RMS.LoadLibrary("rmgen"); var rt = randInt(1,2); if (rt == 1) { var tGrass = ["alpine_dirt_grass_50"]; var tGrassPForest = "alpine_forrestfloor"; var tGrassDForest = "alpine_forrestfloor"; var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"]; var tGrassA = "alpine_grass_rocky"; var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"]; var tGrassC = ["alpine_snow_a", "alpine_snow_b"]; var tDirt = ["alpine_dirt", "alpine_grass_d"]; var tRoad = "new_alpine_citytile"; var tRoadWild = "new_alpine_citytile"; var tShore = "alpine_shore_rocks_grass_50"; var tWater = "alpine_shore_rocks"; // gaia entities var oPine = "gaia/flora_tree_pine"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_deer"; var oGoat = "gaia/fauna_goat"; var oFish = "gaia/fauna_fish"; var oRabbit = "gaia/fauna_rabbit"; var oStoneLarge = "gaia/geology_stonemine_alpine_quarry"; var oStoneSmall = "gaia/geology_stone_alpine_a"; var oMetalLarge = "gaia/geology_metal_alpine_slabs"; } else { var tGrass = ["alpine_snow_a", "alpine_snow_b"]; var tGrassPForest = "alpine_forrestfloor_snow"; var tGrassDForest = "alpine_forrestfloor_snow"; var tCliff = ["alpine_cliff_a", "alpine_cliff_b"]; var tGrassA = "alpine_grass_snow_50"; var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"]; var tGrassC = ["alpine_snow_rocky"]; var tDirt = ["alpine_dirt_snow", "alpine_snow_a"]; var tRoad = "new_alpine_citytile"; var tRoadWild = "new_alpine_citytile"; var tShore = "alpine_shore_rocks_icy"; var tWater = "alpine_shore_rocks"; // gaia entities var oPine = "gaia/flora_tree_pine_w"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_deer"; var oGoat = "gaia/fauna_goat"; var oFish = "gaia/fauna_fish"; var oRabbit = "gaia/fauna_rabbit"; var oStoneLarge = "gaia/geology_stonemine_alpine_quarry"; var oStoneSmall = "gaia/geology_stone_alpine_a"; var oMetalLarge = "gaia/geology_metal_alpine_slabs"; } // decorative props var aGrass = "actor|props/flora/grass_soft_small_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_large.xml"; var aRockLarge = "actor|geology/stone_granite_med.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; var aLillies = "actor|props/flora/water_lillies.xml"; var aBushMedium = "actor|props/flora/bush_medit_me.xml"; var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oPine, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, 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 clPass = createTileClass(); 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); placeTerrain(ix, iz, tGrass); } } // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); // 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++) { 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 var fx = fractionToTiles(playerX[i]); var 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 = 7; 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 = 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 = 12; 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 = floor(hillSize / 100); 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(oPine, 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); for (var i = 0; i < scaleByMapSize(15,40); i++) { var ix = randInt(1, mapSize - 1); var iz = randInt(1, mapSize - 1); var ix2 = randInt(1, mapSize - 1); var iz2 = randInt(1, mapSize - 1); var placer = new PathPlacer(ix, iz, ix2, iz2, scaleByMapSize(9,15), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1); var terrainPainter = new LayeredPainter( [tCliff, tGrass], // terrains [3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 30, // elevation 2 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 15)); } for (var i = 0; i < numPlayers; i++) { if (i+1 == numPlayers) { var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), scaleByMapSize(12,25), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0); } else { var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), scaleByMapSize(12,25), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0); } var terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [1] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 2 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clPass)], null); } // create lakes log("Creating lakes..."); placer = new ClumpPlacer(scaleByMapSize(160, 700), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 12, clWater, 8, clPass, 4), scaleByMapSize(5, 16) ); paintTerrainBasedOnHeight(3.1, 20, 0, tCliff); paintTerrainBasedOnHeight(20, 21, 1, tGrass); // 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), scaleByMapSize(100, 200) ); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tGrass, tCliff, tGrass], // terrains [1, 2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 27, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 12, clHill, 15, clWater, 2, clPass, 1), scaleByMapSize(1, 4) * numPlayers ); // 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, 12, clForest, 10, clHill, 0, clWater, 2, clPass, 1), num ); } RMS.SetProgress(60); // 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(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), 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(tGrassB); createAreas( placer, painter, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45) ); } RMS.SetProgress(65); 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(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), 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(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), scaleByMapSize(4,16), 100 ); RMS.SetProgress(70); // 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), 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), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(75); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create rabbit log("Creating rabbit..."); group = new SimpleGroup( [new SimpleObject(oRabbit, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clFood, 20), stayClasses(clWater, 6)], 11 * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oPine, oPine]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1), num ); } //create small grass tufts log("Creating small grass tufts..."); var planetm = 1; 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), planetm * 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), planetm * 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, 2, clHill, 1, clPlayer, 1, clDirt, 1), planetm * scaleByMapSize(13, 200), 50 ); var rt = randInt(1,3) if (rt==1){ setSkySet("cirrus"); } else if (rt ==2){ setSkySet("cumulus"); } else if (rt ==3){ setSkySet("sunny"); } setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); 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();