Polishing the Random Maps: Alpine Valley, Anatolian Plateau, Archipelago
This was SVN commit r13617.
This commit is contained in:
parent
344a149a66
commit
477855fbf5
@ -558,14 +558,14 @@ log("Creating stone mines...");
|
|||||||
// create large stone quarries
|
// create large stone quarries
|
||||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
||||||
createObjectGroups(group, 0,
|
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
|
scaleByMapSize(4,16), 100
|
||||||
);
|
);
|
||||||
|
|
||||||
// create small stone quarries
|
// create small stone quarries
|
||||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||||||
createObjectGroups(group, 0,
|
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
|
scaleByMapSize(4,16), 100
|
||||||
);
|
);
|
||||||
|
|
||||||
@ -573,7 +573,7 @@ log("Creating metal mines...");
|
|||||||
// create large metal quarries
|
// create large metal quarries
|
||||||
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
||||||
createObjectGroups(group, 0,
|
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
|
scaleByMapSize(4,16), 100
|
||||||
);
|
);
|
||||||
|
|
||||||
|
File diff suppressed because one or more lines are too long
@ -1,41 +1,37 @@
|
|||||||
RMS.LoadLibrary("rmgen");
|
RMS.LoadLibrary("rmgen");
|
||||||
|
|
||||||
TILE_CENTERED_HEIGHT_MAP = true;
|
TILE_CENTERED_HEIGHT_MAP = true;
|
||||||
//random terrain textures
|
|
||||||
var rt = randomizeBiome();
|
|
||||||
|
|
||||||
var tGrass = rBiomeT1();
|
//random terrain textures
|
||||||
var tGrassPForest = rBiomeT2();
|
var random_terrain = randomizeBiome();
|
||||||
var tGrassDForest = rBiomeT3();
|
|
||||||
|
var tMainTerrain = rBiomeT1();
|
||||||
|
var tForestFloor1 = rBiomeT2();
|
||||||
|
var tForestFloor2 = rBiomeT3();
|
||||||
var tCliff = rBiomeT4();
|
var tCliff = rBiomeT4();
|
||||||
var tGrassA = rBiomeT5();
|
var tTier1Terrain = rBiomeT5();
|
||||||
var tGrassB = rBiomeT6();
|
var tTier2Terrain = rBiomeT6();
|
||||||
var tGrassC = rBiomeT7();
|
var tTier3Terrain = rBiomeT7();
|
||||||
var tHill = rBiomeT8();
|
var tHill = rBiomeT8();
|
||||||
var tDirt = rBiomeT9();
|
var tTier4Terrain = rBiomeT9();
|
||||||
var tRoad = rBiomeT10();
|
var tRoad = rBiomeT10();
|
||||||
var tRoadWild = rBiomeT11();
|
var tRoadWild = rBiomeT11();
|
||||||
var tGrassPatch = rBiomeT12();
|
var tTier5Terrain = rBiomeT12();
|
||||||
var tShoreBlend = rBiomeT13();
|
var tShoreBlend = rBiomeT13();
|
||||||
var tShore = rBiomeT14();
|
var tShore = rBiomeT14();
|
||||||
var tWater = rBiomeT15();
|
var tWater = rBiomeT15();
|
||||||
if (rt == 2)
|
|
||||||
{
|
|
||||||
tShore = "alpine_shore_rocks_icy";
|
|
||||||
tWater = "alpine_shore_rocks";
|
|
||||||
}
|
|
||||||
|
|
||||||
// gaia entities
|
// gaia entities
|
||||||
var oOak = rBiomeE1();
|
var oTree1 = rBiomeE1();
|
||||||
var oOakLarge = rBiomeE2();
|
var oTree2 = rBiomeE2();
|
||||||
var oApple = rBiomeE3();
|
var oTree3 = rBiomeE3();
|
||||||
var oPine = rBiomeE4();
|
var oTree4 = rBiomeE4();
|
||||||
var oAleppoPine = rBiomeE5();
|
var oTree5 = rBiomeE5();
|
||||||
var oBerryBush = rBiomeE6();
|
var oFruitBush = rBiomeE6();
|
||||||
var oChicken = rBiomeE7();
|
var oChicken = rBiomeE7();
|
||||||
var oDeer = rBiomeE8();
|
var oMainHuntableAnimal = rBiomeE8();
|
||||||
var oFish = rBiomeE9();
|
var oFish = rBiomeE9();
|
||||||
var oSheep = rBiomeE10();
|
var oSecondaryHuntableAnimal = rBiomeE10();
|
||||||
var oStoneLarge = rBiomeE11();
|
var oStoneLarge = rBiomeE11();
|
||||||
var oStoneSmall = rBiomeE12();
|
var oStoneSmall = rBiomeE12();
|
||||||
var oMetalLarge = rBiomeE13();
|
var oMetalLarge = rBiomeE13();
|
||||||
@ -51,8 +47,8 @@ var aRockMedium = rBiomeA6();
|
|||||||
var aBushMedium = rBiomeA7();
|
var aBushMedium = rBiomeA7();
|
||||||
var aBushSmall = rBiomeA8();
|
var aBushSmall = rBiomeA8();
|
||||||
|
|
||||||
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
|
var pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||||
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
