RMS.LoadLibrary("rmgen"); // terrain textures const tCity = "desert_city_tile"; const tCityPlaza = "desert_city_tile_plaza"; const tSand = "desert_dirt_rough"; const tDunes = "desert_sand_dunes_100"; const tFineSand = "desert_sand_smooth"; const tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"]; const tForestFloor = "desert_forestfloor_palms"; const tGrass = "desert_grass_a"; const tGrassSand50 = "desert_grass_a_sand"; const tGrassSand25 = "desert_grass_a_stones"; const tDirt = "desert_dirt_rough"; const tDirtCracks = "desert_dirt_cracks"; const tShore = "desert_shore_stones"; const tWaterDeep = "desert_shore_stones_wet"; // gaia entities const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oCamel = "gaia/fauna_camel"; const oFish = "gaia/fauna_fish"; const oGazelle = "gaia/fauna_gazelle"; const oGiraffe = "gaia/fauna_giraffe"; const oGoat = "gaia/fauna_goat"; const oWildebeest = "gaia/fauna_wildebeest"; const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry"; const oStoneSmall = "gaia/geology_stone_desert_small"; const oMetalLarge = "gaia/geology_metal_desert_slabs"; const oDatePalm = "gaia/flora_tree_date_palm"; const oSDatePalm = "gaia/flora_tree_senegal_date_palm"; // decorative props const aBush1 = "actor|props/flora/bush_desert_a.xml"; const aBush2 = "actor|props/flora/bush_desert_dry_a.xml"; const aBush3 = "actor|props/flora/bush_dry_a.xml"; const aBush4 = "actor|props/flora/plant_desert_a.xml"; const aBushes = [aBush1, aBush2, aBush3, aBush4]; const aDecorativeRock = "actor|geology/stone_desert_med.xml"; // terrain + entity (for painting) var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass]; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill1 = createTileClass(); var clHill2 = createTileClass(); var clHill3 = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clPatch = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { log("Creating base for player " + (i + 1) + "..."); // scale radius of player area by map size var radius = scaleByMapSize(15,25); // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // calculate size based on the radius var size = PI * radius * radius; // create the player area var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); // create the city patch var cityRadius = 10; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tCity, tCityPlaza], [3]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(i); // 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, 0.75*PI, 0.75*PI)], true, null, ix, iz ); createObjectGroup(group, i+1); // create starting units var uDist = 8; var uAngle = -0.75*PI + 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, i+1); 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 berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], 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 = 11; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)], 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), new RandomObject(aBushes, 2,4, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create starting straggler trees group = new SimpleGroup( [new SimpleObject(oDatePalm, 1,1, 6,12), new SimpleObject(oSDatePalm, 1,1, 6,12)], true, null, ix, iz ); createObjectGroup(group, 0, avoidClasses(clBaseResource,1)); } RMS.SetProgress(10); // create patches log("Creating dune patches..."); placer = new ClumpPlacer(scaleByMapSize(40, 150), 0.2, 0.1, 0); painter = new TerrainPainter(tDunes); createAreas(placer, [painter, paintClass(clPatch)], avoidClasses(clPatch, 2, clPlayer, 0), scaleByMapSize(5, 20) ); RMS.SetProgress(15); log("Creating sand patches..."); var placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0); var painter = new TerrainPainter([tSand, tFineSand]); createAreas(placer, [painter, paintClass(clPatch)], avoidClasses(clPatch, 2, clPlayer, 0), scaleByMapSize(15, 50) ); RMS.SetProgress(20); log("Creating dirt patches..."); placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0); painter = new TerrainPainter([tDirt]); createAreas(placer, [painter, paintClass(clPatch)], avoidClasses(clPatch, 2, clPlayer, 0), scaleByMapSize(15, 50) ); RMS.SetProgress(25); // create the oasis log("Creating oasis..."); var oRadius = scaleByMapSize(14, 40); placer = new ClumpPlacer(PI*oRadius*oRadius, 0.6, 0.15, 0, mapSize/2, mapSize/2); painter = new LayeredPainter([[tSand, pForest], [tGrassSand25, pForestOasis], tGrassSand25, tShore, tWaterDeep], [2, 3, 1, 1]); elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -11, 8); createArea(placer, [painter, elevationPainter, paintClass(clForest)], null); RMS.SetProgress(30); // create oasis wildlife var num = round(PI * oRadius / 8); var constraint = new AndConstraint([borderClasses(clForest, 0, 3), avoidClasses(clForest, 0)]); var halfSize = mapSize/2; for (var i = 0; i < num; ++i) { var r = 0; var angle = TWO_PI / num * i; do { // Work outward until constraint met var gx = round(halfSize + r * cos(angle)); var gz = round(halfSize + r * sin(angle)); ++r; } while (!constraint.allows(gx,gz) && r < halfSize); group = new RandomGroup( [ new SimpleObject(oGiraffe, 2,4, 0,3), // select from these groups randomly new SimpleObject(oWildebeest, 3,5, 0,3), new SimpleObject(oGazelle, 5,7, 0,3) ], true, clFood, gx, gz ); createObjectGroup(group, 0); } constraint = new AndConstraint([borderClasses(clForest, 15, 0), avoidClasses(clFood, 5)]); num = round(PI * oRadius / 16); for (var i = 0; i < num; ++i) { var r = 0; var angle = TWO_PI / num * i; do { // Work outward until constraint met var gx = round(halfSize + r * cos(angle)); var gz = round(halfSize + r * sin(angle)); ++r; } while (!constraint.allows(gx,gz) && r < halfSize); group = new SimpleGroup( [new SimpleObject(oFish, 1,1, 0,1)], true, clFood, gx, gz ); createObjectGroup(group, 0); } RMS.SetProgress(35); // create hills log("Creating level 1 hills..."); placer = new ClumpPlacer(scaleByMapSize(50,300), 0.25, 0.1, 0.5); var terrainPainter = new LayeredPainter( [tCliff, tSand], // terrains [1] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1); var hillAreas = createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)], avoidClasses(clForest, 3, clPlayer, 0, clHill1, 10), scaleByMapSize(10,20), 100 ); RMS.SetProgress(40); log("Creating small level 1 hills..."); placer = new ClumpPlacer(scaleByMapSize(25,150), 0.25, 0.1, 0.5); terrainPainter = new LayeredPainter( [tCliff, tSand], // terrains [1] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1); var tempAreas = createAreas(placer, [terrainPainter, elevationPainter, paintClass(clHill1)], avoidClasses(clForest, 3, clPlayer, 0, clHill1, 3), scaleByMapSize(15,25), 100 ); for (var i = 0; i < tempAreas.length; ++i) { hillAreas.push(tempAreas[i]); } RMS.SetProgress(45); // create decorative rocks for hills log("Creating decorative rocks..."); group = new SimpleGroup( [new RandomObject([aDecorativeRock, aBush2, aBush3], 3,8, 0,2)], true ); createObjectGroupsByAreas(group, 0, borderClasses(clHill1, 0, 3), scaleByMapSize(40,200), 50, hillAreas ); RMS.SetProgress(50); log("Creating level 2 hills..."); placer = new ClumpPlacer(scaleByMapSize(25,150), 0.25, 0.1, 0); terrainPainter = new LayeredPainter( [tCliff, tSand], // terrains [1] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1); createAreasInAreas(placer, [terrainPainter, elevationPainter], [stayClasses(clHill1, 0)], scaleByMapSize(15,25), 50, hillAreas ); RMS.SetProgress(55); log("Creating level 3 hills..."); placer = new ClumpPlacer(scaleByMapSize(12, 75), 0.25, 0.1, 0); terrainPainter = new LayeredPainter( [tCliff, tSand], // terrains [1] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 16, 1); createAreas(placer, [terrainPainter, elevationPainter], [stayClasses(clHill1, 0)], scaleByMapSize(15,25), 50, hillAreas ); hillAreas = []; RMS.SetProgress(60); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 0); elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, elevationPainter, avoidClasses(clForest, 0, clPlayer, 0, clHill1, 2), scaleByMapSize(100, 200) ); RMS.SetProgress(65); // calculate desired number of trees for map (based on size) const MIN_TREES = 500; const MAX_TREES = 2500; const P_FOREST = 0.5; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var num = scaleByMapSize(10,30); placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5); painter = new TerrainPainter([tSand, pForest]); createAreas(placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 1, clForest, 10, clHill1, 1), num, 50 ); RMS.SetProgress(70); 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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill1, 0)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill1, 0)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill1, 0)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(80); // create gazelles log("Creating gazelles..."); group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 5, clHill1, 1, clFood, 10), scaleByMapSize(5,20), 50 ); // create goats log("Creating goats..."); group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 5, clHill1, 1, clFood, 10), scaleByMapSize(5,20), 50 ); // create camels log("Creating camels..."); group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 5, clHill1, 1, clFood, 10), scaleByMapSize(5,20), 50 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oDatePalm, oSDatePalm]; // 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, 0,0)], true); createObjectGroups(group, 0, avoidClasses(clForest, 0, clHill1, 1, clPlayer, 0, clMetal, 1, clRock, 1), num ); } RMS.SetProgress(90); // create bushes log("Creating bushes..."); group = new SimpleGroup([new RandomObject(aBushes, 2,3, 0,2)]); createObjectGroups(group, 0, avoidClasses(clHill1, 1, clPlayer, 0, clForest, 0), scaleByMapSize(16, 262) ); // create rocks log("Creating more decorative rocks..."); group = new SimpleGroup([new SimpleObject(aDecorativeRock, 1,2, 0,2)]); createObjectGroups(group, 0, avoidClasses(clHill1, 1, clPlayer, 0, clForest, 0), scaleByMapSize(16, 262) ); // Export map data ExportMap();