Polishing the Random Maps: Alpine Valley, Anatolian Plateau, Archipelago
This was SVN commit r13617.
This commit is contained in:
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344a149a66
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477855fbf5
@ -558,14 +558,14 @@ log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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@ -573,7 +573,7 @@ log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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File diff suppressed because one or more lines are too long
@ -1,41 +1,37 @@
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RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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//random terrain textures
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var rt = randomizeBiome();
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var tGrass = rBiomeT1();
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var tGrassPForest = rBiomeT2();
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var tGrassDForest = rBiomeT3();
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//random terrain textures
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var random_terrain = randomizeBiome();
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var tMainTerrain = rBiomeT1();
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var tForestFloor1 = rBiomeT2();
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var tForestFloor2 = rBiomeT3();
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var tCliff = rBiomeT4();
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var tGrassA = rBiomeT5();
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var tGrassB = rBiomeT6();
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var tGrassC = rBiomeT7();
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var tTier1Terrain = rBiomeT5();
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var tTier2Terrain = rBiomeT6();
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var tTier3Terrain = rBiomeT7();
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var tHill = rBiomeT8();
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var tDirt = rBiomeT9();
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var tTier4Terrain = rBiomeT9();
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var tRoad = rBiomeT10();
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var tRoadWild = rBiomeT11();
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var tGrassPatch = rBiomeT12();
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var tTier5Terrain = rBiomeT12();
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var tShoreBlend = rBiomeT13();
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var tShore = rBiomeT14();
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var tWater = rBiomeT15();
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if (rt == 2)
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{
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tShore = "alpine_shore_rocks_icy";
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tWater = "alpine_shore_rocks";
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}
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// gaia entities
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var oOak = rBiomeE1();
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var oOakLarge = rBiomeE2();
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var oApple = rBiomeE3();
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var oPine = rBiomeE4();
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var oAleppoPine = rBiomeE5();
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var oBerryBush = rBiomeE6();
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var oTree1 = rBiomeE1();
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var oTree2 = rBiomeE2();
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var oTree3 = rBiomeE3();
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var oTree4 = rBiomeE4();
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var oTree5 = rBiomeE5();
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var oFruitBush = rBiomeE6();
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var oChicken = rBiomeE7();
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var oDeer = rBiomeE8();
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var oMainHuntableAnimal = rBiomeE8();
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var oFish = rBiomeE9();
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var oSheep = rBiomeE10();
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var oSecondaryHuntableAnimal = rBiomeE10();
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var oStoneLarge = rBiomeE11();
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var oStoneSmall = rBiomeE12();
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var oMetalLarge = rBiomeE13();
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@ -51,8 +47,8 @@ var aRockMedium = rBiomeA6();
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var aBushMedium = rBiomeA7();
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var aBushSmall = rBiomeA8();
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
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var pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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var pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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@ -79,8 +75,6 @@ var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clLand = createTileClass();
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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@ -90,7 +84,6 @@ for (var i = 0; i < numPlayers; i++)
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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@ -119,10 +112,11 @@ for (var i = 0; i < numPlayers; i++)
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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// create the hill
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// create the main island
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var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tGrass , tGrass, tGrass], // terrains
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[tMainTerrain , tMainTerrain, tMainTerrain], // terrains
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[1, shoreRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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@ -155,7 +149,7 @@ for (var i = 0; i < numPlayers; i++)
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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[new SimpleObject(oFruitBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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@ -203,7 +197,7 @@ for (var i = 0; i < numPlayers; i++)
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oOak, num, num, 0,5)],
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[new SimpleObject(oTree1, num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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@ -226,9 +220,9 @@ for (var i = 0; i < numPlayers; i++)
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// create islands
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log("Creating islands...");
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placer = new ClumpPlacer(floor(hillSize*randFloat(0.8,1.2)), 0.80, 0.1, 10);
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placer = new ClumpPlacer(floor(hillSize*randFloat(0.7,1.2)), 0.80, 0.1, 10);
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terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[tMainTerrain, tMainTerrain], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
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@ -236,12 +230,14 @@ createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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null,
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scaleByMapSize(2, 5)*randInt(8,14)
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scaleByMapSize(1, 5)*randInt(9,15)
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);
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//painting the terrain
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paintTerrainBasedOnHeight(1, 3, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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//creating the city patches for the players
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for (var i = 0; i < numPlayers; i++)
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{
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var fx = fractionToTiles(playerX[i]);
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@ -283,23 +279,26 @@ createAreas(
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// calculate desired number of trees for map (based on size)
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if (rt == 6)
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//savanna: less trees
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if (random_terrain == 6)
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{
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0.02;
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0.02;
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}
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else if (rt == 7)
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//tropics: more trees
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else if (random_terrain == 7)
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{
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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var P_FOREST = 0.6;
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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var P_FOREST = 0.6;
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}
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//otherwise: normal ammount
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else
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{
