Adds "Arennes Forest" by mmayfield45. Fixes the river texture for snowy biome of "Rivers".
This was SVN commit r11174.
This commit is contained in:
parent
298f844c2d
commit
9272153ee7
672
binaries/data/mods/public/maps/random/ardennes_forest.js
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672
binaries/data/mods/public/maps/random/ardennes_forest.js
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/*
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* Map : Ardennes Forest
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* Author : Michael Mayfield <mmayfield45@gmail.com>
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* Version : 1.2
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*
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* CHANGES:
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*
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* 1.2: - Improved hill generation
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* - Changed name from Black Forest to Ardennes Forest
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*
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* 1.1: - Reduces amount and jaggedness of cliffs
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* - Improved forest generation - some clumps join together
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* - Increased distance between minerals / stones and hills
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* - Reduce noise around players bases
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*
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* 1.0: - Initial release
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*
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*/
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RMS.LoadLibrary("rmgen");
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const BUILDING_ANGlE = 0.75*PI;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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const tGrass = ["new_alpine_grass_b", "new_alpine_grass_c", "new_alpine_grass_d"];
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const tPineForestFloor = "temp_forestfloor_pine";
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const tForestFloor = [tPineForestFloor, tPineForestFloor, "alpine_dirt_grass_50"];
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const tCliff = ["alpine_cliff_c", "alpine_cliff_c", "alpine_grass_rocky"];
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const tCity = ["new_alpine_citytile", "new_alpine_grass_dirt_a"];
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const tGrassPatch = ["alpine_grass_a", "alpine_grass_b"];
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const oBoar = "gaia/fauna_boar";
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const oDeer = "gaia/fauna_deer";
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const oBear = "gaia/fauna_bear";
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const oPig = "gaia/fauna_pig";
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const oBerryBush = "gaia/flora_bush_berry";
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const oMetalSmall = "gaia/geology_metal_alpine";
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const oMetalLarge = "gaia/geology_metal_temperate_slabs";
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const oStoneSmall = "gaia/geology_stone_alpine_a";
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const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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const oOak = "gaia/flora_tree_oak";
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const oOakLarge = "gaia/flora_tree_oak_large";
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const oPine = "gaia/flora_tree_pine";
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const oAleppoPine = "gaia/flora_tree_aleppo_pine";
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const aTreeA = "actor|flora/trees/oak.xml";
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const aTreeB = "actor|flora/trees/oak_large.xml";
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const aTreeC = "actor|flora/trees/pine.xml";
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const aTreeD = "actor|flora/trees/aleppo_pine.xml";
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const aTrees = [aTreeA, aTreeB, aTreeC, aTreeD];
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const aGrassLarge = "actor|props/flora/grass_soft_large.xml";
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const aWoodLarge = "actor|props/special/eyecandy/wood_pile_1_b.xml";
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const aWoodA = "actor|props/special/eyecandy/wood_sm_pile_a.xml";
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const aWoodB = "actor|props/special/eyecandy/wood_sm_pile_b.xml";
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const aBarrel = "actor|props/special/eyecandy/barrel_a.xml";
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const aWheel = "actor|props/special/eyecandy/wheel_laying.xml";
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const aCeltHomestead = "actor|structures/celts/homestead.xml";
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const aCeltHouse = "actor|structures/celts/house.xml";
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const aCeltLongHouse = "actor|structures/celts/longhouse.xml";
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var pForest = [
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tPineForestFloor+TERRAIN_SEPARATOR+oOak, tForestFloor,
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tPineForestFloor+TERRAIN_SEPARATOR+oPine, tForestFloor,
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tPineForestFloor+TERRAIN_SEPARATOR+oAleppoPine, tForestFloor,
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tForestFloor
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];
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// create tile classes
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var clPlayer = createTileClass();
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var clPath = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clForestJoin = createTileClass();
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var clWater = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clPlayable = createTileClass();
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var clHillDeco = createTileClass();
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// Create central dip
