RMS.LoadLibrary("rmgen"); const WATER_WIDTH = 0.1; // terrain textures const tOceanDepths = "medit_sea_depths"; const tOceanRockDeep = "medit_sea_coral_deep"; const tOceanRockShallow = "medit_rocks_wet"; const tOceanCoral = "medit_sea_coral_plants"; const tBeachWet = "medit_sand_wet"; const tBeachDry = "medit_sand"; const tBeachGrass = "medit_rocks_grass"; const tBeachCliff = "medit_dirt"; const tCity = "medit_city_tile"; const tGrassDry = ["medit_grass_field_brown", "medit_grass_field_dry", "medit_grass_field_b"]; const tGrass = ["medit_grass_field_dry", "medit_grass_field_brown", "medit_grass_field_b"]; const tGrassLush = ["grass_temperate_dry_tufts", "medit_grass_flowers"]; const tGrassShrubs = ["medit_grass_shrubs", "medit_grass_flowers"]; const tGrassRock = ["medit_rocks_grass"]; const tDirt = "medit_dirt"; const tDirtGrass = "medit_dirt_b"; const tDirtCliff = "medit_cliff_italia"; const tGrassCliff = "medit_cliff_italia_grass"; const tCliff = ["medit_cliff_italia", "medit_cliff_italia", "medit_cliff_italia_grass"]; const tForestFloor = "medit_grass_wild"; // gaia entities const oBeech = "gaia/flora_tree_euro_beech"; const oBerryBush = "gaia/flora_bush_berry"; const oCarob = "gaia/flora_tree_carob"; const oCypress1 = "gaia/flora_tree_cypress"; const oCypress2 = "gaia/flora_tree_cypress"; const oLombardyPoplar = "gaia/flora_tree_poplar_lombardy"; const oOak = "gaia/flora_tree_oak"; const oPalm = "gaia/flora_tree_medit_fan_palm"; const oPine = "gaia/flora_tree_aleppo_pine"; const oPoplar = "gaia/flora_tree_poplar"; 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"; // decorative props const aBushLargeDry = "actor|props/flora/bush_medit_la_dry.xml"; const aBushLarge = "actor|props/flora/bush_medit_la.xml"; const aBushMedDry = "actor|props/flora/bush_medit_me_dry.xml"; const aBushMed = "actor|props/flora/bush_medit_me.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; const aBushSmallDry = "actor|props/flora/bush_medit_sm_dry.xml"; const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassDry = "actor|props/flora/grass_soft_dry_large_tall.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMed = "actor|geology/stone_granite_med.xml"; const aRockSmall = "actor|geology/stone_granite_small.xml"; const aWaterLog = "actor|props/flora/water_log.xml"; // terrain + entity (for painting) var pPalmForest = [tForestFloor+TERRAIN_SEPARATOR+oPalm, tGrass]; var pPineForest = [tForestFloor+TERRAIN_SEPARATOR+oPine, tGrass]; var pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass]; var pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // Create classes var clWater = createTileClass(); var clCliff = createTileClass(); var clForest = createTileClass(); var clMetal = createTileClass(); var clStone = createTileClass(); var clFood = createTileClass(); var clPlayer = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // Place players log("Creating players..."); var playerX = new Array(numPlayers+1); var playerZ = new Array(numPlayers+1); var numLeftPlayers = ceil(numPlayers/2); for (var i = 1; i <= numLeftPlayers; i++) { playerX[i] = 0.28 + randFloat(-0.01, 0.01); playerZ[i] = (0.5+i-1)/numLeftPlayers + randFloat(-0.01, 0.01); } for (var i = numLeftPlayers+1; i <= numPlayers; i++) { playerX[i] = 0.72 + randFloat(-0.01, 0.01); playerZ[i] = (0.5+i-numLeftPlayers-1)/numLeftPlayers + randFloat(-0.01, 0.01); } function distanceToPlayers(x, z) { var r = 10000; for (var i = 1; i <= numPlayers; i++) { var dx = x - playerX[i]; var dz = z - playerZ[i]; r = min(r, dx*dx + dz*dz); } return sqrt(r); } function playerNearness(x, z) { var d = fractionToTiles(distanceToPlayers(x,z)); if (d < 13) { return 0; } else if (d < 19) { return (d-13)/(19-13); } else { return 1; } } // Paint elevation log("Painting elevation..."); var noise0 = new Noise2D(scaleByMapSize(4, 16)); var noise1 = new Noise2D(scaleByMapSize(8, 32)); var noise2 = new Noise2D(scaleByMapSize(15, 60)); var noise2a = new Noise2D(scaleByMapSize(20, 80)); var noise2b = new Noise2D(scaleByMapSize(35, 140)); var noise3 = new Noise2D(scaleByMapSize(4, 16)); var noise4 = new Noise2D(scaleByMapSize(6, 24)); var noise5 = new Noise2D(scaleByMapSize(11, 44)); 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); var pn = playerNearness(x, z); var h = 0; var distToWater = 0; h = 32 * (x - 0.5); // add the rough shape of the water if (x < WATER_WIDTH) { h = max(-16.0, -28.0*(WATER_WIDTH-x)/WATER_WIDTH); } else if (x > 1.0-WATER_WIDTH) { h = max(-16.0, -28.0*(x-(1.0-WATER_WIDTH))/WATER_WIDTH); } else { distToWater = (0.5 - WATER_WIDTH - abs(x-0.5)); var u = 1 - abs(x-0.5) / (0.5-WATER_WIDTH); h = 12*u; } // add some base noise var baseNoise = 16*noise0.get(x,z) + 8*noise1.get(x,z) + 4*noise2.get(x,z) - (16+8+4)/2; if ( baseNoise < 0 ) { baseNoise *= pn; baseNoise *= max(0.1, distToWater / (0.5-WATER_WIDTH)); } var oldH = h; h += baseNoise; // add some higher-frequency noise on land if ( oldH > 0 ) { h += (0.4*noise2a.get(x,z) + 0.2*noise2b.get(x,z)) * min(oldH/10.0, 1.0); } // create cliff noise if ( h > -10 ) { var cliffNoise = (noise3.get(x,z) + 0.5*noise4.get(x,z)) / 1.5; if (h < 1) { var u = 1 - 0.3*((h-1)/-10); cliffNoise *= u; } cliffNoise += 0.05 * distToWater / (0.5 - WATER_WIDTH); if (cliffNoise > 0.6) { var u = 0.8 * (cliffNoise - 0.6); cliffNoise += u * noise5.get(x,z); cliffNoise /= (1 + u); } cliffNoise -= 0.59; cliffNoise *= pn; if (cliffNoise > 0) { h += 19 * min(cliffNoise, 0.045) / 0.045; } } // set the height setHeight(ix, iz, h); } } RMS.SetProgress(15); // Paint base terrain log("Painting terrain..."); var noise6 = new Noise2D(scaleByMapSize(10, 40)); var noise7 = new Noise2D(scaleByMapSize(20, 80)); var noise8 = new Noise2D(scaleByMapSize(13, 52)); var noise9 = new Noise2D(scaleByMapSize(26, 104)); var noise10 = new Noise2D(scaleByMapSize(50, 200)); 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); var pn = playerNearness(x, z); // get heights of surrounding vertices var h00 = getHeight(ix, iz); var h01 = getHeight(ix, iz+1); var h10 = getHeight(ix+1, iz); var h11 = getHeight(ix+1, iz+1); // find min and max height var maxH = Math.max(h00, h01, h10, h11); var minH = Math.min(h00, h01, h10, h11); var diffH = maxH - minH; // figure out if we're at the top of a cliff using min adjacent height var minAdjHeight = minH; if (maxH > 15) { var maxNx = min(ix+2, mapSize); var maxNz = min(iz+2, mapSize); for (var nx = max(ix-1, 0); nx <= maxNx; nx++) { for (var nz = max(iz-1, 0); nz <= maxNz; nz++) { minAdjHeight = min(minAdjHeight, getHeight(nx, nz)); } } } // choose a terrain based on elevation var t = tGrass; // water if (maxH < -12) { t = tOceanDepths; } else if (maxH < -8.8) { t = tOceanRockDeep; } else if (maxH < -4.7) { t = tOceanCoral; } else if (maxH < -2.8) { t = tOceanRockShallow; } else if (maxH < 0.9 && minH < 0.35) { t = tBeachWet; } else if (maxH < 1.5 && minH < 0.9) { t = tBeachDry; } else if (maxH < 2.3 && minH < 1.3) { t = tBeachGrass; } if (minH < 0) { addToClass(ix, iz, clWater); } // cliffs if (diffH > 2.9 && minH > -7) { t = tCliff; addToClass(ix, iz, clCliff); } else if ((diffH > 2.5 && minH > -5) || ((maxH - minAdjHeight) > 2.9 && minH > 0) ) { if (minH < -1) t = tCliff; else if (minH < 0.5) t = tBeachCliff; else t = [tDirtCliff, tGrassCliff, tGrassCliff, tGrassRock, tCliff]; addToClass(ix, iz, clCliff); } // forests if (diffH < 1 && minH > 1) { var forestNoise = (noise6.get(x,z) + 0.5*noise7.get(x,z)) / 1.5 * pn - 0.59; // Thin out trees a bit if (forestNoise > 0 && randFloat() < 0.5) { if (minH > 5) { var typeNoise = noise10.get(x,z); if (typeNoise < 0.43 && forestNoise < 0.05) t = pPoplarForest; else if (typeNoise < 0.63) t = pMainForest; else t = pPineForest; addToClass(ix, iz, clForest); } else if (minH < 3) { t = pPalmForest; addToClass(ix, iz, clForest); } } } // grass variations if (t == tGrass) { var grassNoise = (noise8.get(x,z) + 0.6*noise9.get(x,z)) / 1.6; if (grassNoise < 0.3) { t = (diffH > 1.2) ? tDirtCliff : tDirt; } else if (grassNoise < 0.34) { t = (diffH > 1.2) ? tGrassCliff : tGrassDry; if (diffH < 0.5 && randFloat() < 0.02) { placeObject(ix+randFloat(), iz+randFloat(), aGrassDry, 0, randFloat(0, TWO_PI)); } } else if (grassNoise > 0.61) { t = (diffH > 1.2 ? tGrassRock : tGrassShrubs); } else { if (diffH < 0.5 && randFloat() < 0.02) { placeObject(ix+randFloat(), iz+randFloat(), aGrass, 0, randFloat(0, TWO_PI)); } } } placeTerrain(ix, iz, t); } } RMS.SetProgress(30); for (var i = 1; i <= numPlayers; i++) { var id = playerIDs[i-1]; log("Creating base for player " + id + "..."); // get fractional locations