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forked from 0ad/0ad

Polishing thePolishing the Random Maps: Archipelago, English Channel, Islands, Lake, Lorraine Plain, Migration, Neareastern Badlands, Northern Lights, Oasis, Persian Highlands.

This was SVN commit r13640.
This commit is contained in:
O.Davoodi 2013-08-09 12:30:59 +00:00
parent c8b8dd24e6
commit 3f0354943f
11 changed files with 379 additions and 293 deletions

View File

@ -233,6 +233,21 @@ createAreas(
scaleByMapSize(1, 5)*randInt(9,15)
);
// create shore jaggedness
log("Creating shore jaggedness...");
placer = new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
borderClasses(clLand, 6, 3),
scaleByMapSize(12, 130) * 2, 150
);
//painting the terrain
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);

View File

@ -537,6 +537,16 @@ createObjectGroups(group, 0,
2 * numPlayers, 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
);
// create straggler trees
log("Creating straggler trees...");

View File

@ -100,7 +100,7 @@ for (var i = 0; i < numPlayers; i++)
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(17,29);
var radius = scaleByMapSize(20,29);
var shoreRadius = 6;
var elevation = 3;

View File

@ -235,6 +235,19 @@ createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoi
// create shore jaggedness
log("Creating shore jaggedness...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
[avoidClasses(clPlayer, 20), borderClasses(clWater, 6, 4)],
scaleByMapSize(7, 130) * 2, 150
);
placer = new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains

View File

@ -1,49 +1,46 @@
RMS.LoadLibrary("rmgen");
var tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
var tGrassPForest = "temp_plants_bog";
var tGrassDForest = "temp_plants_bog";
var tGrassA = "temp_grass_plants";
var tGrassB = "temp_plants_bog";
var tGrassC = ["temp_grass_b", "temp_grass_c"];
var tDirt = ["temp_plants_bog", "temp_mud_a"];
var tHill = ["temp_highlands", "temp_grass_long_b"];
var tCliff = ["temp_cliff_a", "temp_cliff_b"];
var tRoad = "temp_road";
var tRoadWild = "temp_road_overgrown";
var tGrassPatch = "temp_grass_plants";
var tShoreBlend = "temp_grass_plants";
var tShore = "temp_plants_bog";
var tWater = "temp_mud_a";
const tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
const tGrassPForest = "temp_plants_bog";
const tGrassDForest = "temp_plants_bog";
const tGrassA = "temp_grass_plants";
const tGrassB = "temp_plants_bog";
const tGrassC = "temp_mud_a";
const tDirt = ["temp_plants_bog", "temp_mud_a"];
const tHill = ["temp_highlands", "temp_grass_long_b"];
const tCliff = ["temp_cliff_a", "temp_cliff_b"];
const tRoad = "temp_road";
const tRoadWild = "temp_road_overgrown";
const tGrassPatchBlend = "temp_grass_long_b";
const tGrassPatch = ["temp_grass_d", "temp_grass_clovers"];
const tShoreBlend = "temp_grass_plants";
const tShore = "temp_plants_bog";
const tWater = "temp_mud_a";
// gaia entities
var oBeech = "gaia/flora_tree_euro_beech";
var oOak = "gaia/flora_tree_oak";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_rabbit";
var oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
var oStoneSmall = "gaia/geology_stone_temperate";
var oMetalLarge = "gaia/geology_metal_temperate_slabs";
var oWood = "gaia/special_treasure_wood";
var oFood = "gaia/special_treasure_food_bin";
var oMetal = "gaia/special_treasure_metal";
var oStone = "gaia/special_treasure_stone";
const oBeech = "gaia/flora_tree_euro_beech";
const oOak = "gaia/flora_tree_oak";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oRabbit = "gaia/fauna_rabbit";
const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
const oStoneSmall = "gaia/geology_stone_temperate";
const oMetalLarge = "gaia/geology_metal_temperate_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/water_lillies.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
const aGrass = "actor|props/flora/grass_soft_small_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aRockLarge = "actor|geology/stone_granite_med.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aLillies = "actor|props/flora/water_lillies.xml";
const aBushMedium = "actor|props/flora/bush_medit_me.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
const pForestB = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
const pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
const BUILDING_ANGlE = -PI/4;
// initialize map
@ -52,9 +49,9 @@ log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
@ -135,7 +132,7 @@ for (var i = 0; i < numPlayers; i++)
createArea(placer, painter, null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
// create animals
for (var j = 0; j < 2; ++j)
@ -231,7 +228,7 @@ log("Creating the shallows of the main river");
for (var i = 0; i <= randInt(3, scaleByMapSize(4,6)); i++)
{
var cLocation = randFloat(0.15,0.85);
passageMaker(fractionToTiles(cLocation), fractionToTiles(0.35), fractionToTiles(cLocation), fractionToTiles(0.65), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
}
// create tributaries
@ -249,7 +246,7 @@ for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
{
var cDistance = -0.05;
}
var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01);
var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 5, 0.01);
if (point !== undefined)
{
