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

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JavaScript
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RMS.LoadLibrary("rmgen");
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
// create tile classes
var clPlayer = createTileClass();
var clPath = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clRock = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
// 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() * 2 * PI;
for (var i=0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*2*PI/numPlayers;
playerX[i] = 0.5 + 0.39*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.39*sin(playerAngle[i]);
}
for (var i=0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// 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);
// 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);
}
}
}
// Export map data
ExportMap();