Applying the new improvements: Gear, Guadalquivir River.
This was SVN commit r14735.
This commit is contained in:
parent
7277385891
commit
a0b0b6d74e
@ -46,8 +46,8 @@ const aRockMedium = rBiomeA6();
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const aBushMedium = rBiomeA7();
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const aBushSmall = rBiomeA8();
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const pForestD = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForestP = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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@ -414,268 +414,119 @@ for (var i = 0; i < numPlayers; i++)
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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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terrainPainter = new LayeredPainter(
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[tMainTerrain, tCliff, tHill], // terrains
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[1, 2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 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, 20, clHill, 15, clWater, 2),
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scaleByMapSize(1, 4) * numPlayers
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);
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// calculate desired number of trees for map (based on size)
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if (random_terrain == 6)
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{
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0.02;
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}
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else if (random_terrain == 7)
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{
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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var P_FOREST = 0.6;
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}
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if (randInt(1,2) == 1)
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createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers);
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else
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{
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var MIN_TREES = 500;
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var MAX_TREES = 3000;
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var P_FOREST = 0.7;
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}
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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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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers);
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// create forests
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log("Creating forests...");
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var types = [
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[[tForestFloor2, tMainTerrain, pForestD], [tForestFloor2, pForestD]],
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[[tForestFloor1, tMainTerrain, pForestP], [tForestFloor1, pForestP]]
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]; // some variation
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if (random_terrain == 6)
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{
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var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
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}
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else
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{
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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}
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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, 20, clForest, 10, clHill, 0, clWater, 2),
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num
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);
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}
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
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clForest,
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1.0,
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random_terrain
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);
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RMS.SetProgress(50);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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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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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
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[1,1],
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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);
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 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 TerrainPainter(tTier4Terrain);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tTier4Terrain,
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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);
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RMS.SetProgress(55);
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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)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 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)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create stone quarries
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
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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)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1,1, 0,4)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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clMetal
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)
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RMS.SetProgress(65);
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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(aRockMedium, 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 decoration
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var planetm = 1;
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if (random_terrain==7)
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planetm = 8;
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(8, 131), 50
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createDecoration
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(
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[[new SimpleObject(aRockMedium, 1,3, 0,1)],
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
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[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)],
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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200)
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],
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
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);
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RMS.SetProgress(70);
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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);
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RMS.SetProgress(75);
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// create sheep
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log("Creating sheep...");
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group = new SimpleGroup(