var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*cos(tang))), floor(fractionToTiles(0.5 + 0.49*sin(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
@ -273,12 +270,14 @@ for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
}
}
passageMaker(fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), fractionToTiles(0.25), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), fractionToTiles(0.75), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(floor(fractionToTiles(0.2)), floor(fractionToTiles(0.25)), floor(fractionToTiles(0.8)), floor(fractionToTiles(0.25)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(floor(fractionToTiles(0.2)), floor(fractionToTiles(0.75)), floor(fractionToTiles(0.8)), floor(fractionToTiles(0.75)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
paintTerrainBasedOnHeight(-5, 2, 1, tWater);
paintTerrainBasedOnHeight(-5, 1, 1, tWater);
paintTerrainBasedOnHeight(1, 2, 1, tShore)
paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
RMS.SetProgress(50);
// create bumps
@ -288,7 +287,7 @@ painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 7),
avoidClasses(clWater, 2, clPlayer, 15),
scaleByMapSize(100, 200)
);
@ -306,8 +305,8 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
[[tGrassDForest, tGrass, pForestB], [tGrassDForest, pForestB]],
[[tGrassPForest, tGrass, pForestO], [tGrassPForest, pForestO]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
@ -321,7 +320,7 @@ for (var i = 0; i < types.length; ++i)
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 6, clWater, 3, clForest, 8, clHill, 1),
avoidClasses(clPlayer, 15, clWater, 3, clForest, 8, clHill, 1),
num
);
}
@ -335,30 +334,31 @@ for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[[tGrass,tGrassA], tGrassB, [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clPlayer, 6),
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 6),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(75);
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
painter = new LayeredPainter(
[tGrassPatchBlend, tGrassPatch], // terrains
[1] // widths
);
createAreas(
placer,
painter,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clPlayer, 6),
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 6),
scaleByMapSize(15, 45)
);
}
@ -369,14 +369,14 @@ log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clRock, 10, clHill, 1)],
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 15, clRock, 10, clHill, 1)],
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clRock, 10, clHill, 1)],
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 15, clRock, 10, clHill, 1)],
scaleByMapSize(4,16), 100
);
@ -384,7 +384,7 @@ log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clMetal, 10, clRock, 5, clHill, 1)],
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 15, clMetal, 10, clRock, 5, clHill, 1)],
scaleByMapSize(4,16), 100
);
@ -423,22 +423,33 @@ group = new SimpleGroup(
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 1, clHill, 1, clFood, 20),
avoidClasses(clWater, 0, clForest, 0, clPlayer, 15, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// create sheep
log("Creating sheep...");
// create rabbid
log("Creating rabbid...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
[new SimpleObject(oRabbit, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 6, clHill, 1, clFood, 20),
avoidClasses(clWater, 0, clForest, 0, clPlayer, 15, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 15, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oBeech]; // some variation
@ -503,7 +514,7 @@ setWaterColour(0.443,0.412,0.322);
setWaterTint(0.647,0.82,0.949);
setWaterReflectionTint(0.286,0.58,0.855);
setWaterWaviness(2.5);
setWaterMurkiness(1.00);
setWaterMurkiness(0.80);
setWaterReflectionTintStrength(0.25);
// Export map data

