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Polishing the Random Maps: Alpine Valley, Anatolian Plateau, Archipelago

This was SVN commit r13617.
This commit is contained in:
O.Davoodi 2013-07-30 07:56:09 +00:00
parent 344a149a66
commit 477855fbf5
4 changed files with 104 additions and 89 deletions

View File

@ -558,14 +558,14 @@ 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
);
@ -573,7 +573,7 @@ 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
);

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@ -1,41 +1,37 @@
RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var rt = randomizeBiome();
var tGrass = rBiomeT1();
var tGrassPForest = rBiomeT2();
var tGrassDForest = rBiomeT3();
//random terrain textures
var random_terrain = randomizeBiome();
var tMainTerrain = rBiomeT1();
var tForestFloor1 = rBiomeT2();
var tForestFloor2 = rBiomeT3();
var tCliff = rBiomeT4();
var tGrassA = rBiomeT5();
var tGrassB = rBiomeT6();
var tGrassC = rBiomeT7();
var tTier1Terrain = rBiomeT5();
var tTier2Terrain = rBiomeT6();
var tTier3Terrain = rBiomeT7();
var tHill = rBiomeT8();
var tDirt = rBiomeT9();
var tTier4Terrain = rBiomeT9();
var tRoad = rBiomeT10();
var tRoadWild = rBiomeT11();
var tGrassPatch = rBiomeT12();
var tTier5Terrain = rBiomeT12();
var tShoreBlend = rBiomeT13();
var tShore = rBiomeT14();
var tWater = rBiomeT15();
if (rt == 2)
{
tShore = "alpine_shore_rocks_icy";
tWater = "alpine_shore_rocks";
}
// gaia entities
var oOak = rBiomeE1();
var oOakLarge = rBiomeE2();
var oApple = rBiomeE3();
var oPine = rBiomeE4();
var oAleppoPine = rBiomeE5();
var oBerryBush = rBiomeE6();
var oTree1 = rBiomeE1();
var oTree2 = rBiomeE2();
var oTree3 = rBiomeE3();
var oTree4 = rBiomeE4();
var oTree5 = rBiomeE5();
var oFruitBush = rBiomeE6();
var oChicken = rBiomeE7();
var oDeer = rBiomeE8();
var oMainHuntableAnimal = rBiomeE8();
var oFish = rBiomeE9();
var oSheep = rBiomeE10();
var oSecondaryHuntableAnimal = rBiomeE10();
var oStoneLarge = rBiomeE11();
var oStoneSmall = rBiomeE12();
var oMetalLarge = rBiomeE13();
@ -51,8 +47,8 @@ var aRockMedium = rBiomeA6();
var aBushMedium = rBiomeA7();
var aBushSmall = rBiomeA8();
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
var pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
var pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
const BUILDING_ANGlE = -PI/4;
// initialize map
@ -79,8 +75,6 @@ var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
@ -90,7 +84,6 @@ for (var i = 0; i < numPlayers; i++)
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
@ -119,10 +112,11 @@ for (var i = 0; i < numPlayers; i++)
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// create the hill
// create the main island
var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tGrass , tGrass, tGrass], // terrains
[tMainTerrain , tMainTerrain, tMainTerrain], // terrains
[1, shoreRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
@ -155,7 +149,7 @@ 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);
@ -203,7 +197,7 @@ 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, 0,5)],
[new SimpleObject(oTree1, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
@ -226,9 +220,9 @@ for (var i = 0; i < numPlayers; i++)
// create islands
log("Creating islands...");
placer = new ClumpPlacer(floor(hillSize*randFloat(0.8,1.2)), 0.80, 0.1, 10);
placer = new ClumpPlacer(floor(hillSize*randFloat(0.7,1.2)), 0.80, 0.1, 10);
terrainPainter = new LayeredPainter(
[tGrass, tGrass], // terrains
[tMainTerrain, tMainTerrain], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
@ -236,12 +230,14 @@ createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
null,
scaleByMapSize(2, 5)*randInt(8,14)
scaleByMapSize(1, 5)*randInt(9,15)
);
//painting the terrain
paintTerrainBasedOnHeight(1, 3, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
//creating the city patches for the players
for (var i = 0; i < numPlayers; i++)
{
var fx = fractionToTiles(playerX[i]);
@ -283,23 +279,26 @@ createAreas(
// calculate desired number of trees for map (based on size)
if (rt == 6)
//savanna: less trees
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)
//tropics: more trees
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;
}
//otherwise: normal ammount
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);
var numForest = totalTrees * P_FOREST;
@ -308,18 +307,19 @@ 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);
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
else
{
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
}
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
@ -331,44 +331,44 @@ for (var i = 0; i < types.length; ++i)
createAreas(
placer,
[painter, paintClass(clForest)],
[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 4)],
[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
num
);
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
// create tier 1 patches
log("Creating tier 1 patches...");
var sizes = [scaleByMapSize(8, 48), scaleByMapSize(12, 84), scaleByMapSize(16, 128)];
var numb = 1;
if (rt == 6)
if (random_terrain == 6)
numb = 3
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(
placer,
[painter, paintClass(clDirt)],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
numb*scaleByMapSize(15, 45)
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 0), stayClasses(clLand, 7)],
numb*scaleByMapSize(30, 70)
);
}
// create grass patches
log("Creating grass patches...");
// create tier 2 patches
log("Creating tier 2 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 TerrainPainter(tTier5Terrain);
createAreas(
placer,
painter,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 0), stayClasses(clLand, 7)],
numb*scaleByMapSize(15, 45)
);
}
@ -427,10 +427,10 @@ createObjectGroups(
RMS.SetProgress(70);
// create deer
log("Creating deer...");
// create game 1
log("Creating game 1...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
@ -440,10 +440,10 @@ createObjectGroups(group, 0,
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
// create game 2
log("Creating game 2...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
@ -451,6 +451,17 @@ createObjectGroups(group, 0,
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, 2)],
randInt(1, 4) * numPlayers + 2, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
@ -464,10 +475,9 @@ createObjectGroups(group, 0,
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)
{
@ -481,18 +491,23 @@ for (var i = 0; i < types.length; ++i)
);
}
var planetm = 1;
if (rt==7)
//in a tropical biome we have much more plants
if (random_terrain==7)
{
planetm = 8;
var planetm = 8;
}
else
{
var planetm = 1;
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)],
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200)
);
@ -504,7 +519,7 @@ group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 3)],
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200)
);
@ -516,19 +531,19 @@ group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)],
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200), 50
);
rt = randInt(1,3)
if (rt==1){
setSkySet("cirrus");
var random_sky = randInt(1,3)
if (random_sky==1){
setSkySet("cirrus");
}
else if (rt ==2){
setSkySet("cumulus");
else if (random_sky ==2){
setSkySet("cumulus");
}
else if (rt ==3){
setSkySet("sunny");
else if (random_sky ==3){
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));

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