1 line
53 KiB
JavaScript
1 line
53 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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//random terrain textures
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var rt = randomizeBiome();
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var tGrass = rBiomeT1();
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var tGrassPForest = rBiomeT2();
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var tGrassDForest = rBiomeT3();
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var tCliff = rBiomeT4();
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var tGrassA = rBiomeT5();
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var tGrassB = rBiomeT6();
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var tGrassC = rBiomeT7();
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var tHill = rBiomeT1();
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var tDirt = rBiomeT9();
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var tRoad = rBiomeT10();
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var tRoadWild = rBiomeT11();
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var tGrassPatch = rBiomeT12();
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var tShoreBlend = rBiomeT13();
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var tShore = rBiomeT14();
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var tWater = rBiomeT15();
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// gaia entities
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var oOak = rBiomeE1();
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var oOakLarge = rBiomeE2();
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var oApple = rBiomeE3();
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var oPine = rBiomeE4();
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var oAleppoPine = rBiomeE5();
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var oBerryBush = rBiomeE6();
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var oChicken = rBiomeE7();
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var oDeer = rBiomeE8();
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var oFish = rBiomeE9();
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var oSheep = rBiomeE10();
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var oStoneLarge = rBiomeE11();
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var oStoneSmall = rBiomeE12();
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var oMetalLarge = rBiomeE13();
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// decorative props
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var aGrass = rBiomeA1();
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var aGrassShort = rBiomeA2();
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var aReeds = rBiomeA3();
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var aLillies = rBiomeA4();
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var aRockLarge = rBiomeA5();
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var aRockMedium = rBiomeA6();
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var aBushMedium = rBiomeA7();
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var aBushSmall = rBiomeA8();
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
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const BUILDING_ANGlE = -PI/4;
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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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log(mapSize);
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clLand = createTileClass();
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//Paint the whole map
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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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placeTerrain(ix, iz, tWater);
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}
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}
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var radius = scaleByMapSize(15,30);
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var cliffRadius = 2;
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var elevation = 20;
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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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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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// Creating other islands
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var numIslands = 0;
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//****************************
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//----------------------------
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//Tiny and Small Size
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//----------------------------
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//****************************
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if ((mapSize == 128)||(mapSize == 192)){
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//2 PLAYERS
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//-----------------
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//-----------------
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if (numPlayers == 2){
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numIslands = 4*numPlayers+1;
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var IslandX = new Array(numIslands);
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var IslandZ = new Array(numIslands);
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var isConnected = new Array(numIslands);
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for (var q=0; q <numIslands; q++)
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{
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isConnected[q]=new Array(numIslands);
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}
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for (var m = 0; m < numIslands; m++){
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for (var n = 0; n < numIslands; n++){
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isConnected[m][n] = 0;
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}
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}
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//connections
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var sX = 0;
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var sZ = 0;
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for (var l = 0; l < numPlayers; l++)
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{
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isConnected[4*numPlayers][l+2*numPlayers] = 1;
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sX = sX + playerX[l];
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sZ = sZ + playerZ[l];
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}
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var fx = fractionToTiles(sX/numPlayers);
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var fz = fractionToTiles(sZ/numPlayers);
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var ix = round(fx);
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var iz = round(fz);
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IslandX[4*numPlayers]=ix;
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IslandZ[4*numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = floor(PI * radius * radius * 0.36);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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//centeral island id numPlayers
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for (var e = 0; e <numPlayers; e++)
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{
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isConnected[e+2*numPlayers][e] = 1;
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if (e+2*numPlayers+1<numIslands-numPlayers-1)
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{
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isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
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}
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else
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{
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isConnected[2*numPlayers][e+2*numPlayers] = 1;
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}
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var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
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var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
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var ix = round(fx);
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var iz = round(fz);
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IslandX[e+2*numPlayers]=ix;
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IslandZ[e+2*numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = floor(PI * radius * radius * 0.81);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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//Small Isles
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isConnected[e+3*numPlayers][e+numPlayers] = 1;
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var fx = fractionToTiles(0.5 + 0.27*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var fz = fractionToTiles(0.5 + 0.27*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var ix = round(fx);
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var iz = round(fz);
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IslandX[e+3*numPlayers]=ix;
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IslandZ[e+3*numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = floor(PI * radius * radius * 0.49);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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}
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for (var e = 0; e <numPlayers; e++)
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{
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isConnected[e][e+numPlayers] = 1;
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if (e+1<numPlayers)
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{
