ["temp_plants_bog", "temp_plants_bog_aut", "temp_dirt_gravel_plants", "temp_grass_d"];
terreins = terreins.concat(terreins, terreins, terreins, terreins, terreins);
terreins = ["temp_plants_bog|gaia/flora_bush_temperate"].concat(terreins, terreins);
terreins = ["temp_dirt_gravel_plants|gaia/geology_metal_temperate", "temp_dirt_gravel_plants|gaia/geology_stone_temperate", "temp_plants_bog|gaia/fauna_rabbit"].concat(terreins, terreins);
terreins = ["temp_plants_bog_aut|gaia/flora_tree_dead"].concat(terreins, terreins);
textueByHeight.push({"upperHeightLimit": waterHeightAdjusted + 1/6 * (heightRange.max - waterHeightAdjusted), "terrain": terreins});
// Juicy grass near bog
textueByHeight.push({"upperHeightLimit": waterHeightAdjusted + 2/6 * (heightRange.max - waterHeightAdjusted),
"terrain": ["temp_grass", "temp_grass_d", "temp_grass_long_b", "temp_grass_plants"]});
// Medium level grass
// var testActor = "actor|geology/decal_stone_medit_a.xml";
textueByHeight.push({"upperHeightLimit": waterHeightAdjusted + 3/6 * (heightRange.max - waterHeightAdjusted),
"terrain": ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_mossy"]});
// Long grass near forest border
textueByHeight.push({"upperHeightLimit": waterHeightAdjusted + 4/6 * (heightRange.max - waterHeightAdjusted),
"terrain": ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_d", "temp_grass_long_b", "temp_grass_clovers_2", "temp_grass_mossy", "temp_grass_plants"]});
// Forest border (With wood/food plants/deer/rabits)
var terreins = ["temp_grass_plants|gaia/flora_tree_euro_beech", "temp_grass_mossy|gaia/flora_tree_poplar", "temp_grass_mossy|gaia/flora_tree_poplar_lombardy",
"temp_grass_long|gaia/flora_bush_temperate", "temp_mud_plants|gaia/flora_bush_temperate", "temp_mud_plants|gaia/flora_bush_badlands",
"temp_grass_long|gaia/flora_tree_apple", "temp_grass_clovers|gaia/flora_bush_berry", "temp_grass_clovers_2|gaia/flora_bush_grapes",
"temp_grass_plants|gaia/fauna_deer", "temp_grass_long_b|gaia/fauna_rabbit"];
var numTerreins = terreins.length;
for (var i = 0; i < numTerreins; i++)
terreins.push("temp_grass_plants");
textueByHeight.push({"upperHeightLimit": waterHeightAdjusted + 5/6 * (heightRange.max - waterHeightAdjusted), "terrain": terreins});
// Unpassable woods
textueByHeight.push({"upperHeightLimit": waterHeightAdjusted + 6/6 * (heightRange.max - waterHeightAdjusted),
"terrain": ["temp_grass_mossy|gaia/flora_tree_oak", "temp_forestfloor_pine|gaia/flora_tree_pine",
"temp_grass_mossy|gaia/flora_tree_oak", "temp_forestfloor_pine|gaia/flora_tree_pine",
"temp_mud_plants|gaia/flora_tree_dead", "temp_plants_bog|gaia/flora_tree_oak_large",
"temp_dirt_gravel_plants|gaia/flora_tree_aleppo_pine", "temp_forestfloor_autumn|gaia/flora_tree_carob"]});
var minTerrainDistToBorder = 3;
// Time check 1
timeArray.push(new Date().getTime());
RMS.SetProgress(5);
// START THE GIANT WHILE LOOP:
// - Generate Heightmap
// - Search valid start position tiles
// - Choose a good start position derivation (largest distance between closest players)
// - Restart the loop if start positions are invalid or two players are to close to each other
var goodStartPositionsFound = false;
var minDistBetweenPlayers = 16 + mapSize / 16; // Don't set this higher than 25 for tiny maps! It will take forever with 8 players!