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var centerX = fractionToTiles(0.5);
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var centerZ = fractionToTiles(0.5);
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var placer = new ClumpPlacer(scaleByMapSize(mapSize * 70, mapSize * 300), 0.94, 0.05, 0.1, centerX, centerZ);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET,
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30,
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3
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);
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var painter = new LayeredPainter(
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[tCliff, tGrass], // terrains
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[3] // widths
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);
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createArea(placer,
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[painter, elevationPainter],
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null);
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RMS.SetProgress(5);
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// Find all hills
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var noise0 = new Noise2D(20);
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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var h = getHeight(ix,iz);
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if(h > 40){
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addToClass(ix,iz,clHill);
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// Add hill noise
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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var n = (noise0.get(x,z) - 0.5) * 40;
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setHeight(ix, iz, h + n);
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}
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}
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}
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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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{
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playerIDs.push(i+1);
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}
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playerIDs = shuffleArray(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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var startAngle = randFloat() * 2 * PI;
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for (var i=0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*2*PI/numPlayers;
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playerX[i] = 0.5 + 0.3*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.3*sin(playerAngle[i]);
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}
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function distanceToPlayers(x, z)
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{
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var r = 10000;
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for (var i = 0; i < numPlayers; i++)
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{
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var dx = x - playerX[i];
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var dz = z - playerZ[i];
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r = min(r, dx*dx + dz*dz);
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}
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return sqrt(r);
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}
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function playerNearness(x, z)
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{
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var d = fractionToTiles(distanceToPlayers(x,z));
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if (d < 13)
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{
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return 0;
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}
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else if (d < 19)
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{
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return (d-13)/(19-13);
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}
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else
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{
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return 1;
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}
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}
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RMS.SetProgress(10);
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for (var i=0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[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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// get civ specific starting entities
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var civEntities = getStartingEntities(id-1);
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// create starting units
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createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
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var citySize = 250
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var placer = new ClumpPlacer(citySize, 0.95, 0.3, 0.1, ix, iz);
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createArea(placer, [paintClass(clPlayer)], null);
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// Create the city patch
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var placer = new ClumpPlacer(citySize * 0.4, 0.6, 0.05, 10, ix, iz);
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var painter = new TerrainPainter([tCity]);
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createArea(placer, painter, null);
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// Create starter animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oPig, 5,5, 0,3)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// Create starter berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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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, 3,3, 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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// Create starter metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = bbDist + 4;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// Create starter stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// Create starter straggler trees
