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forked from 0ad/0ad

Added new Random maps. Updated the existing ones with the new starting unit formation.

This was SVN commit r11137.
This commit is contained in:
O.Davoodi 2012-02-24 10:34:05 +00:00
parent d3038bbb5c
commit a9b963c3a5
31 changed files with 7730 additions and 50 deletions

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RMS.LoadLibrary("rmgen");
//TILE_CENTERED_HEIGHT_MAP = true;
function rndRiver(f, seed)
{
var rndRq = seed;
var rndRw = rndRq;
var rndRe = 0;
var rndRr = f-floor(f);
var rndRa = 0;
for (var rndRx=0; rndRx<=floor(f); rndRx++)
{
rndRw = 10*(rndRw-floor(rndRw));
}
if (rndRx%2==0)
{
var rndRs = -1;
}
else
{
var rndRs = 1;
}
rndRe = (floor(rndRw))%5;
if (rndRe==0)
{
rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5);
}
else if (rndRe==1)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7);
}
else if (rndRe==2)
{
rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8);
}
else if (rndRe==3)
{
rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8);
}
else if (rndRe==4)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7);
}
return rndRa;
}
const tCity = "medit_city_pavement";
const tCityPlaza = "medit_city_pavement";
const tHill = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"];
const tMainDirt = "medit_dirt";
const tCliff = "medit_cliff_aegean";
const tForestFloor = "medit_grass_shrubs";
const tGrass = "medit_grass_field";
const tGrassSand50 = "medit_grass_field_a";
const tGrassSand25 = "medit_grass_field_b";
const tDirt = "medit_dirt_b";
const tDirtCracks = "medit_dirt_c";
const tShore = "medit_sand";
const tWater = "medit_sand_wet";
// gaia entities
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oGoat = "gaia/fauna_goat";
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
const oStoneSmall = "gaia/geology_stone_mediterranean";
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
const oDatePalm = "gaia/flora_tree_cretan_date_palm_short";
const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall";
const oCarob = "gaia/flora_tree_carob";
const oFanPalm = "gaia/flora_tree_medit_fan_palm";
const oPoplar = "gaia/flora_tree_poplar_lombardy";
const oCypress = "gaia/flora_tree_cypress";
// decorative props
const aBush1 = "actor|props/flora/bush_medit_sm.xml";
const aBush2 = "actor|props/flora/bush_medit_me.xml";
const aBush3 = "actor|props/flora/bush_medit_la.xml";
const aBush4 = "actor|props/flora/bush_medit_me.xml";
const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_granite_med.xml";
// terrain + entity (for painting)
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
const BUILDING_ANGlE = 0.75*PI;
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clGrass = createTileClass();
var clHill = createTileClass();
var clIsland = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var playerPos = new Array(numPlayers);
var iop = 0;
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = playerPos[i];
playerX[i] = 0.2 + 0.6*(i%2);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = floor(fx);
var iz = floor(fz);
addToClass(ix, iz, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oSDatePalm, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(30);
const WATER_WIDTH = 0.35;
log("Creating sea");
var theta = randFloat(0, 1);
var theta2 = randFloat(0, 1);
var seed = randFloat(2,3);
var seed2 = randFloat(2,3);
for (ix = 0; ix < mapSize; ix++)
{
for (iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
// add the rough shape of the water
var km = 20/scaleByMapSize(35, 160);
var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed);
var cu2 = km*rndRiver(theta2+z*0.5*(mapSize/64),seed2);
var fadeDist = 0.05;
if ((x > cu + 0.5 - WATER_WIDTH/2) && (x < cu + 0.5 + WATER_WIDTH/2))
{
var h;
if (x < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
{
h = 1 - 4.0 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - x)/fadeDist);
}
else if (x > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
{
h = 1 - 4.0 * (1 - (x - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
}
else
{
h = -3.0;
}
if (h < -1.5)
{
placeTerrain(ix, iz, tWater);
}
else
{
placeTerrain(ix, iz, tShore);
}
setHeight(ix, iz, h);
if (h < 0){
addToClass(ix, iz, clWater);
}
}
}
}
RMS.SetProgress(40);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 6),
scaleByMapSize(100, 200)
);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.5;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var num = scaleByMapSize(10,30);
placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
painter = new TerrainPainter([tForestFloor, pForest]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 8, clForest, 10, clWater, 1),
num, 50
);
RMS.SetProgress(50);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 16, clForest, 1, clHill, 15, clWater, 3),
scaleByMapSize(1, 4) * numPlayers
);
// 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,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clGrass, 5, clPlayer, 10, clWater, 1, clDirt, 5, clHill, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
// create dirt patches
log("Creating dirt 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(
[[tDirt,tDirtCracks],[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clDirt, 5, clPlayer, 10, clWater, 1, clGrass, 5, clHill, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(60);
// create islands
log("Creating islands...");
placer = new ClumpPlacer(scaleByMapSize(40, 240), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tShore, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 6, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clIsland)],
[avoidClasses(clPlayer, 8, clForest, 1, clIsland, 15), stayClasses (clWater, 4)],
scaleByMapSize(1, 4) * numPlayers
);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clIsland, 4),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clIsland, 4),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
stayClasses(clIsland, 4),
scaleByMapSize(4,16), 100
);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 1),
scaleByMapSize(16, 262), 50
);
// create shrubs
log("Creating shrubs...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clPlayer, 0, clHill, 1),
scaleByMapSize(40, 360), 50
);
RMS.SetProgress(70);
// create fish
log("Creating fish...");
group = new SimpleGroup([new SimpleObject(oFish, 1,3, 2,6)], true, clFood);
createObjectGroups(group, 0,
[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)],
3*scaleByMapSize(5,20), 50
);
// create sheeps
log("Creating sheeps...");
group = new SimpleGroup([new SimpleObject(oSheep, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create goats
log("Creating goats...");
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create deers
log("Creating deers...");
group = new SimpleGroup([new SimpleObject(oDeer, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // 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, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clHill, 1),
num
);
}
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
var num = 10*floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
createObjectGroups(group, 0,
stayClasses(clIsland, 4),
num
);
}
// Set environment
setSkySet("sunny");
setSunColour(0.917, 0.828, 0.734);
setWaterColour(0.292, 0.347, 0.691);
// Export map data
ExportMap();

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{
"settings" : {
"Name" : "Aegean Sea",
"Script" : "aegean_sea.js",
"Description" : "Players start in two sides of a sea with scattered islands",
"BaseTerrain" : ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"],
"BaseHeight" : 1,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

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{
"settings" : {
"Name" : "Anatolian Plateau",
"Script" : "anatolian_plateau.js",
"Description" : "An indefensible open land with little wood and stone.",
"BaseTerrain" : ["steppe_grass_a", "steppe_grass_b", "steppe_grass_c", "steppe_grass_d"],
"BaseHeight" : 1,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

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RMS.LoadLibrary("rmgen");
// terrain textures
const tGrass = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
const tGrassPForest = "medit_grass_field_dry";
const tGrassDForest = "medit_grass_field_dry";
const tCliff = "medit_cliff_italia";
const tHill = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
const tDirt = "medit_dirt";
const tRoad = "medit_city_tile";
const tRoadWild = "medit_city_tile";
const tGrassPatch = "medit_grass_shrubs";
const tShoreBlend = "medit_sand";
const tShore = "medit_sand";
const tWater = "medit_sand";
// gaia entities
const oCarob = "gaia/flora_tree_carob";
const oAleppoPine = "gaia/flora_tree_aleppo_pine";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
const oStoneSmall = "gaia/geology_stone_mediterranean";
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
const oWood = "gaia/special_treasure_wood";
const oFood = "gaia/special_treasure_food_bin";
// decorative props
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBushMedium = "actor|props/flora/bush_medit_me.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
const aCarob = "actor|flora/trees/carob.xml";
const aAleppoPine = "actor|flora/trees/aleppo_pine.xml";
// terrain + entity (for painting)
const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oCarob, tGrassDForest];
const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clTreasure = createTileClass();
var clGrass = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oCarob, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(10);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clPlayer, 9),
scaleByMapSize(100, 200)
);
// create hills 1
log("Creating hills 1...");
placer = new ClumpPlacer(scaleByMapSize(40, 300), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 16, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 16, clWater, 5, clHill, 10),
6*scaleByMapSize(1, 4) * numPlayers
);
// create hills 2
log("Creating hills 2...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.18, 0.15, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 20, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 16, clWater, 5, clHill, 7),
7*scaleByMapSize(1, 4) * numPlayers
);
// create hills 3
log("Creating hills 2...");
placer = new ClumpPlacer(scaleByMapSize(10, 75), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 24, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
stayClasses(clHill, 0),
14*scaleByMapSize(1, 4) * numPlayers
);
RMS.SetProgress(25);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.7;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 14, clForest, 8, clHill, 1),
num
);
}
RMS.SetProgress(40);
// create dirt patches
log("Creating dirt 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(
[tDirt,tDirt], // terrains
[1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10),
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrass);
createAreas(
placer,
[painter, paintClass(clGrass)],
avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10, clGrass, 15),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(50);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 9, clMetal, 10, clRock, 5, clHill, 2)],
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 9, clMetal, 10, clRock, 5, clHill, 2)],
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 9, clMetal, 10, clRock, 5, clHill, 2)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(60);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
RMS.SetProgress(65);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// create food treasures
log("Creating food treasures...");
group = new SimpleGroup(
[new SimpleObject(oFood, 2,3, 0,2)],
true, clTreasure
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5),
3 * numPlayers, 50
);
// create wood treasures
log("Creating food treasures...");
group = new SimpleGroup(
[new SimpleObject(oWood, 2,3, 0,2)],
true, clTreasure
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 18, clHill, 1),
3 * numPlayers, 50
);
RMS.SetProgress(80);
// create straggler trees
log("Creating straggler trees...");
var types = [oCarob, 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
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 10, clMetal, 1, clRock, 1, clTreasure, 1),
num
);
}
// create hill trees
log("Creating hill trees...");
var types = [aCarob, aAleppoPine]; // some variation
var num = floor(3 * numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup(
[new SimpleObject(types[i], 1,1, 0,3)],
true, clForest
);
createObjectGroups(group, 0,
stayClasses(clHill, 2),
num
);
}
RMS.SetProgress(85);
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 16, clDirt, 0),
scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 16, clDirt, 1, clForest, 0),
scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clHill, 1, clPlayer, 10, clDirt, 1),
scaleByMapSize(13, 200), 50
);
// Export map data
ExportMap();