|
var pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||||
const BUILDING_ANGlE = -PI/4;
|
const BUILDING_ANGlE = -PI/4;
|
||||||
|
|
||||||
// initialize map
|
// initialize map
|
||||||
@ -79,8 +75,6 @@ var clBaseResource = createTileClass();
|
|||||||
var clSettlement = createTileClass();
|
var clSettlement = createTileClass();
|
||||||
var clLand = createTileClass();
|
var clLand = createTileClass();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// randomize player order
|
// randomize player order
|
||||||
var playerIDs = [];
|
var playerIDs = [];
|
||||||
for (var i = 0; i < numPlayers; i++)
|
for (var i = 0; i < numPlayers; i++)
|
||||||
@ -90,7 +84,6 @@ for (var i = 0; i < numPlayers; i++)
|
|||||||
playerIDs = sortPlayers(playerIDs);
|
playerIDs = sortPlayers(playerIDs);
|
||||||
|
|
||||||
// place players
|
// place players
|
||||||
|
|
||||||
var playerX = new Array(numPlayers);
|
var playerX = new Array(numPlayers);
|
||||||
var playerZ = new Array(numPlayers);
|
var playerZ = new Array(numPlayers);
|
||||||
var playerAngle = 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 fz = fractionToTiles(playerZ[i]);
|
||||||
var ix = round(fx);
|
var ix = round(fx);
|
||||||
var iz = round(fz);
|
var iz = round(fz);
|
||||||
// create the hill
|
|
||||||
|
// create the main island
|
||||||
var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
|
var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
|
||||||
var terrainPainter = new LayeredPainter(
|
var terrainPainter = new LayeredPainter(
|
||||||
[tGrass , tGrass, tGrass], // terrains
|
[tMainTerrain , tMainTerrain, tMainTerrain], // terrains
|
||||||
[1, shoreRadius] // widths
|
[1, shoreRadius] // widths
|
||||||
);
|
);
|
||||||
var elevationPainter = new SmoothElevationPainter(
|
var elevationPainter = new SmoothElevationPainter(
|
||||||
@ -155,7 +149,7 @@ for (var i = 0; i < numPlayers; i++)
|
|||||||
var bbX = round(fx + bbDist * cos(bbAngle));
|
var bbX = round(fx + bbDist * cos(bbAngle));
|
||||||
var bbZ = round(fz + bbDist * sin(bbAngle));
|
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||||||
group = new SimpleGroup(
|
group = new SimpleGroup(
|
||||||
[new SimpleObject(oBerryBush, 5,5, 0,3)],
|
[new SimpleObject(oFruitBush, 5,5, 0,3)],
|
||||||
true, clBaseResource, bbX, bbZ
|
true, clBaseResource, bbX, bbZ
|
||||||
);
|
);
|
||||||
createObjectGroup(group, 0);
|
createObjectGroup(group, 0);
|
||||||
@ -203,7 +197,7 @@ for (var i = 0; i < numPlayers; i++)
|
|||||||
var tX = round(fx + tDist * cos(tAngle));
|
var tX = round(fx + tDist * cos(tAngle));
|
||||||
var tZ = round(fz + tDist * sin(tAngle));
|
var tZ = round(fz + tDist * sin(tAngle));
|
||||||
group = new SimpleGroup(
|
group = new SimpleGroup(
|
||||||
[new SimpleObject(oOak, num, num, 0,5)],
|
[new SimpleObject(oTree1, num, num, 0,5)],
|
||||||
false, clBaseResource, tX, tZ
|
false, clBaseResource, tX, tZ
|
||||||
);
|
);
|
||||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||||
@ -226,9 +220,9 @@ for (var i = 0; i < numPlayers; i++)
|
|||||||
|
|
||||||
// create islands
|
// create islands
|
||||||
log("Creating 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(
|
terrainPainter = new LayeredPainter(
|
||||||
[tGrass, tGrass], // terrains
|
[tMainTerrain, tMainTerrain], // terrains
|
||||||
[2] // widths
|
[2] // widths
|
||||||
);
|
);
|
||||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
|
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
|
||||||
@ -236,12 +230,14 @@ createAreas(
|
|||||||
placer,
|
placer,
|
||||||
[terrainPainter, elevationPainter, paintClass(clLand)],
|
[terrainPainter, elevationPainter, paintClass(clLand)],
|
||||||
null,
|
null,
|
||||||
scaleByMapSize(2, 5)*randInt(8,14)
|
scaleByMapSize(1, 5)*randInt(9,15)
|
||||||
);
|
);
|
||||||
|
|
||||||
|
//painting the terrain
|
||||||
paintTerrainBasedOnHeight(1, 3, 0, tShore);
|
paintTerrainBasedOnHeight(1, 3, 0, tShore);
|
||||||
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
