Increasing the generation speed of the maps: Continent
This was SVN commit r14120.
This commit is contained in:
parent
d3fade285b
commit
dcb3c0ad7a
@ -89,9 +89,9 @@ var fz = fractionToTiles(0.5);
|
||||
ix = round(fx);
|
||||
iz = round(fz);
|
||||
|
||||
var placer = new ClumpPlacer(mapArea * 0.45, 0.9, 0.09, 10, ix, iz);
|
||||
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(40, 400)), 1, ix, iz, 0, [floor(mapSize * 0.3)]);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tWater, tMainTerrain], // terrains
|
||||
[tMainTerrain, tMainTerrain], // terrains
|
||||
[3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
@ -144,6 +144,14 @@ for (var i = 0; i < numPlayers; i++)
|
||||
addToClass(ix-5, iz, clPlayer);
|
||||
addToClass(ix, iz-5, clPlayer);
|
||||
|
||||
var placer = new ChainPlacer(2, floor(scaleByMapSize(4, 11)), floor(scaleByMapSize(5, 20)), 1, ix, iz, 0, [floor(scaleByMapSize(30, 50))]);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
4 // blend radius
|
||||
);
|
||||
createArea(placer, [elevationPainter, paintClass(clLand)], null);
|
||||
|
||||
// create the city patch
|
||||
var cityRadius = radius/3;
|
||||
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||||
@ -235,19 +243,16 @@ RMS.SetProgress(20);
|
||||
|
||||
// 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
|
||||
);
|
||||
placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, unPaintClass(clLand)],
|
||||
[elevationPainter, unPaintClass(clLand)],
|
||||
[avoidClasses(clPlayer, 20), borderClasses(clLand, 7, 7)],
|
||||
scaleByMapSize(7, 130) * 2, 150
|
||||
scaleByMapSize(25, 180) * 2, 150
|
||||
);
|
||||
|
||||
paintTerrainBasedOnHeight(3, 4, 3, tMainTerrain);
|
||||
paintTerrainBasedOnHeight(1, 3, 0, tShore);
|
||||
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
||||
|
||||
@ -264,7 +269,7 @@ createAreas(
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tCliff, tHill], // terrains
|
||||
[2] // widths
|
||||
@ -281,21 +286,21 @@ createAreas(
|
||||
// calculate desired number of trees for map (based on size)
|
||||
if (random_terrain == 6)
|
||||
{
|
||||
var MIN_TREES = 200;
|
||||
var MAX_TREES = 1250;
|
||||
var P_FOREST = 0.02;
|
||||
var MIN_TREES = 200;
|
||||
var MAX_TREES = 1250;
|
||||
var P_FOREST = 0;
|
||||
}
|
||||
else if (random_terrain == 7)
|
||||
{
|
||||
var MIN_TREES = 1000;
|
||||
var MAX_TREES = 6000;
|
||||
var P_FOREST = 0.6;
|
||||
var MIN_TREES = 1000;
|
||||
var MAX_TREES = 6000;
|
||||
var P_FOREST = 0.52;
|
||||
}
|
||||
else
|
||||
{
|
||||
var MIN_TREES = 500;
|
||||
var MAX_TREES = 3000;
|
||||
var P_FOREST = 0.7;
|
||||
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;
|
||||
@ -308,37 +313,33 @@ var types = [
|
||||
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
|
||||
]; // some variation
|
||||
|
||||
if (random_terrain == 6)
|
||||
if (random_terrain != 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)],
|
||||
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
|
||||
var num = floor(size / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
{
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
|
||||
painter = new LayeredPainter(
|
||||
types[i], // terrains
|
||||
[2] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clForest)],
|
||||
[avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
|
||||
num
|
||||
);
|
||||
num
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
RMS.SetProgress(50);
|
||||
// create dirt patches
|
||||
log("Creating dirt patches...");
|
||||
var sizes = [scaleByMapSize(5, 48), scaleByMapSize(8, 84), scaleByMapSize(13, 128)];
|
||||
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
|
||||
painter = new LayeredPainter(
|
||||
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
|
||||
[1,1] // widths
|
||||
@ -353,10 +354,10 @@ for (var i = 0; i < sizes.length; i++)
|
||||
|
||||
// create grass patches
|
||||
log("Creating grass patches...");
|
||||
var sizes = [scaleByMapSize(4, 32), scaleByMapSize(6, 48), scaleByMapSize(8, 80)];
|
||||
var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
|
||||
painter = new TerrainPainter(tTier4Terrain);
|
||||
createAreas(
|
||||
placer,
|
||||
|
@ -335,7 +335,7 @@ createAreas(
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 1);
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tCliff, tHill], // terrains
|
||||
[2] // widths
|
||||
|
@ -278,7 +278,7 @@ createAreas(
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 1);
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tMainTerrain, tCliff, tHill], // terrains
|
||||
[1, 2] // widths
|
||||
|
@ -221,7 +221,7 @@ RMS.SetProgress(30);
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 1);
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tCliff, tHill], // terrains
|
||||
[2] // widths
|
||||
|
Loading…
Reference in New Issue
Block a user