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var num = scaleByMapSize(3, 4)
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for (var j = 0; j < num; j++)
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{
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var tAngle = randFloat(0, TWO_PI);
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var tDist = randFloat(6, bbDist + 5);
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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, 1,3, 0,2)],
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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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}
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}
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RMS.SetProgress(30);
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log("Creating hills...");
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var sizes = [scaleByMapSize(50, 800), scaleByMapSize(50, 400), scaleByMapSize(10, 30), scaleByMapSize(10, 30)];
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for (var i = 0; i < sizes.length; i++)
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{
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var placer = new ClumpPlacer(sizes[i], 0.1, 0.2, 0.1);
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var painter = new LayeredPainter(
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[tCliff, [tForestFloor, tForestFloor, tCliff]], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET,
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50,
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sizes[i] < 50 ? 2 : 4
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);
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var mountains = createAreas(
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placer,
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[painter, paintClass(clHill), elevationPainter],
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avoidClasses(clPlayer, 8, clBaseResource, 2, clHill, 5),
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scaleByMapSize(1, 4)
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);
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if(sizes[i] > 100 && mountains.length > 0)
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{
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var placer = new ClumpPlacer(sizes[i] * 0.3, 0.94, 0.05, 0.1);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_MODIFY,
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10,
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3
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);
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var painter = new LayeredPainter(
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[tCliff, tForestFloor], // terrains
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[2] // widths
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);
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createAreasInAreas(
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placer,
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[painter, elevationPainter],
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stayClasses(clHill, 4),
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mountains.length * 2,
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20,
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mountains
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);
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}
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var placer = new ClumpPlacer(sizes[i], 0.1, 0.2, 0.1);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET,
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10,
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2
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);
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var ravine = createAreas(
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placer,
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[painter, paintClass(clHill), elevationPainter],
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avoidClasses(clPlayer, 6, clBaseResource, 2, clHill, 5),
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scaleByMapSize(1, 3)
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);
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if(sizes[i] > 150 && ravine.length > 0)
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{
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// Place huts in ravines
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var group = new RandomGroup(
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[
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new SimpleObject(aCeltHouse, 0,1, 4,5),
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new SimpleObject(aCeltLongHouse, 1,1, 4,5)
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], true, clHillDeco);
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createObjectGroupsByAreas(
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group, 0,
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[avoidClasses(clHillDeco, 3), stayClasses(clHill, 3)],
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ravine.length * 5, 20,
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ravine
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);
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var group = new RandomGroup(
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[
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new SimpleObject(aCeltHomestead, 1,1, 1,1)
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], true, clHillDeco);
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createObjectGroupsByAreas(
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group, 0,
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[avoidClasses(clHillDeco, 5), stayClasses(clHill, 4)],
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ravine.length * 2, 100,
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ravine
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);
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// Place noise
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var placer = new ClumpPlacer(sizes[i] * 0.3, 0.94, 0.05, 0.1);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET,
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2,