||||||
|
|
||||||
|
//creating the city patches for the players
|
||||||
for (var i = 0; i < numPlayers; i++)
|
for (var i = 0; i < numPlayers; i++)
|
||||||
{
|
{
|
||||||
var fx = fractionToTiles(playerX[i]);
|
var fx = fractionToTiles(playerX[i]);
|
||||||
@ -283,23 +279,26 @@ createAreas(
|
|||||||
|
|
||||||
|
|
||||||
// calculate desired number of trees for map (based on size)
|
// 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 MIN_TREES = 200;
|
||||||
var MAX_TREES = 1250;
|
var MAX_TREES = 1250;
|
||||||
var P_FOREST = 0.02;
|
var P_FOREST = 0.02;
|
||||||
}
|
}
|
||||||
else if (rt == 7)
|
//tropics: more trees
|
||||||
|
else if (random_terrain == 7)
|
||||||
{
|
{
|
||||||
var MIN_TREES = 1000;
|
var MIN_TREES = 1000;
|
||||||
var MAX_TREES = 6000;
|
var MAX_TREES = 6000;
|
||||||
var P_FOREST = 0.6;
|
var P_FOREST = 0.6;
|
||||||
}
|
}
|
||||||
|
//otherwise: normal ammount
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
var MIN_TREES = 500;
|
var MIN_TREES = 500;
|
||||||
var MAX_TREES = 3000;
|
var MAX_TREES = 3000;
|
||||||
var P_FOREST = 0.7;
|
var P_FOREST = 0.7;
|
||||||
}
|
}
|
||||||
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
|
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
|
||||||
var numForest = totalTrees * P_FOREST;
|
var numForest = totalTrees * P_FOREST;
|
||||||
@ -308,18 +307,19 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
|
|||||||
// create forests
|
// create forests
|
||||||
log("Creating forests...");
|
log("Creating forests...");
|
||||||
var types = [
|
var types = [
|
||||||
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
|
||||||
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
|
||||||
]; // some variation
|
]; // 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
|
else
|
||||||
{
|
{
|
||||||
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
|
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
|
||||||
}
|
}
|
||||||
|
|
||||||
var num = floor(size / types.length);
|
var num = floor(size / types.length);
|
||||||
for (var i = 0; i < types.length; ++i)
|
for (var i = 0; i < types.length; ++i)
|
||||||
{
|
{
|
||||||
@ -331,44 +331,44 @@ for (var i = 0; i < types.length; ++i)
|
|||||||
createAreas(
|
createAreas(
|
||||||
placer,
|
placer,
|
||||||
[painter, paintClass(clForest)],
|
[painter, paintClass(clForest)],
|
||||||
[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 4)],
|
[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
|
||||||
num
|
num
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
RMS.SetProgress(50);
|
RMS.SetProgress(50);
|
||||||
// create dirt patches
|
// create tier 1 patches
|
||||||
log("Creating dirt patches...");
|
log("Creating tier 1 patches...");
|
||||||
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
var sizes = [scaleByMapSize(8, 48), scaleByMapSize(12, 84), scaleByMapSize(16, 128)];
|
||||||
var numb = 1;
|
var numb = 1;
|
||||||
if (rt == 6)
|
if (random_terrain == 6)
|
||||||
numb = 3
|
numb = 3
|
||||||
for (var i = 0; i < sizes.length; i++)
|
for (var i = 0; i < sizes.length; i++)
|
||||||
{
|
{
|
||||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||||
painter = new LayeredPainter(
|
painter = new LayeredPainter(
|
||||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
|
||||||
[1,1] // widths
|
[1,1] // widths
|
||||||
);
|
);
|
||||||
createAreas(
|
createAreas(
|
||||||
placer,
|
placer,
|
||||||
[painter, paintClass(clDirt)],
|
[painter, paintClass(clDirt)],
|
||||||
[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)
|
numb*scaleByMapSize(30, 70)
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// create grass patches
|
// create tier 2 patches
|
||||||
log("Creating grass patches...");
|
log("Creating tier 2 patches...");
|
||||||
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
|
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
|
||||||
for (var i = 0; i < sizes.length; i++)
|
for (var i = 0; i < sizes.length; i++)
|
||||||
{
|
{
|
