RMS.LoadLibrary("rmgen"); var tGrass = ["medit_grass_field_a", "medit_grass_field_b"]; var tGrassPForest = "medit_plants_dirt"; var tGrassDForest = "medit_grass_shrubs"; var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"]; var tGrassA = "medit_grass_field_b"; var tGrassB = "medit_grass_field_brown"; var tGrassC = "medit_grass_field_dry"; var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; var tDirt = ["medit_dirt", "medit_dirt_b"]; var tRoad = "medit_city_tile"; var tRoadWild = "medit_city_tile"; var tGrassPatch = "medit_grass_wild"; var tShoreBlend = "medit_sand"; var tShore = "sand_grass_25"; var tWater = "medit_sand_wet"; // gaia entities var oOak = "gaia/flora_tree_poplar"; var oOakLarge = "gaia/flora_tree_poplar"; var oApple = "gaia/flora_tree_apple"; var oPine = "gaia/flora_tree_carob"; var oAleppoPine = "gaia/flora_tree_carob"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_deer"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_sheep"; var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; var oStoneSmall = "gaia/geology_stone_mediterranean"; var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_large.xml"; var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; var aLillies = "actor|props/flora/pond_lillies_large.xml"; var aRockLarge = "actor|geology/stone_granite_large.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_medit_me.xml"; var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; // terrain + entity (for painting) var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = -PI/4; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = createTileClass(); var clRiver = createTileClass(); //Create the continent body var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.7); var ix = round(fx); var iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.65, 0.75, 0.08, 10, ix, iz); var terrainPainter = new LayeredPainter( [tWater, tShore, tGrass], // terrains [4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = primeSortPlayers(sortPlayers(playerIDs)); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = 0; for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle - 0.23*(i+(i%2))*TWO_PI/numPlayers - (i%2)*PI/2; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.7 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // create starting units placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE); // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 6; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); var 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 = 8; 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 = 10; 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); var hillSize = PI * radius * radius; // create starting trees var num = 2; var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(11, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oOak, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(20); const WATER_WIDTH = 0.07; log("Creating river"); var theta = randFloat(0, 1); var seed = randFloat(2,3); for (ix = 0; ix < mapSize; ix++) { for (iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); var h = 0; var distToWater = 0; h = 32 * (z - 0.5); // add the rough shape of the water var km = 12/scaleByMapSize(35, 160); var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed); var zk = z*randFloat(0.995,1.005); var xk = x*randFloat(0.995,1.005); if (-3.0 < getHeight(ix, iz)){ if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2))) { if (xk < cu+((1.05-WATER_WIDTH)/2)) { h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk)); if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5)) { h=-1.5; } } else if (xk > (cu+(0.95+WATER_WIDTH)/2)) { h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2))); if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5)) { h=-1.5; } } else { if (((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8))){ h = -1.5; } else { h = -3.0; } } setHeight(ix, iz, h); addToClass(ix, iz, clRiver); placeTerrain(ix, iz, 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, 10, 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); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // 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, 6, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)], num ); } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 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, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 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, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } 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, 10, 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, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); 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, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); 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 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 ); 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, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)], 3 * numPlayers, 50 ); 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, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)], 3 * numPlayers, 50 ); // 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 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oOak, oOakLarge, oPine, 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 ); setSkySet("cumulus"); setWaterTint(0.447, 0.412, 0.322); // muddy brown setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown setWaterMurkiness(1.0); setWaterReflectionTintStrength(0.677); // Export map data ExportMap();