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