View File

@ -1,53 +1,52 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var rt = randomizeBiome();
var random_terrain = randomizeBiome();
var tGrass = rBiomeT1();
var tGrassPForest = rBiomeT2();
var tGrassDForest = rBiomeT3();
var tCliff = rBiomeT4();
var tGrassA = rBiomeT5();
var tGrassB = rBiomeT6();
var tGrassC = rBiomeT7();
var tHill = rBiomeT8();
var tDirt = rBiomeT9();
var tRoad = rBiomeT10();
var tRoadWild = rBiomeT11();
var tGrassPatch = rBiomeT12();
var tShoreBlend = rBiomeT13();
var tShore = rBiomeT14();
var tWater = rBiomeT15();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
const tForestFloor2 = rBiomeT3();
const tCliff = rBiomeT4();
const tTier1Terrain = rBiomeT5();
const tTier2Terrain = rBiomeT6();
const tTier3Terrain = rBiomeT7();
const tHill = rBiomeT8();
const tDirt = rBiomeT9();
const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTier4Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
const tShore = rBiomeT14();
const tWater = rBiomeT15();
// gaia entities
var oOak = rBiomeE1();
var oOakLarge = rBiomeE2();
var oApple = rBiomeE3();
var oPine = rBiomeE4();
var oAleppoPine = rBiomeE5();
var oBerryBush = rBiomeE6();
var oChicken = rBiomeE7();
var oDeer = rBiomeE8();
var oFish = rBiomeE9();
var oSheep = rBiomeE10();
var oStoneLarge = rBiomeE11();
var oStoneSmall = rBiomeE12();
var oMetalLarge = rBiomeE13();
var oWood = "gaia/special_treasure_wood";
const oTree1 = rBiomeE1();
const oTree2 = rBiomeE2();
const oTree3 = rBiomeE3();
const oTree4 = rBiomeE4();
const oTree5 = rBiomeE5();
const oFruitBush = rBiomeE6();
const oChicken = rBiomeE7();
const oMainHuntableAnimal = rBiomeE8();
const oFish = rBiomeE9();
const oSecondaryHuntableAnimal = rBiomeE10();
const oStoneLarge = rBiomeE11();
const oStoneSmall = rBiomeE12();
const oMetalLarge = rBiomeE13();
const oWood = "gaia/special_treasure_wood";
// decorative props
var aGrass = rBiomeA1();
var aGrassShort = rBiomeA2();
var aReeds = rBiomeA3();
var aLillies = rBiomeA4();
var aRockLarge = rBiomeA5();
var aRockMedium = rBiomeA6();
var aBushMedium = rBiomeA7();
var aBushSmall = rBiomeA8();
const aGrass = rBiomeA1();
const aGrassShort = rBiomeA2();
const aReeds = rBiomeA3();
const aLillies = rBiomeA4();
const aRockLarge = rBiomeA5();
const aRockMedium = rBiomeA6();
const aBushMedium = rBiomeA7();
const aBushSmall = rBiomeA8();
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
const BUILDING_ANGlE = -PI/4;
// initialize map
@ -56,9 +55,9 @@ log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
@ -74,26 +73,6 @@ var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = createTileClass();
var clRiver = createTileClass();
//Create the continent body
var fx = fractionToTiles(0.12);
var fz = fractionToTiles(0.5);
var ix = round(fx);
var iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.50, 0.80, 0.08, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tGrass], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
// randomize player order
var playerIDs = [];
@ -124,7 +103,7 @@ for (var i = 0; i < numPlayers; i++)
// some constants
var radius = scaleByMapSize(15,25);
var shoreRadius = 2;
var shoreRadius = 4;
var elevation = 3;
var hillSize = PI * radius * radius;
@ -136,7 +115,7 @@ for (var i = 0; i < numPlayers; i++)
// create the hill
var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tWater , tShore, tGrass], // terrains
[tWater , tShore, tMainTerrain], // terrains
[1, shoreRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
@ -153,7 +132,7 @@ for (var i = 0; i < numPlayers; i++)
createArea(placer, painter, null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});
// create animals
for (var j = 0; j < 2; ++j)
@ -175,7 +154,7 @@ for (var i = 0; i < numPlayers; i++)
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
[new SimpleObject(oFruitBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
@ -223,7 +202,7 @@ for (var i = 0; i < numPlayers; i++)
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, num, num, 0,4)],