View File

@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Atlas Mountains",
"Script" : "atlas_mountains.js",
"Description" : "A rugged land with small room for buildings with scarce wood.",
"BaseTerrain" : ["medit_rocks_grass", "medit_rocks_grass", "medit_rocks_grass", "medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"],
"BaseHeight" : 3,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

View File

@ -154,19 +154,18 @@ for (var i = 0; i < numPlayers; i++)
createObjectGroup(group, id);
// create starting units
var uDist = 8;
var uAngle = -BUILDING_ANGlE + randFloat(-PI/8, PI/8);
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
var ux = round(fx + uDist * cos(uAngle));
var uz = round(fz + uDist * sin(uAngle));
group = new SimpleGroup( // elements (type, min/max count, min/max distance)
[new SimpleObject(civEntities[j].Template, count,count, 1,ceil(count/2))],
true, null, ux, uz
);
createObjectGroup(group, id);
uAngle += PI/4;
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals

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@ -0,0 +1,832 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var rt = randInt(1,7);
//temperate
if (rt == 1){
var tGrass = ["temp_grass_long_b"];
var tGrassPForest = "temp_forestfloor_pine";
var tGrassDForest = "temp_plants_bog";
var tCliff = ["temp_cliff_a", "temp_cliff_b"];
var tGrassA = "temp_grass_d";
var tGrassB = "temp_grass_c";
var tGrassC = "temp_grass_clovers_2";
var tHill = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
var tRoad = "temp_road";
var tRoadWild = "temp_road_overgrown";
var tGrassPatch = "temp_grass_plants";
var tShoreBlend = "temp_mud_plants";
var tShore = "sand_grass_25";
var tWater = "medit_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_oak";
var oOakLarge = "gaia/flora_tree_oak_large";
var oApple = "gaia/flora_tree_apple";
var oPine = "gaia/flora_tree_pine";
var oAleppoPine = "gaia/flora_tree_aleppo_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/pond_lillies_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
}
//snowy
else if (rt == 2)
{
setSunColour(0.550, 0.601, 0.644); // a little darker
var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"];
var tGrassPForest = "polar_tundra_snow";
var tGrassDForest = "polar_tundra_snow";
var tCliff = ["polar_cliff_a", "polar_cliff_b"];
var tGrassA = "snow grass 2";
var tGrassB = "polar_snow_a";
var tGrassC = "polar_ice_snow";
var tHill = ["polar_snow_rocks", "polar_cliff_snow"];
var tDirt = ["polar_ice_b", "polar_ice_c"];
var tRoad = "new_alpine_citytile";
var tRoadWild = "polar_ice_cracked";
var tGrassPatch = "snow grass 2";
var tShoreBlend = "polar_ice";
var tShore = "snow_glacial_01";
var tWater = "polar_ice_c";
// gaia entities
var oOak = "gaia/flora_tree_pine_w";
var oOakLarge = "gaia/flora_tree_pine_w";
var oApple = "gaia/flora_tree_pine_w";
var oPine = "gaia/flora_tree_pine_w";
var oAleppoPine = "gaia/flora_tree_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_muskox";
var oFish = "gaia/fauna_fish_tuna";
var oSheep = "gaia/fauna_walrus";
var oStoneLarge = "gaia/geology_stone_alpine_a";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//desert
else if (rt == 3)
{
setSunColour(0.733, 0.746, 0.574);
var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
var tGrassPForest = "forestfloor_dirty";
var tGrassDForest = "desert_forestfloor_palms";
var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"];
var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
var tGrassB = "dirta";
var tGrassC = "medit_dirt_dry";
var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"];
var tRoad = "desert_city_tile";
var tRoadWild = "desert_city_tile";
var tGrassPatch = "desert_dirt_rough";
var tShoreBlend = "desert_shore_stones";
var tShore = "dirta";
var tWater = "desert_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_cretan_date_palm_short";
var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall";
var oApple = "gaia/flora_tree_fig";
var oPine = "gaia/flora_tree_dead";
var oAleppoPine = "gaia/flora_tree_date_palm";
var oBerryBush = "gaia/flora_bush_grapes";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_camel";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_gazelle";
var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
var oStoneSmall = "gaia/geology_stone_desert_small";
var oMetalLarge = "gaia/geology_metal_desert_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_desert_med.xml";
var aRockMedium = "actor|geology/stone_desert_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//alpine
else if (rt == 4)
{
var tGrass = ["alpine_dirt_grass_50"];
var tGrassPForest = "alpine_forrestfloor";
var tGrassDForest = "alpine_forrestfloor";
var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
var tGrassA = "alpine_grass_rocky";
var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
var tGrassC = ["alpine_snow_a", "alpine_snow_b"];
var tHill = "alpine_cliff_snow";
var tDirt = ["alpine_dirt", "alpine_grass_d"];
var tRoad = "new_alpine_citytile";
var tRoadWild = "new_alpine_citytile";
var tGrassPatch = "new_alpine_grass_a";
var tShoreBlend = "alpine_shore_rocks";
var tShore = "alpine_shore_rocks_grass_50";
var tWater = "alpine_shore_rocks";
// gaia entities
var oOak = "gaia/flora_tree_pine";
var oOakLarge = "gaia/flora_tree_pine";
var oApple = "gaia/flora_tree_pine";
var oPine = "gaia/flora_tree_pine";
var oAleppoPine = "gaia/flora_tree_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_goat";
var oFish = "gaia/fauna_fish_tuna";
var oSheep = "gaia/fauna_deer";
var oStoneLarge = "gaia/geology_stone_alpine_a";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//medit
else if (rt == 5){
var tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
var tGrassPForest = "medit_plants_dirt";
var tGrassDForest = "medit_grass_shrubs";
var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
var tGrassA = "medit_grass_field_b";
var tGrassB = "medit_grass_field_brown";
var tGrassC = "medit_grass_field_dry";
var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
var tDirt = ["medit_dirt", "medit_dirt_b"];
var tRoad = "medit_city_tile";
var tRoadWild = "medit_city_tile";
var tGrassPatch = "medit_grass_wild";
var tShoreBlend = "medit_sand";
var tShore = "sand_grass_25";
var tWater = "medit_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_cretan_date_palm_short";
var oOakLarge = "gaia/flora_tree_medit_fan_palm";
var oApple = "gaia/flora_tree_apple";
var oPine = "gaia/flora_tree_cypress";
var oAleppoPine = "gaia/flora_tree_aleppo_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/pond_lillies_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
}
//savanah
else if (rt == 6)
{
var tGrass = ["savanna_grass_a", "savanna_grass_b"];
var tGrassPForest = "savanna_forestfloor_a";
var tGrassDForest = "savanna_forestfloor_b";
var tCliff = ["savanna_cliff_a", "savanna_cliff_b"];
var tGrassA = "savanna_shrubs_a";
var tGrassB = "savanna_dirt_rocks_b";
var tGrassC = "dirt_brown_e";
var tHill = ["savanna_grass_a", "savanna_grass_b"];
var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"];
var tRoad = "savanna_tile_a";
var tRoadWild = "savanna_tile_a";
var tGrassPatch = "savanna_grass_a";
var tShoreBlend = "savanna_riparian";
var tShore = "savanna_riparian_bank";
var tWater = "savanna_riparian_wet";
// gaia entities
var oOak = "gaia/flora_tree_baobab";
var oOakLarge = "gaia/flora_tree_baobab";
var oApple = "gaia/flora_tree_baobab";
var oPine = "gaia/flora_tree_baobab";
var oAleppoPine = "gaia/flora_tree_baobab";
var oBerryBush = "gaia/flora_bush_grapes";
var oChicken = "gaia/fauna_chicken";
var rts = randInt(1,4);
if (rts==1){
var oDeer = "gaia/fauna_wildebeest";
}
else if (rts==2)
{
var oDeer = "gaia/fauna_zebra";
}
else if (rts==3)
{
var oDeer = "gaia/fauna_giraffe";
}
else if (rts==4)
{
var oDeer = "gaia/fauna_elephant_african_bush";
}
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_gazelle";
var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
var oStoneSmall = "gaia/geology_stone_savanna_small";
var oMetalLarge = "gaia/geology_metal_savanna_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_savanna.xml";
var aGrassShort = "actor|props/flora/grass_medit_field.xml";
var aRockLarge = "actor|geology/stone_savanna_med.xml";
var aRockMedium = "actor|geology/stone_savanna_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_dry_a.xml";
// terrain + entity (for painting)
}
else if (rt == 7){
var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"];
var tGrassPForest = "tropic_plants_c";
var tGrassDForest = "tropic_plants_c";
var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"];
var tGrassA = "tropic_grass_c";
var tGrassB = "tropic_grass_plants";
var tGrassC = "tropic_plants";
var tHill = ["tropic_cliff_grass"];
var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"];
var tRoad = "tropic_citytile_a";
var tRoadWild = "tropic_citytile_plants";
var tGrassPatch = "tropic_plants_b";
var tShoreBlend = "temp_mud_plants";
var tShore = "tropic_beach_dry";
var tWater = "tropic_beach_wet";
// gaia entities
var oOak = "gaia/flora_tree_poplar";
var oOakLarge = "gaia/flora_tree_poplar";
var oApple = "gaia/flora_tree_poplar";
var oPine = "gaia/flora_tree_cretan_date_palm_short";
var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_tiger";
var oStoneLarge = "gaia/geology_stonemine_tropic_quarry";
var oStoneSmall = "gaia/geology_stone_tropic_a";
var oMetalLarge = "gaia/geology_metal_tropic_slabs";
// decorative props
var aGrass = "actor|props/flora/plant_tropic_a.xml";
var aGrassShort = "actor|props/flora/plant_lg.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_b.xml";
var aLillies = "actor|props/flora/water_lillies.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/plant_tropic_large.xml";
var aBushSmall = "actor|props/flora/plant_tropic_large.xml";
// terrain + entity (for painting)
}
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = createTileClass();
//Create the continent body
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
placeTerrain(ix, iz, tWater);
}
}
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.45, 0.9, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tGrass], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
5, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.25*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
fx = fractionToTiles(playerX[i]);
fz = fractionToTiles(playerZ[i]);
ix = round(fx);
iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(20);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
[avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 3)],
scaleByMapSize(100, 200)
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
[avoidClasses(clPlayer, 10, clHill, 15), stayClasses(clLand, 5)],
scaleByMapSize(1, 4) * numPlayers
);
// calculate desired number of trees for map (based on size)
if (rt == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (rt == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.6;
}
else
{
var MIN_TREES = 500;
var MAX_TREES = 3000;
var P_FOREST = 0.7;
}
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // some variation
if (rt == 6)
{
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
else
{
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
}
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 7)],
num
);
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt 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,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 7)],
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
createAreas(
placer,
painter,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 7)],
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 3)],
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 3)],
3 * numPlayers, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clLand, 2, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
25 * numPlayers, 60
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oApple]; // 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
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)],
num
);
}
var planetm = 1;
if (rt==7)
{
planetm = 8;
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200), 50
);
rt = randInt(1,3)
if (rt==1){
setSkySet("cirrus");
}
else if (rt ==2){
setSkySet("cumulus");
}
else if (rt ==3){
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
setWaterTint(0.447, 0.412, 0.322); // muddy brown
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
setWaterMurkiness(1.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();