in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); addToClass(ix, iz, clPlayer); // create the city patch, flatten area under TC var cityRadius = 8; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tGrass, tCity], [1]); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 5, // elevation 2 // blend radius ); createArea(placer, [painter, elevationPainter], 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 = 8; var uAngle = -BUILDING_ANGlE + randFloat(-PI/8, PI/8); for (var j = 1; j < civEntities.length; ++j) { 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; } // 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 starting berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 9; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,2)], 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 = 15; 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 group = new SimpleGroup( [new SimpleObject(oPalm, 3,3, 7,10)], true, clBaseResource, ix, iz ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } RMS.SetProgress(40); log("Creating bushes..."); // create bushes group = new SimpleGroup( [new SimpleObject(aBushSmall, 0,2, 0,2), new SimpleObject(aBushSmallDry, 0,2, 0,2), new SimpleObject(aBushMed, 0,1, 0,2), new SimpleObject(aBushMedDry, 0,1, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 4, clCliff, 2), scaleByMapSize(9, 146), 50 ); RMS.SetProgress(45); log("Creating rocks..."); // create rocks group = new SimpleGroup( [new SimpleObject(aRockSmall, 0,3, 0,2), new SimpleObject(aRockMed, 0,2, 0,2), new SimpleObject(aRockLarge, 0,1, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clCliff, 0), scaleByMapSize(9, 146), 50 ); 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, clStone); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clStone, 15)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clStone); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clStone, 15)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,2)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clMetal, 15, clStone, 5), borderClasses(clCliff, 0, 5)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(60); log("Creating straggler trees..."); // create straggler trees var trees = [oCarob, oBeech, oLombardyPoplar, oLombardyPoplar, oPine]; for (var t in trees) { group = new SimpleGroup([new SimpleObject(trees[t], 1,1, 0,1)], true, clForest); createObjectGroups(group, 0, avoidClasses(clWater, 5, clCliff, 0, clForest, 1, clPlayer, 15, clMetal, 1, clStone, 1), scaleByMapSize(2, 38), 50 ); } RMS.SetProgress(70); // create straggler cypresses group = new SimpleGroup( [new SimpleObject(oCypress2, 1,3, 0,3), new SimpleObject(oCypress1, 0,2, 0,2)], true ); createObjectGroups(group, 0, avoidClasses(clWater, 4, clCliff, 2, clForest, 1, clPlayer, 15, clMetal, 1, clStone, 1), scaleByMapSize(5, 75), 50 ); RMS.SetProgress(80); log("Creating sheep..."); // create sheep group = new SimpleGroup([new SimpleObject(oSheep, 2,4, 0,2)], true, clFood); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8), 3 * numPlayers, 50 ); RMS.SetProgress(85); log("Creating fish..."); // create fish var num = scaleByMapSize(4, 16); var offsetX = mapSize * WATER_WIDTH/2; for (var i = 0; i < num; ++i) { var cX = round(offsetX + offsetX/2 * randFloat(-1, 1)); var cY = round((i + 0.5) * mapSize/num); group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,1)], true, clFood, cX, cY); createObjectGroup(group, 0); } for (var i = 0; i < num; ++i) { var cX = round(mapSize - offsetX + offsetX/2 * randFloat(-1, 1)); var cY = round((i + 0.5) * mapSize/num); group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,1)], true, clFood, cX, cY); createObjectGroup(group, 0); } RMS.SetProgress(90); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8), 3 * numPlayers, 50 ); RMS.SetProgress(95); log("Creating berry bushes..."); // create berry bushes group = new SimpleGroup([new SimpleObject(oBerryBush, 5,7, 0,3)], true, clFood); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8), 1.5 * numPlayers, 100 ); // Adjust environment setSkySet("sunny"); setWaterMurkiness(0.626953); setWaterShininess(0.732422); setWaterTint(0, 0.501961, 0.501961); setWaterReflectionTint(0.313726, 0.376471, 0.521569); setWaterReflectionTintStrength(0.615234); // Export map data ExportMap();