[new SimpleObject(oTree1, num, num, 0,4)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
@ -242,8 +221,51 @@ for (var i = 0; i < numPlayers; i++)
);
createObjectGroup(group, 0);
}
//create docks
var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3);
if (dockLocation !== undefined)
placeObject(dockLocation[0], dockLocation[1], "structures/" + g_MapSettings.PlayerData[id-1].Civ + "_dock", id, playerAngle[i] + PI);
}
//Create the continent body
var fx = fractionToTiles(0.12);
var fz = fractionToTiles(0.5);
var ix = round(fx);
var iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.50, 0.80, 0.08, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tMainTerrain], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clPlayer, 8));
// create shore jaggedness
log("Creating shore jaggedness...");
placer = new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
[borderClasses(clLand, 6, 3), avoidClasses(clPlayer, 8)],
scaleByMapSize(20, 150) * 2, 150
);
//painting the terrain
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
RMS.SetProgress(20);
// create bumps
@ -273,23 +295,23 @@ createAreas(
);
// calculate desired number of trees for map (based on size)
if (rt == 6)
if (random_terrain == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (rt == 7)
else if (random_terrain == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.6;
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.6;
}
else
{
var MIN_TREES = 500;
var MAX_TREES = 3000;
var P_FOREST = 0.7;
var MIN_TREES = 500;
var MAX_TREES = 3000;
var P_FOREST = 0.7;
}
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
@ -299,11 +321,11 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
if (rt == 6)
if (random_terrain == 6)
{
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
@ -335,7 +357,7 @@ for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
[1,1] // widths
);
createAreas(
@ -352,7 +374,7 @@ var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
painter = new TerrainPainter(tTier4Terrain);
createAreas(
placer,
painter,
@ -367,14 +389,14 @@ log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 7)],
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 7)],
scaleByMapSize(4,16), 100
);
@ -382,7 +404,7 @@ log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 7)],
scaleByMapSize(4,16), 100
);
@ -396,7 +418,7 @@ group = new SimpleGroup(
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)],
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 6)],
scaleByMapSize(16, 262), 50
);
@ -409,7 +431,7 @@ group = new SimpleGroup(
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)],
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 6)],
scaleByMapSize(8, 131), 50
);
@ -418,11 +440,11 @@ RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 7)],
3 * numPlayers, 50
);
@ -431,14 +453,25 @@ RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 7)],
3 * numPlayers, 50
);
// create fruit bush
log("Creating fruit bush...");
group = new SimpleGroup(
[new SimpleObject(oFruitBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
randInt(1, 4) * numPlayers + 2, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
@ -455,7 +488,7 @@ RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oApple]; // some variation
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
@ -464,13 +497,13 @@ for (var i = 0; i < types.length; ++i)
true, clForest
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)],
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 9)],
num
);
}
var planetm = 1;
if (rt==7)
if (random_terrain==7)
{
planetm = 8;
}
@ -508,15 +541,15 @@ createObjectGroups(group, 0,
planetm * scaleByMapSize(13, 200), 50
);
rt = randInt(1,3)
if (rt==1){
setSkySet("cirrus");
random_terrain = randInt(1,3)
if (random_terrain==1){
setSkySet("cirrus");
}
else if (rt ==2){
setSkySet("cumulus");
else if (random_terrain ==2){
setSkySet("cumulus");
}
else if (rt ==3){
setSkySet("sunny");
else if (random_terrain ==3){
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));

