386 lines
10 KiB
JavaScript
386 lines
10 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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// terrain textures
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const tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
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const tGrassForest = "medit_grass_wild";
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const tCliff = ["medit_cliff_italia", "medit_cliff_italia_grass"];
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const tGrassDirt75 = "medit_dirt";
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const tGrassDirt50 = "medit_dirt_b";
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const tGrassDirt25 = "medit_dirt_c";
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const tDirt = "medit_dirt_b";
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const tGrassPatch = "medit_grass_wild";
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const tShore = "medit_rocks";
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const tShoreBlend = "medit_rocks_grass";
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const tWater = "medit_rocks_wet";
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// gaia entities
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const oTree = "gaia/flora_tree_oak";
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const oTreeLarge = "gaia/flora_tree_oak";
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const oBerryBush = "gaia/flora_bush_berry";
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const oSheep = "gaia/fauna_sheep";
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const oDeer = "gaia/fauna_deer";
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const oMine = "gaia/geology_stone_temperate";
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// decorative props
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const aGrass = "actor|props/flora/grass_temp_field.xml";
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const aGrassShort = "actor|props/flora/grass_field_lush_short.xml";
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const aReeds = "actor|props/flora/grass_temp_field_dry.xml";
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const aRockLarge = "actor|geology/stone_granite_large.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aBushMedium = "actor|props/flora/bush_tempe_me.xml";
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const aBushSmall = "actor|props/flora/bush_tempe_sm.xml";
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// terrain + entity (for painting)
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const pForest = tGrassForest + TERRAIN_SEPARATOR + oTree;
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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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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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// place players
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var playerX = new Array(numPlayers+1);
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var playerY = new Array(numPlayers+1);
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var playerAngle = new Array(numPlayers+1);
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var startAngle = randFloat() * 2 * PI;
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for (var i=1; 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 + 0.35*cos(playerAngle[i]);
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playerY[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for (var i=1; i<=numPlayers; i++)
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{
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log("Creating base for player " + i + "...");
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// some constants
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var radius = 17;
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and y in tiles
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var fx = fractionToTiles(playerX[i]);
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var fy = fractionToTiles(playerY[i]);
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var ix = round(fx);
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var iy = round(fy);
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// calculate size based on the radius
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var size = PI * radius * radius;
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// create the hill
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var placer = new ClumpPlacer(size, 0.95, 0.6, 0, ix, iy);
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var terrainPainter = new LayeredPainter(
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[tCliff, tGrass], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
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// create the ramp
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var rampAngle = playerAngle[i] + PI + (2*randFloat()-1)*PI/8;
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var rampDist = radius - 1;
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var rampX = round(fx + rampDist * cos(rampAngle));
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var rampY = round(fy + rampDist * sin(rampAngle));
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placer = new ClumpPlacer(100, 0.9, 0.5, 0, rampX, rampY);
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var painter = new SmoothElevationPainter(ELEVATION_SET, elevation-6, 5);
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createArea(placer, painter, null);
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placer = new ClumpPlacer(75, 0.9, 0.5, 0, rampX, rampY);
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painter = new TerrainPainter(tGrass);
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createArea(placer, painter, null);
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// create the central dirt patch
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placer = new ClumpPlacer(PI*3.5*3.5, 0.3, 0.1, 0, ix, iy);
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painter = new LayeredPainter(
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[tGrassDirt75, tGrassDirt50, tGrassDirt25, tDirt], // terrains
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[1,1,1] // widths
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);
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createArea(placer, painter, null);
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// create the TC and citizens
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var civ = getCivCode(i - 1);
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var group = new SimpleGroup( // elements (type, min/max count, min/max distance)
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[new SimpleObject("structures/"+civ+"_civil_centre", 1,1, 0,0), new SimpleObject("units/"+civ+"_support_female_citizen", 3,3, 5,5)],
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true, null, ix, iy
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);
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createObjectGroup(group, i);
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// create berry bushes
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var bbAngle = randFloat()*2*PI;
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var bbDist = 9;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbY = round(fy + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,2)],
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true, clBaseResource, bbX, bbY
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);
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createObjectGroup(group, 0);
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// create mines
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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()*2*PI;
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}
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var mDist = 9;
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var mX = round(fx + mDist * cos(mAngle));
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var mY = round(fy + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMine, 4,4, 0,2)],
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true, clBaseResource, mX, mY
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);
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createObjectGroup(group, 0);
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// create starting straggler trees
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group = new SimpleGroup(
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[new SimpleObject(oTree, 3,3, 8,12)],
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true, clBaseResource, ix, iy
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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// create grass tufts
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for (var j=0; j < 10; j++)
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{
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var gAngle = randFloat()*2*PI;
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var gDist = 6 + randInt(9);
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var gX = round(fx + gDist * cos(gAngle));
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var gY = round(fy + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 3,6, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gY
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);
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createObjectGroup(group, undefined);