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[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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// create animals
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createFood
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(
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[
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[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
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[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
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);
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// create fruits
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log("Creating fruits...");
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group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
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3 * numPlayers, 50
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createFood
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(
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[
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[new SimpleObject(oFruitBush, 5,7, 0,4)]
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],
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[
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3 * numPlayers
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
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);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oTree1, oTree2, oTree4, oTree3]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
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num
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);
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}
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createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
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var planetm = 1;
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if (random_terrain==7)
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{
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planetm = 8;
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}
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//create small grass tufts
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log("Creating small grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
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planetm * scaleByMapSize(13, 200)
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);
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RMS.SetProgress(90);
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// create large grass tufts
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log("Creating large grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
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planetm * scaleByMapSize(13, 200)
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);
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RMS.SetProgress(95);
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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(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
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planetm * scaleByMapSize(13, 200), 50
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);
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random_terrain = randInt(1,3)
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if (random_terrain==1){
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setSkySet("cirrus");
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}
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else if (random_terrain ==2){
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setSkySet("cumulus");
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}
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else if (random_terrain ==3){
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setSkySet("sunny");
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}
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setSunRotation(randFloat(0, TWO_PI));
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setSunElevation(randFloat(PI/ 5, PI / 3));
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// Export map data
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ExportMap();
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@ -33,7 +33,7 @@ const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
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const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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const aGrassShort = "actor|props/flora/grass_soft_large.xml";
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const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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const aLillies = "actor|props/flora/pond_lillies_large.xml";
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const aLillies = "actor|props/flora/water_lillies.xml";
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const aRockLarge = "actor|geology/stone_granite_large.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aBushMedium = "actor|props/flora/bush_medit_me.xml";
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@ -70,17 +70,14 @@ var clSettlement = createTileClass();
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var clLand = createTileClass();
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var clUpperLand = createTileClass();
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var clRiver = createTileClass();
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var clShallow = createTileClass();
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//Create the continent body
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.7);
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var ix = round(fx);
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var iz = round(fz);
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RectPlacer
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var placer = new RectPlacer(0, floor(mapSize * 0.70), mapSize - 1, mapSize - 1);
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var terrainPainter = new LayeredPainter(
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[tWater, tShore, tGrass], // terrains
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@ -93,9 +90,9 @@ var elevationPainter = new SmoothElevationPainter(
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clUpperLand)], null);
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var placer = new ClumpPlacer(mapArea * 0.65, 0.75, 0.08, 10, ix, iz);
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var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.49)]);
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var terrainPainter = new LayeredPainter(
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[tWater, tShore, tGrass], // terrains
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[tGrass, tGrass, tGrass], // terrains
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[4, 2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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@ -155,7 +152,7 @@ for (var i = 0; i < numPlayers; i++)
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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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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -268,6 +265,7 @@ for (var ix = 0; ix < mapSize; ix++)
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if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
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{