View File

@ -17,7 +17,7 @@ const tShore = "desert_shore_stones";
const tWaterDeep = "desert_shore_stones_wet";
// gaia entities
const oBerryBush = "gaia/flora_bush_berry";
const oBerryBush = "gaia/flora_bush_grapes";
const oChicken = "gaia/fauna_chicken";
const oCamel = "gaia/fauna_camel";
const oFish = "gaia/fauna_fish";
@ -40,8 +40,8 @@ const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_desert_med.xml";
// terrain + entity (for painting)
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
const pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
const BUILDING_ANGlE = -PI/4;
@ -51,9 +51,9 @@ log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes

View File

@ -1,34 +1,34 @@
RMS.LoadLibrary("rmgen");
var tGrass = ["polar_snow_b"];
var tGrassA = "polar_ice_snow";
var tGrassB = "polar_ice";
var tGrassC = "polar_snow_a";
var tForestFloor = "polar_tundra_snow";
var tCliff = "polar_snow_rocks";
var tDirt = ["polar_snow_glacial"];
var tRoad = "new_alpine_citytile";
var tRoadWild = "new_alpine_citytile";
var tShoreBlend = "alpine_shore_rocks_icy";
var tShore = "alpine_shore_rocks";
var tWater = "alpine_shore_rocks";
const tSnowA = ["polar_snow_b"];
const tSnowB = "polar_ice_snow";
const tSnowC = "polar_ice";
const tSnowD = "polar_snow_a";
const tForestFloor = "polar_tundra_snow";
const tCliff = "polar_snow_rocks";
const tSnowE = ["polar_snow_glacial"];
const tRoad = "new_alpine_citytile";
const tRoadWild = "new_alpine_citytile";
const tShoreBlend = "alpine_shore_rocks_icy";
const tShore = "alpine_shore_rocks";
const tWater = "alpine_shore_rocks";
// gaia entities
var oTree = "gaia/flora_tree_pine_w";
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
var oFish = "gaia/fauna_fish";
var oDeer = "gaia/fauna_walrus";
var oSheep = "gaia/fauna_wolf_snow";
const oPine = "gaia/flora_tree_pine_w";
const oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
const oStoneSmall = "gaia/geology_stone_alpine_a";
const oMetalLarge = "gaia/geology_metal_alpine_slabs";
const oFish = "gaia/fauna_fish";
const oWalrus = "gaia/fauna_walrus";
const oWolf = "gaia/fauna_wolf_snow";
// decorative props
var aRockLarge = "actor|geology/stone_granite_med.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aIceberg = "actor|props/special/eyecandy/iceberg.xml";
const aRockLarge = "actor|geology/stone_granite_med.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aIceberg = "actor|props/special/eyecandy/iceberg.xml";
var pForestD = [tForestFloor + TERRAIN_SEPARATOR + oTree, tForestFloor, tForestFloor];
var pForestP = [tForestFloor + TERRAIN_SEPARATOR + oTree, tForestFloor, tForestFloor, tForestFloor];
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor];
const pForestS = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor, tForestFloor];
const BUILDING_ANGlE = -PI/4;
// initialize map
@ -37,9 +37,9 @@ log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
@ -145,7 +145,7 @@ for (var i = 0; i < numPlayers; i++)
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oTree, num, num, 0,3)],
[new SimpleObject(oPine, num, num, 0,3)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
@ -185,7 +185,7 @@ for (var i = 0; i < scaleByMapSize(20,120); i++)
{
placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.1,0.9)*mapSize, randFloat(0.67,0.74)*mapSize);
var terrainPainter = new LayeredPainter(
[tGrass, tGrass], // terrains
[tSnowA, tSnowA], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
@ -200,7 +200,7 @@ for (var i = 0; i < scaleByMapSize(20,120); i++)
log("Creating islands...");
placer = new ClumpPlacer(scaleByMapSize(40, 180), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tGrass, tGrass], // terrains
[tSnowA, tSnowA], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
@ -225,7 +225,7 @@ var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 3);
var waterAreas = createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 15, clWater, 20),
avoidClasses(clPlayer, 20, clWater, 20),
numLakes
);
@ -238,14 +238,14 @@ RMS.SetProgress(45);
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tGrass], // terrains
[tCliff, tSnowA], // terrains
[3] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 25, 3);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 12, clHill, 15, clWater, 2, clBaseResource, 2),
avoidClasses(clPlayer, 20, clHill, 15, clWater, 2, clBaseResource, 2),
scaleByMapSize(2, 8) * numPlayers
);
@ -263,8 +263,8 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrass, tGrass, tGrass, tGrass, pForestD], [tGrass, tGrass, tGrass, pForestD]],
[[tGrass, tGrass, tGrass, tGrass, pForestP], [tGrass, tGrass, tGrass, pForestP]]
[[tSnowA, tSnowA, tSnowA, tSnowA, pForestD], [tSnowA, tSnowA, tSnowA, pForestD]],
[[tSnowA, tSnowA, tSnowA, tSnowA, pForestS], [tSnowA, tSnowA, tSnowA, pForestS]]
]; // some variation
@ -281,7 +281,7 @@ for (var i = 0; i < types.length; ++i)
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 12, clForest, 20, clHill, 0, clWater, 8),
avoidClasses(clPlayer, 20, clForest, 20, clHill, 0, clWater, 8),
num
);
}
@ -303,13 +303,13 @@ for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[tGrassC,tGrassA,tGrassB], // terrains
[tSnowD,tSnowB,tSnowC], // terrains
[2,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16),
avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 20, clDirt, 16),
scaleByMapSize(20, 80)
);
}
@ -318,13 +318,13 @@ for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[tDirt,tDirt], // terrains
[tSnowE,tSnowE], // terrains
[1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16),
avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 20, clDirt, 16),
scaleByMapSize(20, 80)
);
}
@ -333,14 +333,14 @@ log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
@ -348,7 +348,7 @@ log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
@ -357,7 +357,7 @@ RMS.SetProgress(95);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree]; // some variation
var types = [oPine]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
@ -374,11 +374,11 @@ for (var i = 0; i < types.length; ++i)
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
[new SimpleObject(oWalrus, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
@ -387,11 +387,11 @@ RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
[new SimpleObject(oWolf, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
);