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2
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);
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var painter = new LayeredPainter(
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[tCliff, tForestFloor], // terrains
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[2] // widths
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);
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createAreasInAreas(
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placer,
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[painter, elevationPainter],
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[avoidClasses(clHillDeco, 2), stayClasses(clHill, 0)],
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ravine.length * 2,
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20,
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ravine
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);
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var placer = new ClumpPlacer(sizes[i] * 0.1, 0.3, 0.05, 0.1);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET,
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40,
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2
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);
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var painter = new LayeredPainter(
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[tCliff, tForestFloor], // terrains
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[2] // widths
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);
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createAreasInAreas(
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placer,
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[painter, paintClass(clHill), elevationPainter],
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[avoidClasses(clHillDeco, 2), borderClasses(clHill, 15, 1)],
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ravine.length * 2,
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50,
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ravine
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);
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}
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RMS.SetProgress(30 + (20 * (i / sizes.length)));
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}
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RMS.SetProgress(50);
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var explorableArea = {};
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explorableArea.points = [];
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var playerClass = getTileClass(clPlayer);
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var hillDecoClass = getTileClass(clHillDeco);
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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var h = getHeight(ix,iz);
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if(h > 15 && h < 45 && playerClass.countMembersInRadius(ix, iz, 1) == 0)
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{
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// explorable area
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var pt = {};
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pt.x = ix;
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pt.z = iz;
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explorableArea.points.push(pt);
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}
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if(h > 35)
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{
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var rnd = randFloat();
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if(g_Map.validT(ix, iz) && rnd < 0.1)
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{
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var i = randInt(aTrees.length);
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placeObject(ix+randFloat(), iz+randFloat(), aTrees[i], 0, randFloat(0, TWO_PI));
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}
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}
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else if(h < 15 && hillDecoClass.countMembersInRadius(ix, iz, 1) == 0)
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{
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var rnd = randFloat();
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if(g_Map.validT(ix, iz) && rnd < 0.05)
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{
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var i = randInt(aTrees.length);
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placeObject(ix+randFloat(), iz+randFloat(), aTrees[i], 0, randFloat(0, TWO_PI));
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}
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}
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}
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}
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RMS.SetProgress(55);
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// Add some general noise - after placing height dependant trees
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for (var ix = 0; ix < mapSize; ix++)
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{
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var x = ix / (mapSize + 1.0);
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for (var iz = 0; iz < mapSize; iz++)
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{
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var z = iz / (mapSize + 1.0);
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var h = getHeight(ix,iz);
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var pn = playerNearness(x,z);
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var n = (noise0.get(x,z) - 0.5) * 10;
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setHeight(ix, iz, h + (n * pn));
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}
|
||||
}
|
||||
|
||||
RMS.SetProgress(60);
|
||||
|
||||
// Calculate desired number of trees for map (based on size)
|
||||
const MIN_TREES = 400;
|
||||
const MAX_TREES = 6000;
|
||||
const P_FOREST = 0.8;
|
||||
const P_FOREST_JOIN = 0.25;
|
||||
|
||||
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
|
||||
var numForest = totalTrees * P_FOREST * (1.0 - P_FOREST_JOIN);
|
||||
var numForestJoin = totalTrees * P_FOREST * P_FOREST_JOIN;
|
||||
var numStragglers = totalTrees * (1.0 - P_FOREST);
|
||||
|