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@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Continent",
"Script" : "continent.js",
"Description" : "All players starts on a continent surrounded by water.",
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : -5,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

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@ -0,0 +1,587 @@
RMS.LoadLibrary("rmgen");
function rndRiver(f, seed)
{
var rndRq = seed;
var rndRw = rndRq;
var rndRe = 0;
var rndRr = f-floor(f);
var rndRa = 0;
for (var rndRx=0; rndRx<=floor(f); rndRx++)
{
rndRw = 10*(rndRw-floor(rndRw));
}
if (rndRx%2==0)
{
var rndRs = -1;
}
else
{
var rndRs = 1;
}
rndRe = (floor(rndRw))%5;
if (rndRe==0)
{
rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5);
}
else if (rndRe==1)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7);
}
else if (rndRe==2)
{
rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8);
}
else if (rndRe==3)
{
rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8);
}
else if (rndRe==4)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7);
}
return rndRa;
}
var tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
var tGrassPForest = "medit_plants_dirt";
var tGrassDForest = "medit_grass_shrubs";
var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
var tGrassA = "medit_grass_field_b";
var tGrassB = "medit_grass_field_brown";
var tGrassC = "medit_grass_field_dry";
var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
var tDirt = ["medit_dirt", "medit_dirt_b"];
var tRoad = "medit_city_tile";
var tRoadWild = "medit_city_tile";
var tGrassPatch = "medit_grass_wild";
var tShoreBlend = "medit_sand";
var tShore = "sand_grass_25";
var tWater = "medit_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_poplar";
var oOakLarge = "gaia/flora_tree_poplar";
var oApple = "gaia/flora_tree_apple";
var oPine = "gaia/flora_tree_carob";
var oAleppoPine = "gaia/flora_tree_carob";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/pond_lillies_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = createTileClass();
var clRiver = createTileClass();
//Create the continent body
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.7);
var ix = round(fx);
var iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.65, 0.75, 0.08, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tGrass], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = 0;
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle - 0.23*(i+(i%2))*TWO_PI/numPlayers - (i%2)*PI/2;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.7 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
fx = fractionToTiles(playerX[i]);
fz = fractionToTiles(playerZ[i]);
ix = round(fx);
iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(20);
const WATER_WIDTH = 0.07;
log("Creating river");
var theta = randFloat(0, 1);
var seed = randFloat(2,3);
for (ix = 0; ix < mapSize; ix++)
{
for (iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
var h = 0;
var distToWater = 0;
h = 32 * (z - 0.5);
// add the rough shape of the water
var km = 12/scaleByMapSize(35, 160);
var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed);
var zk = z*randFloat(0.995,1.005);
var xk = x*randFloat(0.995,1.005);
if (-3.0 < getHeight(ix, iz)){
if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2)))
{
if (xk < cu+((1.05-WATER_WIDTH)/2))
{
h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk));
if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
{
h=-1.5;
}
}
else if (xk > (cu+(0.95+WATER_WIDTH)/2))
{
h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2)));
if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
{
h=-1.5;
}
}
else
{
if (((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8))){
h = -1.5;
}
else
{
h = -3.0;
}
}
setHeight(ix, iz, h);
addToClass(ix, iz, clRiver);
placeTerrain(ix, iz, tWater);
}
}
}
}
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
[avoidClasses(clWater, 2, clPlayer, 10, clRiver, 1), stayClasses(clLand, 3)],
scaleByMapSize(100, 200)
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 500;
var MAX_TREES = 3000;
var P_FOREST = 0.7;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
num
);
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt 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,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
createAreas(
placer,
painter,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
3 * numPlayers, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clLand, 2, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clRiver, 1),
5 * numPlayers, 60
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oApple]; // 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
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)],
num
);
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0, clRiver, 1), stayClasses(clLand, 6)],
scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0, clRiver, 1), stayClasses(clLand, 6)],
scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)],
scaleByMapSize(13, 200), 50
);
setSkySet("cumulus");
setWaterTint(0.447, 0.412, 0.322); // muddy brown
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
setWaterMurkiness(1.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();

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@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Guadalquivir River",
"Script" : "guadalquivir_river.js",
"Description" : "Players start in the shores of the mediterranean sea with a river flowing between them.",
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

View File

@ -0,0 +1,618 @@
RMS.LoadLibrary("rmgen");
function rndRiver(f, seed)
{
var rndRq = sqrt(seed);
var rndRw = rndRq;
var rndRe = 0;
var rndRr = f-floor(f);
var rndRa = 0;
for (var rndRx=0; rndRx<=floor(f); rndRx++)
{
rndRw = 10*(rndRw-floor(rndRw));
}
if (rndRx%2==0)
{
var rndRs = -1;
}
else
{
var rndRs = 1;
}
rndRe = (floor(rndRw))%5;
if (rndRe==0)
{
rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5);
}
else if (rndRe==1)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7);
}
else if (rndRe==2)
{
rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8);
}
else if (rndRe==3)
{
rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8);
}
else if (rndRe==4)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7);
}
return rndRa;
}
// terrain textures
const tGrass = ["temp_grass_clovers"];
const tGrassPForest = "temp_plants_bog";
const tGrassDForest = "alpine_dirt_grass_50";
const tCliff = ["temp_cliff_a", "temp_cliff_b"];
const tGrassA = "temp_grass_d";
const tGrassB = "temp_grass_c";
const tGrassC = "temp_grass_clovers_2";
const tHill = ["temp_highlands", "temp_grass_long_b"];
const tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
const tRoad = "temp_road";
const tRoadWild = "temp_road_overgrown";
const tGrassPatch = "temp_grass_plants";
const tShoreBlend = "temp_mud_plants";
const tShore = "medit_sand_wet";
const tWater = "medit_sand_wet";
// gaia entities
const oPoplar = "gaia/flora_tree_poplar";
const oPalm = "gaia/flora_tree_cretan_date_palm_short";
const oApple = "gaia/flora_tree_apple";
const oOak = "gaia/flora_tree_oak";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oGoat = "gaia/fauna_goat";
const oBoar = "gaia/fauna_boar";
const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
const oStoneSmall = "gaia/geology_stone_temperate";
const oMetalLarge = "gaia/geology_metal_temperate_slabs";
// decorative props
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
const aRockLarge = "actor|geology/stone_granite_large.xml";
const aRockMedium = "actor|geology/stone_granite_med.xml";
const aBushMedium = "actor|props/flora/bush_medit_me_lush.xml";
const aBushSmall = "actor|props/flora/bush_medit_sm_lush.xml";
// terrain + entity (for painting)
const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oPoplar, tGrassDForest];
const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
const WATER_WIDTH = 0.25;
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clSea = createTileClass();
var clHighlands = createTileClass();
var clFlatlands = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerPos = new Array(numPlayers);
for (var i = 0; i < numPlayers; i++)
{
playerPos[i] = (i + 1) / (numPlayers + 1);
playerX[i] = playerPos[i];
playerZ[i] = 0.4 + 0.2*(i%2)
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// Setting tile class
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create chickens
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oPoplar, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(10);
// create sea and hills
log("Creating sea and northern hills...");
var theta = randFloat(0, 1);
var seed = randFloat(2,3);
for (ix = 0; ix < mapSize; ix++)
{
for (iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
// add the rough shape of the water
var km = 20/scaleByMapSize(35, 160);
var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed);
var fadeDist = 0.05;
if (z < 0.25)
{
addToClass(ix, iz, clHighlands);
}
if (z > cu + 0.75)
{
var h;
if ((z < (cu + 0.75 + fadeDist))&&(z > (cu + 0.75)))
{
h = 1 - 4.0 * (1 - ((cu + 0.75 + fadeDist) - z)/fadeDist);
}
else
{
h = -3.0;
}
if (h < -1.5)
{
placeTerrain(ix, iz, tWater);
}
else
{
placeTerrain(ix, iz, tShore);
}
setHeight(ix, iz, h);
if (h < 0){
addToClass(ix, iz, clWater);
}
}
}
}
RMS.SetProgress(20);
// create fish
log("Creating fish...");
num = scaleByMapSize(10, 20);
for (i=0; i < num; i++){
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clPlayer, 0, clHill, 0, clFood, 3, clHighlands, 0, clFlatlands, 3*scaleByMapSize(1, 4)),
numPlayers, 50
);
}
RMS.SetProgress(25);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 3);
createAreas(
placer,
painter,
stayClasses(clHighlands, 1),
scaleByMapSize(300, 600)
);
RMS.SetProgress(30);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clSea, 5, clPlayer, 15, clWater, 5, clHill, 15, clHighlands, 5),
scaleByMapSize(1, 4) * numPlayers
);
RMS.SetProgress(35);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.7;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create mainland forests
log("Creating mainland forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]]
]; // some variation
var size = numForest*1.3 / (scaleByMapSize(2,8) * numPlayers);
var num = floor(0.7*size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 6, clWater, 3, clForest, 10, clHill, 0, clSea, 6),
num
);
}
RMS.SetProgress(45);
// create highland forests
log("Creating highland forests...");
var types = [
[[tGrassDForest, tGrass, pForestP], [tGrassDForest, pForestP]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 6, clWater, 3, clForest, 2, clHill, 0, clSea, 6, clFlatlands, 3),
num
);
}
RMS.SetProgress(70);
// create dirt patches
log("Creating dirt 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,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clSea, 0),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(75);
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
createAreas(
placer,
painter,
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clSea, 0),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(80);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clSea, 2, clHill, 2)],
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clSea, 2, clHill, 2)],
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clSea, 0, clHill, 2)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(85);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clSea, 0),
scaleByMapSize(16, 262), 50
);
RMS.SetProgress(90);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clSea, 0),
scaleByMapSize(8, 131), 50
);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 5, clSea, 0, clFlatlands, 0),
6 * numPlayers, 50
);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oGoat, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSea, 0),
3 * numPlayers, 50
);
// create boar
log("Creating boar...");
group = new SimpleGroup(
[new SimpleObject(oBoar, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSea, 0, clFlatlands, 0),
2 * numPlayers, 50
);
// create straggler trees
log("Creating straggler trees...");
var types = [oPoplar, oPalm, oApple]; // 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
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 1, clRock, 1, clSea, 1, clHighlands, 25),
num
);
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0, clSea, 1),
scaleByMapSize(13, 200)
);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0, clSea, 1),
scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clSea, 1),
scaleByMapSize(13, 200), 50
);
// Set environment
setSkySet("cirrus");
setWaterTint(0.412, 0.412, 0.312);
setWaterReflectionTint(0.447, 0.402, 0.322);
setWaterMurkiness(1.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();