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h=-1.5;
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addToClass(ix, iz, clShallow);
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}
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}
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@ -277,12 +275,14 @@ for (var ix = 0; ix < mapSize; ix++)
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if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
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{
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h=-1.5;
|
||||
addToClass(ix, iz, clShallow);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8))){
|
||||
h = -1.5;
|
||||
addToClass(ix, iz, clShallow);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -297,204 +297,134 @@ for (var ix = 0; ix < mapSize; ix++)
|
||||
}
|
||||
}
|
||||
|
||||
// create shore jaggedness
|
||||
log("Creating shore jaggedness...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tCliff, tHill], // terrains
|
||||
[2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, unPaintClass(clLand)],
|
||||
[avoidClasses(clPlayer, 20, clRiver, 3, clUpperLand, 15), borderClasses(clLand, 7, 7)],
|
||||
scaleByMapSize(7, 130), 150
|
||||
);
|
||||
|
||||
paintTerrainBasedOnHeight(1, 3, 0, tShore);
|
||||
paintTerrainBasedOnHeight(-8, 1, 2, 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, 20, 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);
|
||||
createBumps([avoidClasses(clWater, 2, clPlayer, 20, clRiver, 1), stayClasses(clLand, 3)]);
|
||||
|
||||
// create forests
|
||||
log("Creating forests...");
|
||||
var types = [
|
||||
[[tForestFloorP, tGrass, pForestP], [tForestFloorP, pForestP]],
|
||||
[[tForestFloorC, tGrass, pForestC], [tForestFloorC, pForestC]]
|
||||
]; // 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, 20, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||||
num
|
||||
);
|
||||
}
|
||||
createForests(
|
||||
[tGrass, tForestFloorP, tForestFloorC, pForestC, pForestP],
|
||||
[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||||
clForest,
|
||||
1.0,
|
||||
0
|
||||
);
|
||||
|
||||
RMS.SetProgress(50);
|
||||
|
||||
// create dirt patches
|
||||
log("Creating dirt patches...");
|
||||
var sizes = [scaleByMapSize(5, 48), scaleByMapSize(8, 84), scaleByMapSize(13, 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, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
createLayeredPatches(
|
||||
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
|
||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]],
|
||||
[1,1],
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)]
|
||||
);
|
||||
|
||||
// create grass patches
|
||||
log("Creating grass patches...");
|
||||
var sizes = [scaleByMapSize(3, 32), scaleByMapSize(6, 48), scaleByMapSize(9, 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, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
createPatches(
|
||||
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
|
||||
tGrassPatch,
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)]
|
||||
);
|
||||
|
||||
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, 20, 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, 20, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
// create stone quarries
|
||||
createMines(
|
||||
[
|
||||
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
|
||||
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
|
||||
],
|
||||
[avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)]
|
||||
)
|
||||
|
||||
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, 20, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
createMines(
|
||||
[
|
||||
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
|
||||
],
|
||||
[avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
clMetal
|
||||
)
|
||||
|
||||
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 decoration
|
||||
createDecoration
|
||||
(
|
||||
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
|
||||
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
|
||||
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
|
||||
[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)],
|
||||
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
||||
],
|
||||
[
|
||||
scaleByMapSize(16, 262),
|
||||
scaleByMapSize(8, 131),
|
||||
scaleByMapSize(13, 200),
|
||||
scaleByMapSize(13, 200),
|
||||
scaleByMapSize(13, 200)
|
||||
],
|
||||
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)]
|
||||
);
|
||||
|
||||
|
||||
// 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
|
||||
// create water decoration in the shallow parts
|
||||
createDecoration
|
||||
(
|
||||
[[new SimpleObject(aReeds, 1,3, 0,1)],
|
||||
[new SimpleObject(aLillies, 1,2, 0,1)]
|
||||
],
|
||||
[
|
||||
scaleByMapSize(800, 12800),
|
||||
scaleByMapSize(800, 12800)
|
||||
],
|
||||
stayClasses(clShallow, 0)
|
||||
);
|
||||
|
||||
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, 20, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||||
3 * numPlayers, 50
|
||||
// create animals
|
||||
createFood
|
||||
(
|
||||
[
|
||||
[new SimpleObject(oDeer, 5,7, 0,4)],
|
||||
[new SimpleObject(oSheep, 2,3, 0,2)]
|
||||
],
|
||||
[
|
||||
3 * numPlayers,
|
||||
3 * numPlayers
|
||||
],
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)]
|
||||
);
|
||||
|
||||
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, 20, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||||
3 * numPlayers, 50
|
||||
// create fruits
|
||||
createFood
|
||||
(
|
||||
[
|
||||
[new SimpleObject(oBerryBush, 5,7, 0,4)]
|
||||
],
|
||||
[
|
||||
randInt(1, 4) * numPlayers + 2
|
||||
],
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRiver, 1), stayClasses(clLand, 3)]
|
||||
);
|
||||
|
||||
// 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
|
||||
);
|
||||
|
||||
// create berries
|
||||
log("Creating berries...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBerryBush, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 2, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRiver, 2), stayClasses(clLand, 4)],
|
||||
3 * numPlayers, 50
|
||||
createFood
|
||||
(
|
||||
[
|
||||
[new SimpleObject(oFish, 2,3, 0,2)]
|
||||
],
|
||||
[
|
||||
25 * numPlayers
|
||||
],
|
||||
avoidClasses(clLand, 2, clRiver, 1)
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
@ -503,61 +433,23 @@ RMS.SetProgress(85);
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oPoplar, oCarob, 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
|
||||
);
|
||||
createStragglerTrees(types, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)]);
|
||||
|
||||
setSkySet("cumulus");
|
||||
setWaterColour(0.443,0.412,0.322);
|
||||
setWaterTint(0.647,0.82,0.949);
|
||||
setWaterReflectionTint(0.286,0.58,0.855);
|
||||
setWaterWaviness(2.5);
|
||||
setWaterWaviness(10);
|
||||
setWaterMurkiness(0.70);
|
||||
setWaterReflectionTintStrength(0.25);
|
||||
|
||||
setFogFactor(0.3);
|
||||
setFogThickness(0.25);
|
||||
|
||||
setPPEffect("hdr");
|
||||
setPPContrast(0.62);
|
||||
setPPSaturation(0.51);
|
||||
setPPBloom(0.12);
|
||||
|
||||
// Export map data
|
||||
ExportMap();
|
||||
|
@ -248,7 +248,6 @@ createAreas(
|
||||
paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain);
|
||||
paintTerrainBasedOnHeight(1, 2.4, 0, tShore);
|
||||
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
||||
|
||||
paintTileClassBasedOnHeight(-6, 0, 1, clWater)
|
||||
|
||||
for (var i = 0; i < numPlayers; ++i)
|
||||
@ -398,5 +397,4 @@ createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clP
|
||||
setWaterWaviness(10);
|
||||
|
||||
// Export map data
|
||||
|
||||
ExportMap();
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user