||||
// create forests
|
||||
log("Creating forests...");
|
||||
var num = numForest / (scaleByMapSize(6,16) * numPlayers);
|
||||
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
|
||||
painter = new TerrainPainter(pForest);
|
||||
createAreasInAreas(
|
||||
placer,
|
||||
[painter, paintClass(clForest)],
|
||||
avoidClasses(clPlayer, 5, clBaseResource, 4, clForest, 6, clHill, 4),
|
||||
num,
|
||||
100,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
var num = numForestJoin / (scaleByMapSize(4,6) * numPlayers);
|
||||
placer = new ClumpPlacer(numForestJoin / num, 0.1, 0.1, 1);
|
||||
painter = new TerrainPainter(pForest);
|
||||
createAreasInAreas(
|
||||
placer,
|
||||
[painter, paintClass(clForest), paintClass(clForestJoin)],
|
||||
[avoidClasses(clPlayer, 5, clBaseResource, 4, clForestJoin, 5, clHill, 4), borderClasses(clForest, 1, 4)],
|
||||
num,
|
||||
100,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
|
||||
RMS.SetProgress(70);
|
||||
|
||||
// create grass patches
|
||||
log("Creating grass patches...");
|
||||
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
painter = new LayeredPainter(
|
||||
[[tGrass,tGrassPatch],[tGrassPatch,tGrass], [tGrass,tGrassPatch]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
avoidClasses(clForest, 0, clHill, 2, clPlayer, 5),
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
// create chopped forest patches
|
||||
log("Creating chopped forest patches...");
|
||||
var sizes = [scaleByMapSize(20, 120)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
painter = new TerrainPainter(tForestFloor);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
avoidClasses(clForest, 0, clHill, 2, clPlayer, 5),
|
||||
scaleByMapSize(4, 12)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
RMS.SetProgress(75);
|
||||
|
||||
log("Creating stone mines...");
|
||||
// create stone quarries
|
||||
var group = new SimpleGroup([new SimpleObject(oStoneSmall, 1,2, 0,4), new SimpleObject(oStoneLarge, 0,1, 0,4)], true, clRock);
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clRock, 10)],
|
||||
scaleByMapSize(6,20), 100,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
// create small stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clRock, 10)],
|
||||
scaleByMapSize(6,20), 100,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
log("Creating metal mines...");
|
||||
// create metal quarries
|
||||
group = new SimpleGroup([new SimpleObject(oMetalSmall, 1,2, 0,4), new SimpleObject(oMetalLarge, 0,1, 0,4)], true, clMetal);
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
[avoidClasses(clHill, 4, clForest, 2, clPlayer, 20, clMetal, 10, clRock, 5)],
|
||||
scaleByMapSize(6,20), 100,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
RMS.SetProgress(80);
|
||||
|
||||
// create wildlife
|
||||
log("Creating wildlife...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oDeer, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
avoidClasses(clHill, 2, clForest, 0, clPlayer, 0, clBaseResource, 20),
|
||||
3 * numPlayers, 100,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBoar, 2,3, 0,5)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
avoidClasses(clHill, 2, clForest, 0, clPlayer, 0, clBaseResource, 15),
|
||||
numPlayers, 50,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBear, 1,1, 0,4)],
|
||||
false, clFood
|
||||
);
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
avoidClasses(clHill, 2, clForest, 0, clPlayer, 20),
|
||||
scaleByMapSize(3, 12), 200,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
|
||||
log("Creating decorative props...");
|
||||
group = new SimpleGroup(
|
||||
[
|
||||
new SimpleObject(aWoodA, 1,2, 0,1),
|
||||
new SimpleObject(aWoodB, 1,3, 0,1),
|
||||
new SimpleObject(aWheel, 0,2, 0,1),
|
||||
new SimpleObject(aWoodLarge, 0,1, 0,1),
|
||||
new SimpleObject(aBarrel, 0,2, 0,1)
|
||||
],
|
||||
true
|
||||
);
|
||||
createObjectGroupsByAreas(
|
||||
group, 0,
|
||||
avoidClasses(clForest, 0),
|
||||
scaleByMapSize(5, 50), 50,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
RMS.SetProgress(90);
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oOak, oOakLarge, oPine, oAleppoPine]; // some variation
|
||||
var num = floor(numStragglers / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
{
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(types[i], 1,1, 0,3)],
|
||||
true, clForest
|
||||
);
|
||||
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
avoidClasses(clForest, 4, clHill, 5, clPlayer, 10, clBaseResource, 2, clMetal, 5, clRock, 5),
|
||||
num, 20,
|
||||
[explorableArea]
|
||||
);
|
||||
}
|
||||
|
||||
RMS.SetProgress(95);
|
||||
|
||||
// create grass tufts
|
||||
log("Creating grass tufts...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aGrassLarge, 1,2, 0,1, -PI/8,PI/8)]
|
||||
);
|
||||
createObjectGroupsByAreas(group, 0,
|
||||
avoidClasses(clHill, 2, clPlayer, 2),
|
||||
scaleByMapSize(50, 300), 20,
|
||||
[explorableArea]
|
||||
);
|
||||
|
||||
|
||||
setTerrainAmbientColour(0.44,0.51,0.56);
|
||||
setUnitsAmbientColour(0.44,0.51,0.56);
|
||||
|
||||
// Export map data
|
||||
ExportMap();
|
14
binaries/data/mods/public/maps/random/ardennes_forest.json
Normal file
14
binaries/data/mods/public/maps/random/ardennes_forest.json
Normal file
@ -0,0 +1,14 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Ardennes Forest",
|
||||
"Script" : "ardennes_forest.js",
|
||||
"Description" : "Each player starts deep in the forest.",
|
||||
"BaseTerrain" : [
|
||||
"temp_forestfloor_pine", "temp_forestfloor_pine", "alpine_cliff_c", "alpine_grass_rocky"
|
||||
],
|
||||
"BaseHeight" : 50,
|
||||
"CircularMap" : true,
|
||||
"Author" : "Michael Mayfield <mmayfield45@gmail.com>",
|
||||
"Version" : "1.2"
|
||||
}
|
||||
}
|
@ -19,6 +19,11 @@ var tGrassPatch = 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();
|
||||
@ -273,7 +278,16 @@ for (var c = 0 ; c < numPlayers ; c++)
|
||||
riverAngle[c] = startAngle + (((2 * c + 1) / (numPlayers * 2)) * TWO_PI );
|
||||
PX[c] = round(fractionToTiles(0.5 + 0.5 * cos(riverAngle[c])));
|
||||
PZ[c] = round(fractionToTiles(0.5 + 0.5 * sin(riverAngle[c])));
|
||||
log (playerIDs[c], ",,," ,playerIDs[0]);
|
||||
isRiver[c][numPlayers]=1;
|
||||
/*if ((c == numPlayers-1)&&(!areAllies(playerIDs[c]-1, playerIDs[0]-1)))
|
||||
{
|
||||
isRiver[c][numPlayers]=1;
|
||||
}
|
||||
else if ((c < numPlayers-1)&&(!areAllies(playerIDs[c]-1, playerIDs[c+1]-1)))
|
||||
{
|
||||
isRiver[c][numPlayers]=1;
|
||||
}*/
|
||||
}
|
||||
|
||||
//theta is the start value for rndRiver function. seed implies
|
||||
|
Loading…
Reference in New Issue
Block a user