||||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||||
painter = new TerrainPainter(tGrassPatch);
|
painter = new TerrainPainter(tTier5Terrain);
|
||||||
createAreas(
|
createAreas(
|
||||||
placer,
|
placer,
|
||||||
painter,
|
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)
|
numb*scaleByMapSize(15, 45)
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
@ -427,10 +427,10 @@ createObjectGroups(
|
|||||||
|
|
||||||
RMS.SetProgress(70);
|
RMS.SetProgress(70);
|
||||||
|
|
||||||
// create deer
|
// create game 1
|
||||||
log("Creating deer...");
|
log("Creating game 1...");
|
||||||
group = new SimpleGroup(
|
group = new SimpleGroup(
|
||||||
[new SimpleObject(oDeer, 5,7, 0,4)],
|
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
|
||||||
true, clFood
|
true, clFood
|
||||||
);
|
);
|
||||||
createObjectGroups(group, 0,
|
createObjectGroups(group, 0,
|
||||||
@ -440,10 +440,10 @@ createObjectGroups(group, 0,
|
|||||||
|
|
||||||
RMS.SetProgress(75);
|
RMS.SetProgress(75);
|
||||||
|
|
||||||
// create sheep
|
// create game 2
|
||||||
log("Creating sheep...");
|
log("Creating game 2...");
|
||||||
group = new SimpleGroup(
|
group = new SimpleGroup(
|
||||||
[new SimpleObject(oSheep, 2,3, 0,2)],
|
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
|
||||||
true, clFood
|
true, clFood
|
||||||
);
|
);
|
||||||
createObjectGroups(group, 0,
|
createObjectGroups(group, 0,
|
||||||
@ -451,6 +451,17 @@ createObjectGroups(group, 0,
|
|||||||
3 * numPlayers, 50
|
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
|
// create fish
|
||||||
log("Creating fish...");
|
log("Creating fish...");
|
||||||
group = new SimpleGroup(
|
group = new SimpleGroup(
|
||||||
@ -464,10 +475,9 @@ createObjectGroups(group, 0,
|
|||||||
|
|
||||||
RMS.SetProgress(85);
|
RMS.SetProgress(85);
|
||||||
|
|
||||||
|
|
||||||
// create straggler trees
|
// create straggler trees
|
||||||
log("Creating 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);
|
var num = floor(numStragglers / types.length);
|
||||||
for (var i = 0; i < types.length; ++i)
|
for (var i = 0; i < types.length; ++i)
|
||||||
{
|
{
|
||||||
@ -481,18 +491,23 @@ for (var i = 0; i < types.length; ++i)
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
var planetm = 1;
|
//in a tropical biome we have much more plants
|
||||||
if (rt==7)
|
if (random_terrain==7)
|
||||||
{
|
{
|
||||||
planetm = 8;
|
var planetm = 8;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var planetm = 1;
|
||||||
|
}
|
||||||
|
|
||||||
//create small grass tufts
|
//create small grass tufts
|
||||||
log("Creating small grass tufts...");
|
log("Creating small grass tufts...");
|
||||||
group = new SimpleGroup(
|
group = new SimpleGroup(
|
||||||
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
||||||
);
|
);
|
||||||
createObjectGroups(group, 0,
|
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)
|
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)]
|
[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,
|
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)
|
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)]
|
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
||||||
);
|
);
|
||||||
createObjectGroups(group, 0,
|
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
|
planetm * scaleByMapSize(13, 200), 50
|
||||||
);
|
);
|
||||||
|
|
||||||
rt = randInt(1,3)
|
var random_sky = randInt(1,3)
|
||||||
if (rt==1){
|
if (random_sky==1){
|
||||||
setSkySet("cirrus");
|
setSkySet("cirrus");
|
||||||
}
|
}
|
||||||
else if (rt ==2){
|
else if (random_sky ==2){
|
||||||
setSkySet("cumulus");
|
setSkySet("cumulus");
|
||||||
}
|
}
|
||||||
else if (rt ==3){
|
else if (random_sky ==3){
|
||||||
setSkySet("sunny");
|
setSkySet("sunny");
|
||||||
}
|
}
|
||||||
setSunRotation(randFloat(0, TWO_PI));
|
setSunRotation(randFloat(0, TWO_PI));
|
||||||
setSunElevation(randFloat(PI/ 5, PI / 3));
|
setSunElevation(randFloat(PI/ 5, PI / 3));
|
||||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user