var enoughTiles = false;
var tries = 0;
while (!goodStartPositionsFound)
{
tries++;
log("Starting giant while loop try " + tries);
// Generate reliefmap
var myReliefmap = getRandomReliefmap(heightRange.min, heightRange.max);
for (var i = 0; i < 50 + mapSize/4; i++) // Cycles depend on mapsize (more cycles -> bigger structures)
myReliefmap = getHeightErrosionedReliefmap(myReliefmap, 1);
myReliefmap = getRescaledReliefmap(myReliefmap, heightRange.min, heightRange.max);
setReliefmap(myReliefmap);
// Find good start position tiles
var startPositions = [];
var possibleStartPositions = [];
var neededDistance = 7;
var distToBorder = 2 * neededDistance; // Has to be greater than neededDistance! Otherwise the check if low/high ground is near will fail...
var lowerHeightLimit = textueByHeight[3].upperHeightLimit;
var upperHeightLimit = textueByHeight[6].upperHeightLimit;
// Check for valid points by height
for (var x = distToBorder + minTerrainDistToBorder; x < mapSize - distToBorder - minTerrainDistToBorder; x++)
{
for (var y = distToBorder + minTerrainDistToBorder; y < mapSize - distToBorder - minTerrainDistToBorder; y++)
{
var actualHeight = getHeight(x, y);
if (actualHeight > lowerHeightLimit && actualHeight < upperHeightLimit)
{
// Check for points within a valid area by height (rectangular since faster)
var isPossible = true;
for (var offX = - neededDistance; offX <= neededDistance; offX++)
{
for (var offY = - neededDistance; offY <= neededDistance; offY++)
{
var testHeight = getHeight(x + offX, y + offY);
if (testHeight <= lowerHeightLimit || testHeight >= upperHeightLimit)
{
isPossible = false;
break;
}
}
}
if (isPossible)
{
possibleStartPositions.push([x, y]);
// placeTerrain(x, y, "blue"); // For debug reasons. Plz don't remove. // Only works properly for 1 loop
}
}
}
}
// Trying to reduce the number of possible start locations...
// Reduce to tiles in a circle of mapSize / 2 distance to the center (to avoid players placed in corners)
var possibleStartPositionsTemp = [];
var maxDistToCenter = mapSize / 2;
for (var i = 0; i < possibleStartPositions.length; i++)
{
var deltaX = possibleStartPositions[i][0] - mapSize / 2;
var deltaY = possibleStartPositions[i][1] - mapSize / 2;
var distToCenter = Math.pow(Math.pow(deltaX, 2) + Math.pow(deltaY, 2), 1/2);
if (distToCenter < maxDistToCenter)
{
possibleStartPositionsTemp.push(possibleStartPositions[i]);
// placeTerrain(possibleStartPositions[i][0], possibleStartPositions[i][1], "purple"); // Only works properly for 1 loop
}
}
possibleStartPositions = deepcopy(possibleStartPositionsTemp);
// Reduce to tiles near low and high ground (Rectangular check since faster) to make sure each player has access to all resource types.
var possibleStartPositionsTemp = [];
var maxDistToResources = distToBorder; // Has to be <= distToBorder!