View File

@ -1,49 +1,43 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var tGrass = ["desert_sand_dunes_100", "desert_dirt_cracks","desert_sand_smooth", "desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_smooth"];
var tDune = ["desert_sand_dunes_50"];
var tBigDune = ["desert_sand_dunes_50"];
var tGrassPForest = "forestfloor_dirty";
var tForestFloor = "desert_forestfloor_palms";
var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
var tGrassB = "dirta";
var tGrassC = "medit_dirt_dry";
var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
var tDirt = ["desert_dirt_rough","desert_dirt_rough","desert_dirt_rough", "desert_dirt_rough_2", "desert_dirt_rocks_2"];
var tRoad = "desert_city_tile";;
var tRoadWild = "desert_city_tile";;
var tGrassPatch = "desert_dirt_rough";;
var tShoreBlend = "desert_sand_wet";
var tShore = "dirta";
var tWater = "desert_sand_wet";
const tSand = ["desert_sand_dunes_100", "desert_dirt_cracks","desert_sand_smooth", "desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_smooth"];
const tDune = ["desert_sand_dunes_50"];
const tBigDune = ["desert_sand_dunes_50"];
const tForestFloor = "desert_forestfloor_palms";
const tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
const tDirt = ["desert_dirt_rough","desert_dirt_rough","desert_dirt_rough", "desert_dirt_rough_2", "desert_dirt_rocks_2"];
const tRoad = "desert_city_tile";;
const tRoadWild = "desert_city_tile";;
const tShoreBlend = "desert_sand_wet";
const tShore = "dirta";
const tWater = "desert_sand_wet";
// gaia entities
var ePalmShort = "gaia/flora_tree_cretan_date_palm_short";
var ePalmTall = "gaia/flora_tree_cretan_date_palm_tall";
var eBush = "gaia/flora_bush_berry";
var eChicken = "gaia/fauna_chicken";
var eCamel = "gaia/fauna_camel";
var eGazelle = "gaia/fauna_gazelle";
var eLion = "gaia/fauna_lion";
var eLioness = "gaia/fauna_lioness";
var eStoneMine = "gaia/geology_stonemine_desert_quarry";
var eStoneMineSmall = "gaia/geology_stone_desert_small";
var eMetalMine = "gaia/geology_metal_desert_slabs";
const ePalmShort = "gaia/flora_tree_cretan_date_palm_short";
const ePalmTall = "gaia/flora_tree_cretan_date_palm_tall";
const eBush = "gaia/flora_bush_grapes";
const eChicken = "gaia/fauna_chicken";
const eCamel = "gaia/fauna_camel";
const eGazelle = "gaia/fauna_gazelle";
const eLion = "gaia/fauna_lion";
const eLioness = "gaia/fauna_lioness";
const eStoneMine = "gaia/geology_stonemine_desert_quarry";
const eStoneMineSmall = "gaia/geology_stone_desert_small";
const eMetalMine = "gaia/geology_metal_desert_slabs";
// decorative props
var aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
var aWaterFlower = "actor|props/flora/water_lillies.xml";
var aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
var aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
var aRock = "actor|geology/stone_desert_med.xml";
var rba6 = "actor|geology/stone_desert_med";
var aBushA = "actor|props/flora/bush_desert_dry_a.xml";
var aBushB = "actor|props/flora/bush_desert_dry_a.xml";
var aSand = "actor|particle/blowing_sand.xml";
const aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
const aWaterFlower = "actor|props/flora/water_lillies.xml";
const aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
const aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
const aRock = "actor|geology/stone_desert_med.xml";
const aBushA = "actor|props/flora/bush_desert_dry_a.xml";
const aBushB = "actor|props/flora/bush_desert_dry_a.xml";
const aSand = "actor|particle/blowing_sand.xml";
var pForestD = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor];
var pOasisForestLight = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor,tForestFloor,tForestFloor
const pForestMain = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor];
const pOasisForestLight = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor,tForestFloor,tForestFloor
,tForestFloor,tForestFloor,tForestFloor,tForestFloor];
const BUILDING_ANGlE = -PI/4;
@ -53,9 +47,9 @@ log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
@ -77,7 +71,7 @@ for (var ix = 0; ix < mapSize; ix++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
placeTerrain(ix, iz, tGrass);
placeTerrain(ix, iz, tSand);
}
}
@ -198,7 +192,7 @@ for (var i = 0; i < numPlayers; i++)
);
createObjectGroup(group, 0);
// Create starting batches of wood
var types = [tForestFloor, pForestD]; // some variation
var types = [tForestFloor, pForestMain]; // some variation
var forestX = 0;
var forestY = 0;
var forestAngle = 0;
@ -273,7 +267,7 @@ if(mapSize > 150 && randInt(0,1)) {
var pex = round(fx) + round(fractionToTiles(0.13 * -cos(pAngle)));
var pey = round(fz) + round(fractionToTiles(0.13 * sin(pAngle + PI)));
var path = new PathPlacer(px,py,pex,pey,scaleByMapSize(7,18), 0.4,1,0.2,0)
terrainPainter = new TerrainPainter(tGrass);
terrainPainter = new TerrainPainter(tSand);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 5 );
createArea(path, [terrainPainter, elevationPainter, paintClass(clPassage)], null);
}