View File

@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Hyrcanian Shores",
"Script" : "hyrcanian_shores.js",
"Description" : "Each player starts in a strip between hills and sea",
"BaseTerrain" : ["temp_grass_long"],
"BaseHeight" : 1,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

View File

@ -290,19 +290,18 @@ if((numPlayers>=6)||(i==startingPlaces[numPlayers-1][nPlayer])){
createObjectGroup(group, id);
// create starting units
var uDist = 8;
var uAngle = -BUILDING_ANGlE + randFloat(-PI/8, PI/8);
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
var ux = round(fx + uDist * cos(uAngle));
var uz = round(fz + uDist * sin(uAngle));
group = new SimpleGroup( // elements (type, min/max count, min/max distance)
[new SimpleObject(civEntities[j].Template, count,count, 1,ceil(count/2))],
true, null, ux, uz
);
createObjectGroup(group, id);
uAngle += PI/4;
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
nPlayer++;

View File

@ -0,0 +1,834 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var rt = randInt(1,7);
//temperate
if (rt == 1){
var tGrass = ["temp_grass_long_b"];
var tGrassPForest = "temp_forestfloor_pine";
var tGrassDForest = "temp_plants_bog";
var tCliff = ["temp_cliff_a", "temp_cliff_b"];
var tGrassA = "temp_grass_d";
var tGrassB = "temp_grass_c";
var tGrassC = "temp_grass_clovers_2";
var tHill = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
var tRoad = "temp_road";
var tRoadWild = "temp_road_overgrown";
var tGrassPatch = "temp_grass_plants";
var tShoreBlend = "temp_mud_plants";
var tShore = "sand_grass_25";
var tWater = "medit_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_oak";
var oOakLarge = "gaia/flora_tree_oak_large";
var oApple = "gaia/flora_tree_apple";
var oPine = "gaia/flora_tree_pine";
var oAleppoPine = "gaia/flora_tree_aleppo_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/pond_lillies_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
}
//snowy
else if (rt == 2)
{
setSunColour(0.550, 0.601, 0.644); // a little darker
var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"];
var tGrassPForest = "polar_tundra_snow";
var tGrassDForest = "polar_tundra_snow";
var tCliff = ["polar_cliff_a", "polar_cliff_b"];
var tGrassA = "snow grass 2";
var tGrassB = "polar_snow_a";
var tGrassC = "polar_ice_snow";
var tHill = ["polar_snow_rocks", "polar_cliff_snow"];
var tDirt = ["polar_ice_b", "polar_ice_c"];
var tRoad = "new_alpine_citytile";
var tRoadWild = "polar_ice_cracked";
var tGrassPatch = "snow grass 2";
var tShoreBlend = "polar_ice";
var tShore = "snow_glacial_01";
var tWater = "polar_ice_c";
// gaia entities
var oOak = "gaia/flora_tree_pine_w";
var oOakLarge = "gaia/flora_tree_pine_w";
var oApple = "gaia/flora_tree_pine_w";
var oPine = "gaia/flora_tree_pine_w";
var oAleppoPine = "gaia/flora_tree_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_muskox";
var oFish = "gaia/fauna_fish_tuna";
var oSheep = "gaia/fauna_walrus";
var oStoneLarge = "gaia/geology_stone_alpine_a";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//desert
else if (rt == 3)
{
setSunColour(0.733, 0.746, 0.574);
var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
var tGrassPForest = "forestfloor_dirty";
var tGrassDForest = "desert_forestfloor_palms";
var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"];
var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
var tGrassB = "dirta";
var tGrassC = "medit_dirt_dry";
var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"];
var tRoad = "desert_city_tile";
var tRoadWild = "desert_city_tile";
var tGrassPatch = "desert_dirt_rough";
var tShoreBlend = "desert_shore_stones";
var tShore = "dirta";
var tWater = "desert_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_cretan_date_palm_short";
var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall";
var oApple = "gaia/flora_tree_fig";
var oPine = "gaia/flora_tree_dead";
var oAleppoPine = "gaia/flora_tree_date_palm";
var oBerryBush = "gaia/flora_bush_grapes";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_camel";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_gazelle";
var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
var oStoneSmall = "gaia/geology_stone_desert_small";
var oMetalLarge = "gaia/geology_metal_desert_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_desert_med.xml";
var aRockMedium = "actor|geology/stone_desert_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//alpine
else if (rt == 4)
{
var tGrass = ["alpine_dirt_grass_50"];
var tGrassPForest = "alpine_forrestfloor";
var tGrassDForest = "alpine_forrestfloor";
var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
var tGrassA = "alpine_grass_rocky";
var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
var tGrassC = ["alpine_snow_a", "alpine_snow_b"];
var tHill = "alpine_cliff_snow";
var tDirt = ["alpine_dirt", "alpine_grass_d"];
var tRoad = "new_alpine_citytile";
var tRoadWild = "new_alpine_citytile";
var tGrassPatch = "new_alpine_grass_a";
var tShoreBlend = "alpine_shore_rocks";
var tShore = "alpine_shore_rocks_grass_50";
var tWater = "alpine_shore_rocks";
// gaia entities
var oOak = "gaia/flora_tree_pine";
var oOakLarge = "gaia/flora_tree_pine";
var oApple = "gaia/flora_tree_pine";
var oPine = "gaia/flora_tree_pine";
var oAleppoPine = "gaia/flora_tree_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_goat";
var oFish = "gaia/fauna_fish_tuna";
var oSheep = "gaia/fauna_deer";
var oStoneLarge = "gaia/geology_stone_alpine_a";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//medit
else if (rt == 5){
var tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
var tGrassPForest = "medit_plants_dirt";
var tGrassDForest = "medit_grass_shrubs";
var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
var tGrassA = "medit_grass_field_b";
var tGrassB = "medit_grass_field_brown";
var tGrassC = "medit_grass_field_dry";
var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
var tDirt = ["medit_dirt", "medit_dirt_b"];
var tRoad = "medit_city_tile";
var tRoadWild = "medit_city_tile";
var tGrassPatch = "medit_grass_wild";
var tShoreBlend = "medit_sand";
var tShore = "sand_grass_25";
var tWater = "medit_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_cretan_date_palm_short";
var oOakLarge = "gaia/flora_tree_medit_fan_palm";
var oApple = "gaia/flora_tree_apple";
var oPine = "gaia/flora_tree_cypress";
var oAleppoPine = "gaia/flora_tree_aleppo_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/pond_lillies_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
}
//savanah
else if (rt == 6)
{
var tGrass = ["savanna_grass_a", "savanna_grass_b"];
var tGrassPForest = "savanna_forestfloor_a";
var tGrassDForest = "savanna_forestfloor_b";
var tCliff = ["savanna_cliff_a", "savanna_cliff_b"];
var tGrassA = "savanna_shrubs_a";
var tGrassB = "savanna_dirt_rocks_b";
var tGrassC = "dirt_brown_e";
var tHill = ["savanna_grass_a", "savanna_grass_b"];
var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"];
var tRoad = "savanna_tile_a";
var tRoadWild = "savanna_tile_a";
var tGrassPatch = "savanna_grass_a";
var tShoreBlend = "savanna_riparian";
var tShore = "savanna_riparian_bank";
var tWater = "savanna_riparian_wet";
// gaia entities
var oOak = "gaia/flora_tree_baobab";
var oOakLarge = "gaia/flora_tree_baobab";
var oApple = "gaia/flora_tree_baobab";
var oPine = "gaia/flora_tree_baobab";
var oAleppoPine = "gaia/flora_tree_baobab";
var oBerryBush = "gaia/flora_bush_grapes";
var oChicken = "gaia/fauna_chicken";
var rts = randInt(1,4);
if (rts==1){
var oDeer = "gaia/fauna_wildebeest";
}
else if (rts==2)
{
var oDeer = "gaia/fauna_zebra";
}
else if (rts==3)
{
var oDeer = "gaia/fauna_giraffe";
}
else if (rts==4)
{
var oDeer = "gaia/fauna_elephant_african_bush";
}
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_gazelle";
var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
var oStoneSmall = "gaia/geology_stone_savanna_small";
var oMetalLarge = "gaia/geology_metal_savanna_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_savanna.xml";
var aGrassShort = "actor|props/flora/grass_medit_field.xml";
var aRockLarge = "actor|geology/stone_savanna_med.xml";
var aRockMedium = "actor|geology/stone_savanna_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_dry_a.xml";
// terrain + entity (for painting)
}
//tropic
else if (rt == 7){
var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"];
var tGrassPForest = "tropic_plants_c";
var tGrassDForest = "tropic_plants_c";
var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"];
var tGrassA = "tropic_grass_c";
var tGrassB = "tropic_grass_plants";
var tGrassC = "tropic_plants";
var tHill = ["tropic_cliff_grass"];
var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"];
var tRoad = "tropic_citytile_a";
var tRoadWild = "tropic_citytile_plants";
var tGrassPatch = "tropic_plants_b";
var tShoreBlend = "temp_mud_plants";
var tShore = "tropic_beach_dry";
var tWater = "tropic_beach_wet";
// gaia entities
var oOak = "gaia/flora_tree_poplar";
var oOakLarge = "gaia/flora_tree_poplar";
var oApple = "gaia/flora_tree_poplar";
var oPine = "gaia/flora_tree_cretan_date_palm_short";
var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_tiger";
var oStoneLarge = "gaia/geology_stonemine_tropic_quarry";
var oStoneSmall = "gaia/geology_stone_tropic_a";
var oMetalLarge = "gaia/geology_metal_tropic_slabs";
// decorative props
var aGrass = "actor|props/flora/plant_tropic_a.xml";
var aGrassShort = "actor|props/flora/plant_lg.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_b.xml";
var aLillies = "actor|props/flora/water_lillies.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/plant_tropic_large.xml";
var aBushSmall = "actor|props/flora/plant_tropic_large.xml";
// terrain + entity (for painting)
}
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
placeTerrain(ix, iz, tGrass);
}
}
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ClumpPlacer(mapArea * 0.09 * lSize, 0.7, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater, tWater], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
fx = fractionToTiles(playerX[i]);
fz = fractionToTiles(playerZ[i]);
ix = round(fx);
iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(20);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 10),
scaleByMapSize(100, 200)
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tGrass, tCliff, tHill], // terrains
[1, 2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 12, clHill, 15, clWater, 2),
scaleByMapSize(1, 4) * numPlayers
);
// calculate desired number of trees for map (based on size)
if (rt == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (rt == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.6;
}
else
{
var MIN_TREES = 500;
var MAX_TREES = 3000;
var P_FOREST = 0.7;
}
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // some variation
if (rt == 6)
{
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
else
{
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
}
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2),
num
);
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt 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,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
createAreas(
placer,
painter,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
25 * numPlayers, 60
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oApple]; // 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
);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
var planetm = 1;
if (rt==7)
{
planetm = 8;
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
planetm * scaleByMapSize(13, 200), 50
);
rt = randInt(1,3)
if (rt==1){
setSkySet("cirrus");
}
else if (rt ==2){
setSkySet("cumulus");
}
else if (rt ==3){
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
setWaterTint(0.447, 0.412, 0.322); // muddy brown
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
setWaterMurkiness(1.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();