var minNumLowTiles = 10;
var minNumHighTiles = 10;
for (var i = 0; i < possibleStartPositions.length; i++)
{
var numLowTiles = 0;
var numHighTiles = 0;
for (var dx = - maxDistToResources; dx < maxDistToResources; dx++)
{
for (var dy = - maxDistToResources; dy < maxDistToResources; dy++)
{
var testHeight = getHeight(possibleStartPositions[i][0] + dx, possibleStartPositions[i][1] + dy);
if (testHeight < lowerHeightLimit)
numLowTiles++;
if (testHeight > upperHeightLimit)
numHighTiles++;
if (numLowTiles > minNumLowTiles && numHighTiles > minNumHighTiles)
break;
}
if (numLowTiles > minNumLowTiles && numHighTiles > minNumHighTiles)
break;
}
if (numLowTiles > minNumLowTiles && numHighTiles > minNumHighTiles)
{
possibleStartPositionsTemp.push(possibleStartPositions[i]);
// placeTerrain(possibleStartPositions[i][0], possibleStartPositions[i][1], "red"); // Only works properly for 1 loop
}
}
possibleStartPositions = deepcopy(possibleStartPositionsTemp);
if(possibleStartPositions.length > numPlayers)
enoughTiles = true;
else
{
enoughTiles = false;
log("possibleStartPositions.length < numPlayers, possibleStartPositions.length = " + possibleStartPositions.length + ", numPlayers = " + numPlayers);
}
// Find a good start position derivation
if (enoughTiles)
{
// Get some random start location derivations. NOTE: Itterating over all possible derivations is just to much (valid points ** numPlayers)
var maxTries = 100000; // floor(800000 / (Math.pow(numPlayers, 2) / 2));
var possibleDerivations = [];
for (var i = 0; i < maxTries; i++)
{
var vector = [];
for (var p = 0; p < numPlayers; p++)
vector.push(randInt(possibleStartPositions.length));
possibleDerivations.push(vector);
}
// Choose the start location derivation with the greatest minimum distance between players
var maxMinDist = 0;
for (var d = 0; d < possibleDerivations.length; d++)
{
var minDist = 2 * mapSize;
for (var p1 = 0; p1 < numPlayers - 1; p1++)
{
for (var p2 = p1 + 1; p2 < numPlayers; p2++)
{
if (p1 != p2)
{
var StartPositionP1 = possibleStartPositions[possibleDerivations[d][p1]];
var StartPositionP2 = possibleStartPositions[possibleDerivations[d][p2]];
var actualDist = Math.pow(Math.pow(StartPositionP1[0] - StartPositionP2[0], 2) + Math.pow(StartPositionP1[1] - StartPositionP2[1], 2), 1/2);
if (actualDist < minDist)
minDist = actualDist;
if (minDist < maxMinDist)
break;
}
}
if (minDist < maxMinDist)
break;
}
if (minDist > maxMinDist)
{
maxMinDist = minDist;
var bestDerivation = possibleDerivations[d];
}
}
if (maxMinDist > minDistBetweenPlayers)
{
goodStartPositionsFound = true;
log("Exiting giant while loop after " + tries + " tries with a minimum player distance of " + maxMinDist);
}
else
log("maxMinDist <= " + minDistBetweenPlayers + ", maxMinDist = " + maxMinDist);
} // End of derivation check
} // END THE GIANT WHILE LOOP
// Time check 2
timeArray.push(new Date().getTime());
RMS.SetProgress(60);
////////
// Paint terrain by height and add props
////////
var propDensity = 1; // 1 means as determined in the loop, less for large maps as set below
if (mapSize > 500)
propDensity = 1/4;
else if (mapSize > 400)
propDensity = 3/4;
for(var x = minTerrainDistToBorder; x < mapSize - minTerrainDistToBorder; x++)
{
for (var y = minTerrainDistToBorder; y < mapSize - minTerrainDistToBorder; y++)
{
var textureMinHeight = heightRange.min;
for (var i = 0; i < textueByHeight.length; i++)
{
if (getHeight(x, y) >= textureMinHeight && getHeight(x, y) <= textueByHeight[i].upperHeightLimit)
{
placeTerrain(x, y, textueByHeight[i].terrain);
// Add some props at...
