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0ad/binaries/data/mods/public/maps/random/new_rms_test.js

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JavaScript
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RMS.LoadLibrary("rmgen");
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
// create tile classes
var clPlayer = createTileClass();
var clPath = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clRock = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
// place players
var playerX = new Array(numPlayers);
var playerY = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat() * 2 * PI;
for (var i=0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*2*PI/numPlayers;
playerX[i] = 0.5 + 0.39*cos(playerAngle[i]);
playerY[i] = 0.5 + 0.39*sin(playerAngle[i]);
}
for (var i=0; i < numPlayers; i++)
{
log("Creating base for player " + (i + 1) + "...");
// get the x and y in tiles
var fx = fractionToTiles(playerX[i]);
var fy = fractionToTiles(playerY[i]);
var ix = round(fx);
var iy = round(fy);
// create the TC and citizens
var civ = getCivCode(i);
var group = new SimpleGroup(
[ // elements (type, count, distance)
new SimpleObject("structures/"+civ+"_civil_centre", 1,1, 0,0),
new SimpleObject("units/"+civ+"_support_female_citizen", 3,3, 5,5)
],
true, null, ix, iy
);
createObjectGroup(group, i+1);
}
// Export map data
ExportMap();