View File

@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Lake",
"Script" : "lake.js",
"Description" : "Players start around a lake in the center of the map",
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 3,
"CircularMap" : false,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

View File

@ -441,19 +441,18 @@ for (var i = 1; i <= numPlayers; i++)
createObjectGroup(group, id);
// create starting units
var uDist = 8;
var uAngle = -BUILDING_ANGlE + randFloat(-PI/8, PI/8);
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
var ux = round(fx + uDist * cos(uAngle));
var uz = round(fz + uDist * sin(uAngle));
group = new SimpleGroup( // elements (type, min/max count, min/max distance)
[new SimpleObject(civEntities[j].Template, count,count, 1,ceil(count/2))],
true, null, ux, uz
);
createObjectGroup(group, id);
uAngle += PI/4;
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals

View File

@ -0,0 +1,831 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var rt = randInt(1,7);
//temperate
if (rt == 1){
var tGrass = ["temp_grass_long_b"];
var tGrassPForest = "temp_forestfloor_pine";
var tGrassDForest = "temp_plants_bog";
var tCliff = ["temp_cliff_a", "temp_cliff_b"];
var tGrassA = "temp_grass_d";
var tGrassB = "temp_grass_c";
var tGrassC = "temp_grass_clovers_2";
var tHill = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
var tRoad = "temp_road";
var tRoadWild = "temp_road_overgrown";
var tGrassPatch = "temp_grass_plants";
var tShoreBlend = "temp_mud_plants";
var tShore = "sand_grass_25";
var tWater = "medit_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_oak";
var oOakLarge = "gaia/flora_tree_oak_large";
var oApple = "gaia/flora_tree_apple";
var oPine = "gaia/flora_tree_pine";
var oAleppoPine = "gaia/flora_tree_aleppo_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/pond_lillies_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
}
//snowy
else if (rt == 2)
{
setSunColour(0.550, 0.601, 0.644); // a little darker
var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"];
var tGrassPForest = "polar_tundra_snow";
var tGrassDForest = "polar_tundra_snow";
var tCliff = ["polar_cliff_a", "polar_cliff_b"];
var tGrassA = "snow grass 2";
var tGrassB = "polar_snow_a";
var tGrassC = "polar_ice_snow";
var tHill = ["polar_snow_rocks", "polar_cliff_snow"];
var tDirt = ["polar_ice_b", "polar_ice_c"];
var tRoad = "new_alpine_citytile";
var tRoadWild = "polar_ice_cracked";
var tGrassPatch = "snow grass 2";
var tShoreBlend = "polar_ice";
var tShore = "snow_glacial_01";
var tWater = "polar_ice_c";
// gaia entities
var oOak = "gaia/flora_tree_pine_w";
var oOakLarge = "gaia/flora_tree_pine_w";
var oApple = "gaia/flora_tree_pine_w";
var oPine = "gaia/flora_tree_pine_w";
var oAleppoPine = "gaia/flora_tree_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_muskox";
var oFish = "gaia/fauna_fish_tuna";
var oSheep = "gaia/fauna_walrus";
var oStoneLarge = "gaia/geology_stone_alpine_a";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//desert
else if (rt == 3)
{
setSunColour(0.733, 0.746, 0.574);
var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
var tGrassPForest = "forestfloor_dirty";
var tGrassDForest = "desert_forestfloor_palms";
var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"];
var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
var tGrassB = "dirta";
var tGrassC = "medit_dirt_dry";
var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"];
var tRoad = "desert_city_tile";
var tRoadWild = "desert_city_tile";
var tGrassPatch = "desert_dirt_rough";
var tShoreBlend = "desert_shore_stones";
var tShore = "dirta";
var tWater = "desert_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_cretan_date_palm_short";
var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall";
var oApple = "gaia/flora_tree_fig";
var oPine = "gaia/flora_tree_dead";
var oAleppoPine = "gaia/flora_tree_date_palm";
var oBerryBush = "gaia/flora_bush_grapes";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_camel";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_gazelle";
var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
var oStoneSmall = "gaia/geology_stone_desert_small";
var oMetalLarge = "gaia/geology_metal_desert_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_desert_med.xml";
var aRockMedium = "actor|geology/stone_desert_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//alpine
else if (rt == 4)
{
var tGrass = ["alpine_dirt_grass_50"];
var tGrassPForest = "alpine_forrestfloor";
var tGrassDForest = "alpine_forrestfloor";
var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
var tGrassA = "alpine_grass_rocky";
var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
var tGrassC = ["alpine_snow_a", "alpine_snow_b"];
var tHill = "alpine_cliff_snow";
var tDirt = ["alpine_dirt", "alpine_grass_d"];
var tRoad = "new_alpine_citytile";
var tRoadWild = "new_alpine_citytile";
var tGrassPatch = "new_alpine_grass_a";
var tShoreBlend = "alpine_shore_rocks";
var tShore = "alpine_shore_rocks_grass_50";
var tWater = "alpine_shore_rocks";
// gaia entities
var oOak = "gaia/flora_tree_pine";
var oOakLarge = "gaia/flora_tree_pine";
var oApple = "gaia/flora_tree_pine";
var oPine = "gaia/flora_tree_pine";
var oAleppoPine = "gaia/flora_tree_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_goat";
var oFish = "gaia/fauna_fish_tuna";
var oSheep = "gaia/fauna_deer";
var oStoneLarge = "gaia/geology_stone_alpine_a";
var oStoneSmall = "gaia/geology_stone_alpine_a";
var oMetalLarge = "gaia/geology_metal_alpine";
// decorative props
var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
// terrain + entity (for painting)
}
//medit
else if (rt == 5){
var tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
var tGrassPForest = "medit_plants_dirt";
var tGrassDForest = "medit_grass_shrubs";
var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
var tGrassA = "medit_grass_field_b";
var tGrassB = "medit_grass_field_brown";
var tGrassC = "medit_grass_field_dry";
var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
var tDirt = ["medit_dirt", "medit_dirt_b"];
var tRoad = "medit_city_tile";
var tRoadWild = "medit_city_tile";
var tGrassPatch = "medit_grass_wild";
var tShoreBlend = "medit_sand";
var tShore = "sand_grass_25";
var tWater = "medit_sand_wet";
// gaia entities
var oOak = "gaia/flora_tree_cretan_date_palm_short";
var oOakLarge = "gaia/flora_tree_medit_fan_palm";
var oApple = "gaia/flora_tree_apple";
var oPine = "gaia/flora_tree_cypress";
var oAleppoPine = "gaia/flora_tree_aleppo_pine";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_sheep";
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
var oStoneSmall = "gaia/geology_stone_mediterranean";
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
var aLillies = "actor|props/flora/pond_lillies_large.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
// terrain + entity (for painting)
}
//savanah
else if (rt == 6)
{
var tGrass = ["savanna_grass_a", "savanna_grass_b"];
var tGrassPForest = "savanna_forestfloor_a";
var tGrassDForest = "savanna_forestfloor_b";
var tCliff = ["savanna_cliff_a", "savanna_cliff_b"];
var tGrassA = "savanna_shrubs_a";
var tGrassB = "savanna_dirt_rocks_b";
var tGrassC = "dirt_brown_e";
var tHill = ["savanna_grass_a", "savanna_grass_b"];
var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"];
var tRoad = "savanna_tile_a";
var tRoadWild = "savanna_tile_a";
var tGrassPatch = "savanna_grass_a";
var tShoreBlend = "savanna_riparian";
var tShore = "savanna_riparian_bank";
var tWater = "savanna_riparian_wet";
// gaia entities
var oOak = "gaia/flora_tree_baobab";