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}
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}
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// create lakes
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log("Creating lakes...");
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placer = new ClumpPlacer(140, 0.8, 0.1, 0);
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terrainPainter = new LayeredPainter(
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[tShoreBlend, tShore, tWater], // terrains
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[1,1] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 2, clWater, 20),
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round(1.3 * numPlayers)
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);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(10, 0.3, 0.06, 0);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 0),
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mapSize*mapSize/1000
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);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(30, 0.2, 0.1, 0);
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terrainPainter = new LayeredPainter(
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[tCliff, [tGrass,tGrass,tGrassDirt75]], // terrains
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[3] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 2, clWater, 5, clHill, 15),
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2 * numPlayers
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);
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// create forests
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log("Creating forests...");
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placer = new ClumpPlacer(32, 0.1, 0.1, 0);
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painter = new LayeredPainter(
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[[tGrassForest, tGrass, pForest], [tGrassForest, pForest]], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 0),
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6 * numPlayers
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);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [8,14,20];
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for (i=0; i<sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
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painter = new LayeredPainter(
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[[tGrass,tGrassDirt75],[tGrassDirt75,tGrassDirt50], [tGrassDirt50,tGrassDirt25]], // 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(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
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mapSize*mapSize/4000
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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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var sizes = [5,9,13];
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for (i=0; i<sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0);
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painter = new TerrainPainter(tGrassPatch);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0),
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mapSize*mapSize/4000
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);
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}
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// create mines
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log("Creating mines...");
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group = new SimpleGroup(
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[new SimpleObject(oMine, 4,6, 0,2)],
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true, clRock
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);
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createObjectGroups(
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group, 0,
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[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clRock, 13),
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new BorderTileClassConstraint(clHill, 0, 4)],
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3 * numPlayers, 100
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);
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// create settlements
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log("Creating settlements...");
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group = new SimpleGroup([new SimpleObject("gaia/special_settlement", 1,1, 0,0)], true, clSettlement);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 15, clHill, 0, clRock, 5, clSettlement, 35),
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2 * numPlayers, 50
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);
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// create small decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockMedium, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, undefined,
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avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
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mapSize*mapSize/1000, 50
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);
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, undefined,
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avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
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mapSize*mapSize/2000, 50
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);
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(oDeer, 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, 0, clHill, 0, clFood, 20),
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3 * numPlayers, 50
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);
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// create sheep
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log("Creating sheep...");
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group = new SimpleGroup(
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[new SimpleObject(oSheep, 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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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
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3 * numPlayers, 50
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);
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// create straggler trees
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log("Creating straggler trees...");
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group = new SimpleGroup(
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[new SimpleObject(oTree, 1,1, 0,0)],
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true
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1),
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mapSize*mapSize/1100
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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, 3,6, 0,1, -PI/8,PI/8)]
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);
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createObjectGroups(group, undefined,
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avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
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mapSize*mapSize/90
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);
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// create large grass tufts
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log("Creating large grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrass, 20,30, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 20,30, 1.2,2.5, -PI/8,PI/8)]
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);
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createObjectGroups(group, undefined,
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avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
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mapSize*mapSize/900
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);
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// create bushes
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log("Creating bushes...");
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group = new SimpleGroup(
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[new SimpleObject(aBushSmall, 2,4, 0,2)]
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);
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createObjectGroups(group, undefined,
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avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
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mapSize*mapSize/2000, 50
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);
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// create reeds
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log("Creating reeds...");
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group = new SimpleGroup(
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[new SimpleObject(aReeds, 5,10, 0,1.5, -PI/8,PI/8)]
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);
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createObjectGroups(group, undefined,
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[new BorderTileClassConstraint(clWater, 3, 0), new StayInTileClassConstraint(clWater, 1)],
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10 * numPlayers, 100
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);
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// Export map data
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ExportMap();
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