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var MIN_TREES = 500;
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var MAX_TREES = 3000;
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var P_FOREST = 0.7;
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var MIN_TREES = 500;
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var MAX_TREES = 3000;
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var P_FOREST = 0.7;
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}
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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@ -308,18 +307,19 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
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[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
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]; // some variation
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if (rt == 6)
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if (random_terrain == 6)
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{
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var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
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var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
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}
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else
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{
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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}
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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@ -331,44 +331,44 @@ for (var i = 0; i < types.length; ++i)
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 4)],
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[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
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num
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);
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}
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RMS.SetProgress(50);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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// create tier 1 patches
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log("Creating tier 1 patches...");
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var sizes = [scaleByMapSize(8, 48), scaleByMapSize(12, 84), scaleByMapSize(16, 128)];
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var numb = 1;
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if (rt == 6)
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if (random_terrain == 6)
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numb = 3
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
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numb*scaleByMapSize(15, 45)
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 0), stayClasses(clLand, 7)],
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numb*scaleByMapSize(30, 70)
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);
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}
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// create grass patches
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log("Creating grass patches...");
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// create tier 2 patches
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log("Creating tier 2 patches...");
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var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new TerrainPainter(tGrassPatch);
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painter = new TerrainPainter(tTier5Terrain);
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createAreas(
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placer,
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painter,
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 0), stayClasses(clLand, 7)],
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numb*scaleByMapSize(15, 45)
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);
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}
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@ -427,10 +427,10 @@ createObjectGroups(
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RMS.SetProgress(70);
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// create deer
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log("Creating deer...");
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// create game 1
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log("Creating game 1...");
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group = new SimpleGroup(
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[new SimpleObject(oDeer, 5,7, 0,4)],
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[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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@ -440,10 +440,10 @@ createObjectGroups(group, 0,
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RMS.SetProgress(75);
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// create sheep
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log("Creating sheep...");
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// create game 2
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log("Creating game 2...");
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group = new SimpleGroup(
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[new SimpleObject(oSheep, 2,3, 0,2)],
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[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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@ -451,6 +451,17 @@ createObjectGroups(group, 0,
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3 * numPlayers, 50
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);
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// create fruit bush
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log("Creating fruit bush...");
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group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)],
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randInt(1, 4) * numPlayers + 2, 50
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);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup(
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@ -464,10 +475,9 @@ createObjectGroups(group, 0,
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RMS.SetProgress(85);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oOak, oOakLarge, oPine, oApple]; // some variation
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var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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@ -481,18 +491,23 @@ for (var i = 0; i < types.length; ++i)
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);
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}
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var planetm = 1;
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if (rt==7)
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//in a tropical biome we have much more plants
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if (random_terrain==7)
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{
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planetm = 8;
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var planetm = 8;
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}
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else
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{
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var planetm = 1;
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}
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//create small grass tufts
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log("Creating small grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)],
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[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
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planetm * scaleByMapSize(13, 200)
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);
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@ -504,7 +519,7 @@ group = new SimpleGroup(
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[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)]
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 3)],
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[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)],
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planetm * scaleByMapSize(13, 200)
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);
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@ -516,19 +531,19 @@ group = new SimpleGroup(
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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)],
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[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
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planetm * scaleByMapSize(13, 200), 50
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);
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rt = randInt(1,3)
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if (rt==1){
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setSkySet("cirrus");
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var random_sky = randInt(1,3)
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if (random_sky==1){
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setSkySet("cirrus");
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}
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else if (rt ==2){
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setSkySet("cumulus");
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else if (random_sky ==2){
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setSkySet("cumulus");
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}
|
||||
else if (rt ==3){
|
||||
setSkySet("sunny");
|
||||
else if (random_sky ==3){
|
||||
setSkySet("sunny");
|
||||
}
|
||||
setSunRotation(randFloat(0, TWO_PI));
|
||||
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