var oOakLarge = "gaia/flora_tree_baobab";
var oApple = "gaia/flora_tree_baobab";
var oPine = "gaia/flora_tree_baobab";
var oAleppoPine = "gaia/flora_tree_baobab";
var oBerryBush = "gaia/flora_bush_grapes";
var oChicken = "gaia/fauna_chicken";
var rts = randInt(1,4);
if (rts==1){
var oDeer = "gaia/fauna_wildebeest";
}
else if (rts==2)
{
var oDeer = "gaia/fauna_zebra";
}
else if (rts==3)
{
var oDeer = "gaia/fauna_giraffe";
}
else if (rts==4)
{
var oDeer = "gaia/fauna_elephant_african_bush";
}
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_gazelle";
var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
var oStoneSmall = "gaia/geology_stone_savanna_small";
var oMetalLarge = "gaia/geology_metal_savanna_slabs";
// decorative props
var aGrass = "actor|props/flora/grass_savanna.xml";
var aGrassShort = "actor|props/flora/grass_medit_field.xml";
var aRockLarge = "actor|geology/stone_savanna_med.xml";
var aRockMedium = "actor|geology/stone_savanna_med.xml";
var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
var aBushSmall = "actor|props/flora/bush_dry_a.xml";
// terrain + entity (for painting)
}
else if (rt == 7){
var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"];
var tGrassPForest = "tropic_plants_c";
var tGrassDForest = "tropic_plants_c";
var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"];
var tGrassA = "tropic_grass_c";
var tGrassB = "tropic_grass_plants";
var tGrassC = "tropic_plants";
var tHill = ["tropic_cliff_grass"];
var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"];
var tRoad = "tropic_citytile_a";
var tRoadWild = "tropic_citytile_plants";
var tGrassPatch = "tropic_plants_b";
var tShoreBlend = "temp_mud_plants";
var tShore = "tropic_beach_dry";
var tWater = "tropic_beach_wet";
// gaia entities
var oOak = "gaia/flora_tree_poplar";
var oOakLarge = "gaia/flora_tree_poplar";
var oApple = "gaia/flora_tree_poplar";
var oPine = "gaia/flora_tree_cretan_date_palm_short";
var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall";
var oBerryBush = "gaia/flora_bush_berry";
var oChicken = "gaia/fauna_chicken";
var oDeer = "gaia/fauna_deer";
var oFish = "gaia/fauna_fish";
var oSheep = "gaia/fauna_tiger";
var oStoneLarge = "gaia/geology_stonemine_tropic_quarry";
var oStoneSmall = "gaia/geology_stone_tropic_a";
var oMetalLarge = "gaia/geology_metal_tropic_slabs";
// decorative props
var aGrass = "actor|props/flora/plant_tropic_a.xml";
var aGrassShort = "actor|props/flora/plant_lg.xml";
var aReeds = "actor|props/flora/reeds_pond_lush_b.xml";
var aLillies = "actor|props/flora/water_lillies.xml";
var aRockLarge = "actor|geology/stone_granite_large.xml";
var aRockMedium = "actor|geology/stone_granite_med.xml";
var aBushMedium = "actor|props/flora/plant_tropic_large.xml";
var aBushSmall = "actor|props/flora/plant_tropic_large.xml";
// terrain + entity (for painting)
}
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = createTileClass();
var clRiver = createTileClass();
//Create the continent body
var fx = fractionToTiles(0.12);
var fz = fractionToTiles(0.5);
var ix = round(fx);
var iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.50, 0.80, 0.08, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tGrass], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = PI/2 + PI/14;
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle - (i+1)*(PI+ PI/7)/(numPlayers+1);
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var shoreRadius = 2;
var elevation = 3;
var hillSize = PI * radius * radius;
// get the x and z in tiles
fx = fractionToTiles(playerX[i]);
fz = fractionToTiles(playerZ[i]);
ix = round(fx);
iz = round(fz);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tWater , tShore, tGrass], // terrains
[1, shoreRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
shoreRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 50;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(20);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
[avoidClasses(clWater, 2, clPlayer, 10, clRiver, 1), stayClasses(clLand, 3)],
scaleByMapSize(100, 200)
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
[avoidClasses(clPlayer, 10, clHill, 15), stayClasses(clLand, 7)],
scaleByMapSize(1, 4) * numPlayers
);
// calculate desired number of trees for map (based on size)
if (rt == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (rt == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.6;
}
else
{
var MIN_TREES = 500;
var MAX_TREES = 3000;
var P_FOREST = 0.7;
}
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // some variation
if (rt == 6)
{
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
else
{
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
}
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
num
);
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt 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,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new TerrainPainter(tGrassPatch);
createAreas(
placer,
painter,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)],
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
3 * numPlayers, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
3 * numPlayers, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clLand, 2, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clRiver, 1),
25 * numPlayers, 60
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak, oOakLarge, oPine, oApple]; // 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
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)],
num
);
}
var planetm = 1;
if (rt==7)
{
planetm = 8;
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0, clRiver, 1), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0, clRiver, 1), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)],
planetm * scaleByMapSize(13, 200), 50
);
rt = randInt(1,3)
if (rt==1){
setSkySet("cirrus");
}
else if (rt ==2){
setSkySet("cumulus");
}
else if (rt ==3){
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
setWaterTint(0.447, 0.412, 0.322); // muddy brown
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
setWaterMurkiness(1.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();

View File

@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Migration",
"Script" : "migration.js",
"Description" : "Players start in small islands in the western part of the map. There is a big continent in the west ready for expansion.",
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

View File

@ -129,19 +129,18 @@ for (var i = 0; i < numPlayers; i++)
createObjectGroup(group, id);
// create starting units
var uDist = 8;
var uAngle = -BUILDING_ANGlE + randFloat(-PI/8, PI/8);
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
var ux = round(fx + uDist * cos(uAngle));
var uz = round(fz + uDist * sin(uAngle));
group = new SimpleGroup( // elements (type, min/max count, min/max distance)
[new SimpleObject(civEntities[j].Template, count,count, 1,ceil(count/2))],
true, null, ux, uz
);
createObjectGroup(group, id);
uAngle += PI/4;
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals

View File

@ -66,19 +66,18 @@ for (var i=0; i < numPlayers; i++)
createObjectGroup(group, id);
// create starting units
var uDist = 8;
var uAngle = -BUILDING_ANGlE + randFloat(-PI/8, PI/8);
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
var ux = round(fx + uDist * cos(uAngle));
var uz = round(fz + uDist * sin(uAngle));
group = new SimpleGroup( // elements (type, min/max count, min/max distance)
[new SimpleObject(civEntities[j].Template, count,count, 1,ceil(count/2))],
true, null, ux, uz
);
createObjectGroup(group, id);
uAngle += PI/4;
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
}