View File

@ -1,19 +1,19 @@
RMS.LoadLibrary("rmgen");
const tCity = "desert_city_tile_plaza";
const tSand = ["desert_dirt_persia_1", "desert_dirt_persia_2", "grass_field_dry"];
const tDunes = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry"];
const tDunes2 = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry", "desert_dirt_persia_2", "desert_dirt_persia_1"];
const tFineSand = "desert_pebbles_rough";
const tDirtMain = ["desert_dirt_persia_1", "desert_dirt_persia_2", "grass_field_dry"];
const tLakebed1 = ["desert_lakebed_dry_b", "desert_lakebed_dry"];
const tLakebed2 = ["desert_lakebed_dry_b", "desert_lakebed_dry", "desert_shore_stones", "desert_shore_stones"];
const tPebbles = "desert_pebbles_rough";
const tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
const tForestFloor = "medit_grass_field_dry";
const tRocky = "desert_dirt_persia_rocky";
const tRocks = "desert_dirt_persia_rocks";
const tDirt = ["desert_pebbles_rough", "grass_field_brown"];
const tGrass = "grass_field_dry";
const tHill = "desert_cliff_persia_base";
// gaia entities
const oBerryBush = "gaia/flora_bush_grapes";
const oGrapesBush = "gaia/flora_bush_grapes";
const oChicken = "gaia/fauna_chicken";
const oCamel = "gaia/fauna_camel";
const oFish = "gaia/fauna_fish";
@ -23,7 +23,7 @@ const oLion = "gaia/fauna_lioness";
const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
const oStoneSmall = "gaia/geology_stone_desert_small";
const oMetalLarge = "gaia/geology_metal_desert_slabs";
const oDead = "gaia/flora_tree_tamarix";
const oTamarix = "gaia/flora_tree_tamarix";
const oOak = "gaia/flora_tree_oak";
// decorative props
@ -35,8 +35,7 @@ const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_desert_med.xml";
// terrain + entity (for painting)
const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor, tSand, tSand];
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor, tSand, tSand];
const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor, tDirtMain, tDirtMain];
const BUILDING_ANGlE = -PI/4;
@ -44,9 +43,9 @@ log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
@ -133,7 +132,7 @@ for (var i = 0; i < numPlayers; i++)
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
[new SimpleObject(oGrapesBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
@ -192,7 +191,7 @@ RMS.SetProgress(15);
var placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
var painter = new TerrainPainter([tRocky, tRocks]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
avoidClasses(clPatch, 2, clPlayer, 4),
scaleByMapSize(15, 50)
);
@ -200,9 +199,9 @@ RMS.SetProgress(20);
log("Creating dirt patches...");
placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
painter = new TerrainPainter([tDirt]);
painter = new TerrainPainter([tGrass]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
avoidClasses(clPatch, 2, clPlayer, 4),
scaleByMapSize(15, 50)
);
@ -212,7 +211,7 @@ RMS.SetProgress(25);
log("Creating centeral plateau...");
var oRadius = scaleByMapSize(18, 68);
placer = new ClumpPlacer(PI*oRadius*oRadius, 0.6, 0.15, 0, mapSize/2, mapSize/2);
painter = new LayeredPainter([tDunes2, tDunes], [8]);
painter = new LayeredPainter([tLakebed2, tLakebed1], [8]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 8);
createArea(placer, [painter, elevationPainter, paintClass(clCP)], null);
@ -231,7 +230,7 @@ var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 3, clCP, 5, clHill, 10),
avoidClasses(clPlayer, 7, clCP, 5, clHill, 10),
scaleByMapSize(1, 4) * numPlayers * 3
);
@ -249,8 +248,8 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]],
[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]]
[[tDirtMain, tForestFloor, pForestO], [tForestFloor, pForestO]],
[[tDirtMain, tForestFloor, pForestO], [tForestFloor, pForestO]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
@ -264,7 +263,7 @@ for (var i = 0; i < types.length; ++i)
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 1, clCP, 1),
avoidClasses(clPlayer, 6, clWater, 3, clForest, 10, clHill, 1, clCP, 1),
num
);
}
@ -371,6 +370,17 @@ createObjectGroups(group, 0,
3 * numPlayers, 50
);
// create grape bush
log("Creating grape bush...");
group = new SimpleGroup(
[new SimpleObject(oGrapesBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clCP, 2),
randInt(1, 4) * numPlayers + 2, 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup(
@ -386,7 +396,7 @@ RMS.SetProgress(85);
// create dead trees
log("Creating dead trees...");
var types = [oDead]; // some variation
var types = [oTamarix]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{

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