if (i == 0) // ...deep water
{
if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/pond_lillies_large.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI));
}
if (i == 1) // ...medium water (with fish)
{
if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|props/flora/pond_lillies_large.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI));
}
if (i == 2) // ...low water/mud
{
if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|props/flora/water_log.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/20 * propDensity)
placeObject(x, y, "actor|props/flora/reeds_pond_lush_b.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/10 * propDensity)
placeObject(x, y, "actor|props/flora/reeds_pond_lush_a.xml", 0, randFloat(0, 2*PI));
}
if (i == 3) // ...water suroundings/bog
{
if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|props/flora/water_log.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|props/flora/reeds_pond_lush_a.xml", 0, randFloat(0, 2*PI));
}
if (i == 4) // ...low height grass
{
if (randFloat() < 1/800 * propDensity)
placeObject(x, y, "actor|props/flora/grass_field_flowering_tall.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/400 * propDensity)
placeObject(x, y, "actor|geology/gray_rock1.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|props/flora/bush_tempe_sm_lush.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/bush_tempe_b.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI));
}
if (i == 5) // ...medium height grass
{
if (randFloat() < 1/800 * propDensity)
placeObject(x, y, "actor|geology/decal_stone_medit_a.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/400 * propDensity)
placeObject(x, y, "actor|props/flora/decals_flowers_daisies.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|props/flora/bush_tempe_underbrush.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|props/flora/grass_temp_field.xml", 0, randFloat(0, 2*PI));
}
if (i == 6) // ...high height grass
{
if (randFloat() < 1/400 * propDensity)
placeObject(x, y, "actor|geology/stone_granite_boulder.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|props/flora/foliagebush.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/bush_tempe_underbrush.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/20 * propDensity)
placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI));
}
if (i == 7) // ...forest border (with wood/food plants/deer/rabits)
{
if (randFloat() < 1/400 * propDensity)
placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|props/flora/bush_tempe_a.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|props/flora/grass_soft_tuft_a.xml", 0, randFloat(0, 2*PI));
}
if (i == 8) // ...woods
{
if (randFloat() < 1/200 * propDensity)
placeObject(x, y, "actor|geology/highland2_moss.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/100 * propDensity)
placeObject(x, y, "actor|props/flora/grass_soft_tuft_a.xml", 0, randFloat(0, 2*PI));
else if (randFloat() < 1/40 * propDensity)
placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI));
}
break;
}
else
{
textureMinHeight = textueByHeight[i].upperHeightLimit;
}
}
}
}
// Time check 3
timeArray.push(new Date().getTime());
RMS.SetProgress(90);
////////
// Place players and start resources
////////
for (var p = 0; p < numPlayers; p++)
{
var actualX = possibleStartPositions[bestDerivation[p]][0];
var actualY = possibleStartPositions[bestDerivation[p]][1];
placeCivDefaultEntities(actualX, actualY, p + 1, BUILDING_ANGlE, {"iberWall" : false});
// Place some start resources
var uDist = 8;
var uSpace = 1;
for (var j = 1; j <= 4; ++j)
{
var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
var count = 4;
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = actualX + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = actualY + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
if (j % 2 == 0)
placeObject(ux, uz, "gaia/flora_bush_berry", 0, randFloat(0, 2*PI));
else
placeObject(ux, uz, "gaia/flora_tree_cypress", 0, randFloat(0, 2*PI));
}
}
}
// Export map data
ExportMap();
// Time check 7
timeArray.push(new Date().getTime());
// Calculate progress percentage with the time checks
var generationTime = timeArray[timeArray.length - 1] - timeArray[0];
log("Total generation time (ms): " + generationTime);
for (var i = 0; i < timeArray.length; i++)
{
var timeSinceStart = timeArray[i] - timeArray[0];
var progressPercentage = 100 * timeSinceStart / generationTime;
log("Time check " + i + ": Progress (%): " + progressPercentage);
}

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{
"settings" : {
"Name" : "Belgian Uplands",
"Script" : "belgian_uplands.js",
"Description" : "An experimental map with its hightmap generated by erosion to look more natural. Not all seeds will be fair though! Tiny maps with 8 players may take a while to generate.",
"CircularMap" : false,
"BaseTerrain" : ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_d", "temp_grass_long_b", "temp_grass_clovers_2", "temp_grass_mossy", "temp_grass_plants"],
"BaseHeight" : 0,
"Preview" : "belgian_uplands.png",
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

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binaries/data/mods/public/maps/scenarios/Polynesia.pmp (Stored with Git LFS) Normal file

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binaries/data/mods/public/maps/scenarios/Polynesia.xml (Stored with Git LFS) Normal file

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