View File

@ -0,0 +1,440 @@
RMS.LoadLibrary("rmgen");
const tCity = "desert_city_tile_plaza";
const tSand = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
const tDunes = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry"];
const tDunes2 = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry", "desert_dirt_persia_2", "desert_dirt_persia_1"];
const tFineSand = "desert_pebbles_rough";
const tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
const tForestFloor = "medit_grass_field_dry";
const tRocky = "desert_dirt_persia_rocky";
const tRocks = "desert_dirt_persia_rocks";
const tDirt = "desert_dirt_rough";
const tHill = "desert_cliff_persia_base";
// gaia entities
const oBerryBush = "gaia/flora_bush_grapes";
const oChicken = "gaia/fauna_chicken";
const oCamel = "gaia/fauna_camel";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oGoat = "gaia/fauna_goat";
const oLion = "gaia/fauna_lioness";
const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
const oStoneSmall = "gaia/geology_stone_desert_small";
const oMetalLarge = "gaia/geology_metal_desert_slabs";
const oDead = "gaia/flora_tree_dead";
const oOak = "gaia/flora_tree_oak";
// decorative props
const aBush1 = "actor|props/flora/bush_desert_a.xml";
const aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
const aBush3 = "actor|props/flora/bush_dry_a.xml";
const aBush4 = "actor|props/flora/plant_desert_a.xml";
const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_desert_med.xml";
// terrain + entity (for painting)
const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor];
const BUILDING_ANGlE = 0.75*PI;
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clPatch = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clCP = createTileClass();
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// scale radius of player area by map size
var radius = scaleByMapSize(15,25);
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// calculate size based on the radius
var size = PI * radius * radius;
// create the player area
var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
createArea(placer, paintClass(clPlayer), null);
// create the city patch
var cityRadius = 10;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tCity, tCity], [3]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 11;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2), new RandomObject(aBushes, 2,4, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting straggler trees
group = new SimpleGroup(
[new SimpleObject(oOak, 3, 4, 6,12), new SimpleObject(oOak, 3,4, 6,12)],
true, null, ix, iz
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,1));
}
RMS.SetProgress(10);
// create patches
log("Creating rock patches...");
placer = new ClumpPlacer(scaleByMapSize(40, 150), 0.2, 0.1, 0);
painter = new TerrainPainter(tRocky);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
scaleByMapSize(5, 20)
);
RMS.SetProgress(15);
var placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
var painter = new TerrainPainter([tRocky, tRocks]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
scaleByMapSize(15, 50)
);
RMS.SetProgress(20);
log("Creating dirt patches...");
placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
painter = new TerrainPainter([tDirt]);
createAreas(placer, [painter, paintClass(clPatch)],
avoidClasses(clPatch, 2, clPlayer, 0),
scaleByMapSize(15, 50)
);
RMS.SetProgress(25);
// create centeral plateau
log("Creating centeral plateau...");
var oRadius = scaleByMapSize(18, 68);
placer = new ClumpPlacer(PI*oRadius*oRadius, 0.6, 0.15, 0, mapSize/2, mapSize/2);
painter = new LayeredPainter([tDunes2, tDunes], [8]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 8);
createArea(placer, [painter, elevationPainter, paintClass(clCP)], null);
RMS.SetProgress(30);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 3, clCP, 5, clHill, 10),
round(scaleByMapSize(1, 4) * numPlayers * 1.4)
);
RMS.SetProgress(35);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.7;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]],
[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 1, clCP, 1),
num
);
}
RMS.SetProgress(50);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
scaleByMapSize(2,8), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
scaleByMapSize(2,8), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clCP, 1)],
scaleByMapSize(2,8), 100
);
log("Creating centeral stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clCP, 3),
5*scaleByMapSize(10,30), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clCP, 3),
5*scaleByMapSize(10,30), 100
);
log("Creating centeral metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
createObjectGroups(group, 0,
stayClasses(clCP, 3),
5*scaleByMapSize(10,30), 100
);
RMS.SetProgress(60);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
RMS.SetProgress(65);
//create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create goats
log("Creating goat...");
group = new SimpleGroup(
[new SimpleObject(oGoat, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
3 * numPlayers, 50
);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSheep, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
3 * numPlayers, 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup(
[new SimpleObject(oCamel, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
stayClasses(clCP, 2),
3 * numPlayers, 50
);
RMS.SetProgress(85);
// create dead trees
log("Creating dead trees...");
var types = [oDead]; // 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
);
createObjectGroups(group, 0,
[avoidClasses(clMetal, 1, clRock, 1), stayClasses(clCP, 2)],
num
);
}
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oOak]; // 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
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1, clCP, 2),
num
);
}
setSunColour(0.733, 0.746, 0.574);
ExportMap();

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@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "Persian Highlands",
"Script" : "persian_highlands.js",
"Description" : "A dry centeral plateau rich in minerals surounded by rocky hills",
"BaseTerrain" : ["desert_dirt_persia_2", "desert_dirt_persia_1" , "desert_dirt_persia_2"],
"BaseHeight" : 10,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

View File

@ -0,0 +1,568 @@
RMS.LoadLibrary("rmgen");
//TILE_CENTERED_HEIGHT_MAP = true;
function rndRiver(f, seed)
{
var rndRq = seed;
var rndRw = rndRq;
var rndRe = 0;
var rndRr = f-floor(f);
var rndRa = 0;
for (var rndRx=0; rndRx<=floor(f); rndRx++)
{
rndRw = 10*(rndRw-floor(rndRw));
}
if (rndRx%2==0)
{
var rndRs = -1;
}
else
{
var rndRs = 1;
}
rndRe = (floor(rndRw))%5;
if (rndRe==0)
{
rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5);
}
else if (rndRe==1)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7);
}
else if (rndRe==2)
{
rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8);
}
else if (rndRe==3)
{
rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8);
}
else if (rndRe==4)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7);
}
return rndRa;
}
const tCity = "medit_city_pavement";
const tCityPlaza = "medit_city_pavement";
const tHill = ["medit_dirt", "medit_dirt_b", "medit_dirt_c", "medit_rocks_grass", "medit_rocks_grass"];
const tMainDirt = "medit_dirt";
const tCliff = "medit_cliff_aegean";
const tForestFloor = "medit_rocks_shrubs";
const tGrass = "medit_rocks_grass";
const tGrassSand50 = "medit_rocks_shrubs";
const tGrassSand25 = "medit_rocks_grass";
const tDirt = "medit_dirt_b";
const tDirtCracks = "medit_dirt_c";
const tShore = "medit_sand";
const tWater = "medit_sand_wet";
// gaia entities
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oDeer = "gaia/fauna_deer";
const oFish = "gaia/fauna_fish";
const oSheep = "gaia/fauna_sheep";
const oGoat = "gaia/fauna_goat";
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
const oStoneSmall = "gaia/geology_stone_mediterranean";
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
const oDatePalm = "gaia/flora_tree_cretan_date_palm_short";
const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall";
const oCarob = "gaia/flora_tree_carob";
const oFanPalm = "gaia/flora_tree_medit_fan_palm";
const oPoplar = "gaia/flora_tree_poplar_lombardy";
const oCypress = "gaia/flora_tree_cypress";
// decorative props
const aBush1 = "actor|props/flora/bush_medit_sm.xml";
const aBush2 = "actor|props/flora/bush_medit_me.xml";
const aBush3 = "actor|props/flora/bush_medit_la.xml";
const aBush4 = "actor|props/flora/bush_medit_me.xml";
const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_granite_med.xml";
// terrain + entity (for painting)
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
const BUILDING_ANGlE = 0.75*PI;
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clGrass = createTileClass();
var clHill = createTileClass();
var clIsland = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerPos = new Array(numPlayers);
for (var i = 0; i < numPlayers; i++)
{
playerPos[i] = (i + 1) / (numPlayers + 1);
playerZ[i] = playerPos[i];
playerX[i] = 0.66 + 0.2*(i%2)
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = floor(fx);
var iz = floor(fz);
addToClass(ix, iz, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oSDatePalm, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(30);
log("Creating sea");
var theta = randFloat(0, 1);
var seed = randFloat(2,3);
for (ix = 0; ix < mapSize; ix++)
{
for (iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
// add the rough shape of the water
var km = 20/scaleByMapSize(35, 160);
var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed);
var fadeDist = 0.05;
if (x < cu + 0.5)
{
var h;
if (x < (cu + 0.5 + fadeDist))
{
h = 1 + 4.0 * (1 - ((cu + 0.5 + fadeDist) - x)/fadeDist);
}
else
{
h = -3.0;
}
if (h < -1.5)
{
placeTerrain(ix, iz, tWater);
}
else
{
placeTerrain(ix, iz, tShore);
}
setHeight(ix, iz, h);
if (h < 0){
addToClass(ix, iz, clWater);
}
}
}
}
RMS.SetProgress(40);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 6),
scaleByMapSize(100, 200)
);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 15, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 16, clForest, 1, clHill, 15, clWater, 0),
scaleByMapSize(1, 4) * numPlayers * 3
);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.5;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var num = scaleByMapSize(10,30);
placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
painter = new TerrainPainter([tForestFloor, pForest]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 8, clForest, 10, clWater, 1, clHill, 1),
num, 50
);
RMS.SetProgress(50);
// 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,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clGrass, 5, clPlayer, 10, clWater, 1, clDirt, 5, clHill, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
// create dirt patches
log("Creating dirt 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(
[[tDirt,tDirtCracks],[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clDirt, 5, clPlayer, 10, clWater, 1, clGrass, 5, clHill, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(60);
// create cyprus
log("Creating cyprus...");
placer = new ClumpPlacer(4.5 * scaleByMapSize(60, 540), 0.2, 0.1, 0.01);
var terrainPainter = new LayeredPainter(
[tShore, tHill], // terrains
[12] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 6, 8);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clIsland)],
[stayClasses (clWater, 5)],
1
);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clIsland, 9),
14 * scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clIsland, 9),
14 * scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
stayClasses(clIsland, 9),
14 * scaleByMapSize(4,16), 100
);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 1),
scaleByMapSize(16, 262), 50
);
// create shrubs
log("Creating shrubs...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clPlayer, 0, clHill, 1),
scaleByMapSize(40, 360), 50
);
RMS.SetProgress(70);
// create fish
log("Creating fish...");
group = new SimpleGroup([new SimpleObject(oFish, 1,3, 2,6)], true, clFood);
createObjectGroups(group, 0,
[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)],
3*scaleByMapSize(5,20), 50
);
// create sheeps
log("Creating sheeps...");
group = new SimpleGroup([new SimpleObject(oSheep, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create goats
log("Creating goats...");
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create deers
log("Creating deers...");
group = new SimpleGroup([new SimpleObject(oDeer, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // 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, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clHill, 1),
num
);
}
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
var num = 3*floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
createObjectGroups(group, 0,
stayClasses(clIsland, 9),
num
);
}
// Set environment
setSkySet("sunny");
setSunColour(0.917, 0.828, 0.734);
setWaterColour(0.292, 0.347, 0.691);
// Export map data
ExportMap();
// Export map data
ExportMap();

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{
"settings" : {
"Name" : "Phoenician Levant",
"Script" : "pheonician_levant.js",
"Description" : "Players start in the eastern part of the map while a great sea is located to the west.",
"BaseTerrain" : ["medit_dirt", "medit_dirt_b", "medit_dirt_c", "medit_rocks_grass", "medit_rocks_grass"],
"BaseHeight" : 1,
"CircularMap" : false,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

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{
"settings" : {
"Name" : "Rivers",
"Script" : "rivers.js",
"Description" : "Rivers flow between players and join each other in the center of the map",
"BaseTerrain" : ["temp_grass", "temp_grass_c"],
"BaseHeight" : 1,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

