Adding Syria random map. Updating the preview of Unknown random maps.
This was SVN commit r12765.
This commit is contained in:
parent
2c292798bc
commit
742a68d055
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binaries/data/mods/public/art/textures/ui/session/icons/mappreview/syria.png
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binaries/data/mods/public/art/textures/ui/session/icons/mappreview/syria.png
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binaries/data/mods/public/art/textures/ui/session/icons/mappreview/unknown.png
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binaries/data/mods/public/art/textures/ui/session/icons/mappreview/unknown.png
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binaries/data/mods/public/maps/random/syria.js
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binaries/data/mods/public/maps/random/syria.js
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RMS.LoadLibrary("rmgen");
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//terrain textures
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var tGrass = ["desert_dirt_rocks_1", "desert_dirt_cracks"];
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var tGrassPForest = "forestfloor_dirty";
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var tForestFloor = "desert_forestfloor_palms";
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var tGrassA = "desert_grass_a_sand";
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var tGrassB = "desert_grass_a";
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var tGrassC = "medit_dirt_dry";
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var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
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var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
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var tDirt = ["desert_dirt_rough", "desert_dirt_rough_2"];
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var tRoad = "desert_shore_stones";;
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var tRoadWild = "desert_grass_a_stones";;
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// gaia entities
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var oTamarix = "gaia/flora_tree_tamarix";
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var oPalm = "gaia/flora_tree_date_palm";
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var oPine = "gaia/flora_tree_aleppo_pine";
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var oBush = "gaia/flora_bush_grapes";
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var oChicken = "gaia/fauna_chicken";
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var oCamel = "gaia/fauna_camel";
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var oGazelle = "gaia/fauna_gazelle";
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var oLion = "gaia/fauna_lion";
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var oLioness = "gaia/fauna_lioness";
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var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
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var oStoneSmall = "gaia/geology_stone_desert_small";
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var oMetalLarge = "gaia/geology_metal_desert_slabs";
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// decorative props
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var aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
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var aWaterFlower = "actor|props/flora/water_lillies.xml";
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var aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
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var aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
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var aRock = "actor|geology/stone_desert_med.xml";
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var rba6 = "actor|geology/stone_desert_med";
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var aBushA = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushB = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushes = [aBushA, aBushB];
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var aSand = "actor|particle/blowing_sand.xml";
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var pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, tForestFloor];
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var pForestT = [tGrassPForest + TERRAIN_SEPARATOR + oTamarix,tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clGrass = createTileClass();
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// scale radius of player area by map size
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var radius = scaleByMapSize(15,25);
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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// calculate size based on the radius
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var size = PI * radius * radius;
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// create the player area
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var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
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createArea(placer, paintClass(clPlayer), null);
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// create the grass patches
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var grassRadius = scaleByMapSize(13 ,30);
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placer = new ClumpPlacer(PI*grassRadius*grassRadius, 0.3, 0.2, 10, ix, iz);
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var painter = new LayeredPainter([tGrassA, tGrassB], [3]);
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createArea(placer, [painter, paintClass(clGrass)], null);
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// create the city patch
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var cityRadius = 10;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [3]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,3)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 11;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2), new RandomObject(aBushes, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create starting trees
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var num = 3;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject([oPalm, oTamarix][randInt(0,1)], num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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RMS.SetProgress(10);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clPlayer, 13),
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scaleByMapSize(300, 800)
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);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 3, clGrass, 1, clHill, 10),
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scaleByMapSize(1, 4) * numPlayers * 3
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);
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RMS.SetProgress(25);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 400;
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const MAX_TREES = 2000;
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const P_FOREST = 0.7;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrass, tForestFloor, pForestP], [tForestFloor, pForestP]],
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[[tGrass, tGrassPForest, pForestT], [tGrassPForest, pForestT]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 1, clGrass, 1, clWater, 3, clForest, 10, clHill, 1),
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num
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);
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}
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RMS.SetProgress(40);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(5, 32), scaleByMapSize(6, 48), scaleByMapSize(7, 80)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[tGrassC ,tDirt], // terrains
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[1] // widths
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);
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createAreas(
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placer,
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painter,
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avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
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scaleByMapSize(50, 90)
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);
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}
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RMS.SetProgress(60);
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// create big patches
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log("Creating big patches...");
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var sizes = [scaleByMapSize(10, 60), scaleByMapSize(15, 90), scaleByMapSize(20, 120)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[tGrassC ,tDirt], // terrains
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[1] // widths
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);
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createAreas(
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placer,
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painter,
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avoidClasses(clHill, 0, clForest, 0, clPlayer, 8, clGrass, 1),
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scaleByMapSize(30, 90)
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);
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}
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RMS.SetProgress(70);
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log("Creating stone mines...");
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// create large stone quarries
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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);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
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scaleByMapSize(2,8), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clGrass, 1)],
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scaleByMapSize(2,8), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clGrass, 1)],
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scaleByMapSize(2,8), 100
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);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRock, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(16, 262), 50
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);
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//create bushes
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log("Creating bushes...");
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group = new SimpleGroup(
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[new SimpleObject(aBushB, 1,2, 0,1), new SimpleObject(aBushA, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(50, 500), 50
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);
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RMS.SetProgress(80);
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// create gazelle
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log("Creating gazelle...");
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group = new SimpleGroup(
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[new SimpleObject(oGazelle, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
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3 * numPlayers, 50
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);
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// create lions
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log("Creating lions...");
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group = new SimpleGroup(
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[new SimpleObject(oLion, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
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3 * numPlayers, 50
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);
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// create camels
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log("Creating camels...");
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group = new SimpleGroup(
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[new SimpleObject(oCamel, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clGrass, 2),
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3 * numPlayers, 50
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);
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RMS.SetProgress(85);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oPalm, oTamarix, oPine]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1),
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num
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);
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}
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// create inner straggler trees
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log("Creating straggler trees...");
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var types = [oPalm, oTamarix, oPine]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1), stayClasses(clGrass, 3)],
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num
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);
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}
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// Set environment
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setSkySet("sunny");
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setSunColour(0.746, 0.718, 0.539);
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setWaterColour(0.292, 0.347, 0.691);
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setWaterTint(0.550, 0.543, 0.437);
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setWaterReflectionTint(0.562, 0.511, 0.425);
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setWaterMurkiness(0.83);
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setWaterReflectionTintStrength(0.377);
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// Export map data
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ExportMap();
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12
binaries/data/mods/public/maps/random/syria.json
Normal file
12
binaries/data/mods/public/maps/random/syria.json
Normal file
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{
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"settings" : {
|
||||
"Name" : "Syria",
|
||||
"Script" : "syria.js",
|
||||
"Description" : "Players start in a plains with slightly rolling highlands.",
|
||||
"BaseTerrain" : ["desert_dirt_rocks_1", "desert_dirt_cracks"],
|
||||
"BaseHeight" : 1,
|
||||
"Preview" : "syria.png",
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user