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{
"settings" : {
"Name" : "Snowflake Searocks",
"Script" : "snowflake_searocks.js",
"Description" : "Many small islands connected to each other by narrow passages.",
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : -5,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}

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RMS.LoadLibrary("rmgen");
function rndRiver(f, seed)
{
var rndRq = seed;
var rndRw = rndRq;
var rndRe = 0;
var rndRr = f-floor(f);
var rndRa = 0;
for (var rndRx=0; rndRx<=floor(f); rndRx++)
{
rndRw = 10*(rndRw-floor(rndRw));
}
if (rndRx%2==0)
{
var rndRs = -1;
}
else
{
var rndRs = 1;
}
rndRe = (floor(rndRw))%5;
if (rndRe==0)
{
rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5);
}
else if (rndRe==1)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7);
}
else if (rndRe==2)
{
rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8);
}
else if (rndRe==3)
{
rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8);
}
else if (rndRe==4)
{
rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7);
}
return rndRa;
}
const tCity = "desert_city_tile";
const tCityPlaza = "desert_city_tile_plaza";
const tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
const tDunes = "desert_sand_dunes_100";
const tFineSand = "desert_sand_smooth";
const tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"];
const tForestFloor = "desert_forestfloor_palms";
const tGrass = "desert_dirt_rough_2";
const tGrassSand50 = "desert_sand_dunes_50";
const tGrassSand25 = "desert_dirt_rough";
const tDirt = "desert_dirt_rough";
const tDirtCracks = "desert_dirt_cracks";
const tShore = "desert_sand_wet";
const tLush = "desert_grass_a";
const tSLush = "desert_grass_a_sand";
const tSDry = "desert_plants_b";
// gaia entities
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oCamel = "gaia/fauna_camel";
const oFish = "gaia/fauna_fish";
const oGazelle = "gaia/fauna_gazelle";
const oGiraffe = "gaia/fauna_giraffe";
const oGoat = "gaia/fauna_goat";
const oWildebeest = "gaia/fauna_wildebeest";
const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
const oStoneSmall = "gaia/geology_stone_desert_small";
const oMetalLarge = "gaia/geology_metal_desert_slabs";
const oDatePalm = "gaia/flora_tree_date_palm";
const oSDatePalm = "gaia/flora_tree_cretan_date_palm_short";
const eObelisk = "other/obelisk";
const ePyramid = "other/pyramid_minor";
const oWood = "gaia/special_treasure_wood";
const oFood = "gaia/special_treasure_food_bin";
// decorative props
const aBush1 = "actor|props/flora/bush_desert_a.xml";
const aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
const aBush3 = "actor|props/flora/bush_medit_sm_dry.xml";
const aBush4 = "actor|props/flora/plant_desert_a.xml";
const aBushes = [aBush1, aBush2, aBush3, aBush4];
const aDecorativeRock = "actor|geology/stone_desert_med.xml";
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aLillies = "actor|props/flora/water_lillies.xml";
// terrain + entity (for painting)
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
const BUILDING_ANGlE = 0.75*PI;
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clGrass = createTileClass();
var clDesert = createTileClass();
var clPond = createTileClass();
var clShore = createTileClass();
var clTreasure = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var playerPos = new Array(numPlayers);
var iop = 0;
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = playerPos[i];
playerX[i] = 0.30 + 0.4*(i%2);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = floor(fx);
var iz = floor(fz);
addToClass(ix, iz, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create the TC
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
true, null, ix, iz
);
createObjectGroup(group, id);
// create starting units
var uDist = 6;
var uSpace = 2;
for (var j = 1; j < civEntities.length; ++j)
{
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
for (var numberofentities = 0; numberofentities < count; numberofentities++)
{
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
}
}
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 2);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oSDatePalm, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(30);
const WATER_WIDTH = 0.1;
log("Creating river");
var theta = randFloat(0, 1);
var seed = randFloat(2,3);
var theta2 = randFloat(0, 1);
var seed2 = randFloat(2,3);
for (ix = 0; ix < mapSize; ix++)
{
for (iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
var h = 0;
var distToWater = 0;
h = 32 * (z - 0.5);
if ((x < 0.25)||(x > 0.75))
{
addToClass(ix, iz, clDesert);
}
// add the rough shape of the water
var km = 12/scaleByMapSize(35, 160);
var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed)+(50/scaleByMapSize(35, 100))*rndRiver(theta2+z*0.5*(mapSize/128),seed2);
var zk = z*randFloat(0.995,1.005);
var xk = x*randFloat(0.995,1.005);
if (-3.0 < getHeight(ix, iz)){
if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2)))
{
if (xk < cu+((1.05-WATER_WIDTH)/2))
{
h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk));
}
else if (xk > (cu+(0.95+WATER_WIDTH)/2))
{
h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2)));
}
else
{
h = -3.0;
}
setHeight(ix, iz, h);
addToClass(ix, iz, clWater);
placeTerrain(ix, iz, tShore);
}
}
if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.04)&&(xk < cu+((1.0-WATER_WIDTH)/2)))||((xk > cu+((1.0+WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.04)))
{
placeTerrain(ix, iz, tLush);
addToClass(ix, iz, clShore);
}
else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.06)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.04))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.04)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.06)))
{
placeTerrain(ix, iz, tSLush);
addToClass(ix, iz, clShore);
}
else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.09)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.06))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.06)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.09)))
{
placeTerrain(ix, iz, tSDry);
addToClass(ix, iz, clShore);
}
}
}
RMS.SetProgress(40);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 6),
scaleByMapSize(100, 200)
);
// create ponds
log("Creating ponds...");
var numLakes = round(scaleByMapSize(1,4) * numPlayers / 2);
placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
var terrainPainter = new LayeredPainter(
[tShore, tShore, tShore], // terrains
[1,1] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3);
var waterAreas = createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clPond)],
avoidClasses(clPlayer, 25, clWater, 10),
numLakes
);
waterAreas = [];
log("Creating reeds...");
group = new SimpleGroup(
[new SimpleObject(aReeds, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
stayClasses(clWater, 1, clPond, 1),
scaleByMapSize(300, 762), 50
);
log("Creating lillies...");
group = new SimpleGroup(
[new SimpleObject(aLillies, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
stayClasses(clWater, 1, clPond, 1),
scaleByMapSize(300, 762), 50
);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 700;
const MAX_TREES = 3500;
const P_FOREST = 0.5;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var num = scaleByMapSize(10,30);
placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
painter = new TerrainPainter([pForest, tForestFloor]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 8, clForest, 4, clWater, 1, clDesert, 5, clPond, 2),
num, 50
);
RMS.SetProgress(50);
// 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,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clGrass, 5, clPlayer, 0, clWater, 1, clDirt, 5, clShore, 1, clPond, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
// create dirt patches
log("Creating dirt 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(
[[tDirt,tDirtCracks],[tDirt,tFineSand], [tDirtCracks,tFineSand]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clDirt, 5, clPlayer, 0, clWater, 1, clGrass, 5, clShore, 1, clPond, 1),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(60);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1),
scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1),
scaleByMapSize(4,16), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1),
scaleByMapSize(4,16), 100
);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
scaleByMapSize(6,20), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
scaleByMapSize(6,20), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
scaleByMapSize(6,20), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clPond, 1),
scaleByMapSize(16, 262), 50
);
// create shrubs
log("Creating shrubs...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clPlayer, 0, clPond, 1),
scaleByMapSize(40, 360), 50
);
RMS.SetProgress(70);
// create gazelles
log("Creating gazelles...");
group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1),
3*scaleByMapSize(5,20), 50
);
// create goats
log("Creating goats...");
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1),
3*scaleByMapSize(5,20), 50
);
// create treasures
log("Creating treasures...");
group = new SimpleGroup([new SimpleObject(oFood, 1,1, 0,2)], true, clTreasure);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1),
3*scaleByMapSize(5,20), 50
);
group = new SimpleGroup([new SimpleObject(oWood, 1,1, 0,2)], true, clTreasure);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1),
3*scaleByMapSize(5,20), 50
);
// create camels
log("Creating camels...");
group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clTreasure, 2, clPond, 1),
3*scaleByMapSize(5,20), 50
);
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm]; // some variation
var num = floor(0.5 * numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clDesert, 1, clTreasure, 2, clPond, 1),
num
);
}
var types = [oDatePalm, oSDatePalm]; // some variation
var num = floor(0.1 * numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clTreasure, 2),
num
);
}
// create pond trees
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm]; // 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, 0,0)], true);
createObjectGroups(group, 0,
borderClasses(clPond, 0, 4),
num
);
}
//create eyecandy
log("Creating obelisks");
group = new SimpleGroup(
[new SimpleObject(eObelisk, 1,1, 0,1)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 4, clForest, 3, clPlayer, 5, clMetal, 2, clRock, 2, clPond, 4, clTreasure, 2), stayClasses(clDesert, 3)],
scaleByMapSize(5, 30), 50
);
log("Creating pyramids");
group = new SimpleGroup(
[new SimpleObject(ePyramid, 1,1, 0,1)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 7, clForest, 6, clPlayer, 14, clMetal, 5, clRock, 5, clPond, 7, clTreasure, 2), stayClasses(clDesert, 3)],
scaleByMapSize(2, 6), 50
);
// Set environment
setSkySet("sunny");
setSunColour(0.873, 0.846, 0.674);
setWaterColour(0.312, 0.562, 0.652);
setWaterTint(0.412, 0.212, 0.212);
setWaterReflectionTint(0.447, 0.202, 0.222);
setWaterMurkiness(1.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();

View File

@ -0,0 +1,11 @@
{
"settings" : {
"Name" : "The Nile",
"Script" : "the_nile.js",
"Description" : "A calm wide river divides the map into northern and southern parts.",
"BaseTerrain" : ["desert_sand_dunes_100"],
"BaseHeight" : 1,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}