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isConnected[e + 1][e+numPlayers] = 1;
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}
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else
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{
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isConnected[0][e+numPlayers] = 1;
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}
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//second island id 4
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var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var ix = round(fx);
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var iz = round(fz);
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IslandX[e+numPlayers]=ix;
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IslandZ[e+numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = PI * radius * radius;
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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}
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}
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//3 PLAYERS
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//-----------------
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//-----------------
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if (numPlayers == 3){
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numIslands = 4*numPlayers+1;
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var IslandX = new Array(numIslands);
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var IslandZ = new Array(numIslands);
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var isConnected = new Array(numIslands);
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for (var q=0; q <numIslands; q++)
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{
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isConnected[q]=new Array(numIslands);
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}
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for (var m = 0; m < numIslands; m++){
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for (var n = 0; n < numIslands; n++){
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isConnected[m][n] = 0;
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}
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}
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//connections
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var sX = 0;
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var sZ = 0;
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for (var l = 0; l < numPlayers; l++)
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{
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isConnected[4*numPlayers][l+2*numPlayers] = 1;
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sX = sX + playerX[l];
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sZ = sZ + playerZ[l];
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}
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var fx = fractionToTiles(sX/numPlayers);
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var fz = fractionToTiles(sZ/numPlayers);
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var ix = round(fx);
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var iz = round(fz);
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IslandX[4*numPlayers]=ix;
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IslandZ[4*numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = floor(PI * radius * radius * 0.36);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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//centeral island id numPlayers
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for (var e = 0; e <numPlayers; e++)
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{
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isConnected[e+2*numPlayers][e] = 1;
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if (e+2*numPlayers+1<numIslands-numPlayers-1)
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{
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isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
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}
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else
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{
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isConnected[2*numPlayers][e+2*numPlayers] = 1;
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}
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var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
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var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
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var ix = round(fx);
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var iz = round(fz);
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IslandX[e+2*numPlayers]=ix;
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IslandZ[e+2*numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = floor(PI * radius * radius * 0.81);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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//Small Isles
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isConnected[e+3*numPlayers][e+numPlayers] = 1;
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var fx = fractionToTiles(0.5 + 0.27*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var fz = fractionToTiles(0.5 + 0.27*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var ix = round(fx);
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var iz = round(fz);
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IslandX[e+3*numPlayers]=ix;
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IslandZ[e+3*numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = floor(PI * radius * radius * 0.49);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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}
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for (var e = 0; e <numPlayers; e++)
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{
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isConnected[e][e+numPlayers] = 1;
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if (e+1<numPlayers)
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{
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isConnected[e + 1][e+numPlayers] = 1;
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}
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else
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{
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isConnected[0][e+numPlayers] = 1;
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}
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//second island id 4
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var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
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var ix = round(fx);
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var iz = round(fz);
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IslandX[e+numPlayers]=ix;
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IslandZ[e+numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = PI * radius * radius;
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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}
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}
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//4 PLAYERS
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//-----------------
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//-----------------
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if (numPlayers == 4){
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numIslands = 4*numPlayers+1;
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var IslandX = new Array(numIslands);
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var IslandZ = new Array(numIslands);
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var isConnected = new Array(numIslands);
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for (var q=0; q <numIslands; q++)
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{
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isConnected[q]=new Array(numIslands);
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}
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for (var m = 0; m < numIslands; m++){
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for (var n = 0; n < numIslands; n++){
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isConnected[m][n] = 0;
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}
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}
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//connections
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var sX = 0;
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var sZ = 0;
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for (var l = 0; l < numPlayers; l++)
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{
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isConnected[4*numPlayers][l+2*numPlayers] = 1;
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sX = sX + playerX[l];
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sZ = sZ + playerZ[l];
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}
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var fx = fractionToTiles(sX/numPlayers);
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var fz = fractionToTiles(sZ/numPlayers);
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var ix = round(fx);
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var iz = round(fz);
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IslandX[4*numPlayers]=ix;
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IslandZ[4*numPlayers]=iz;
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// calculate size based on the radius
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var hillSize = floor(PI * radius * radius * 0.36);
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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//centeral island id numPlayers
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for (var e = 0; e <numPlayers; e++)
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{
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isConnected[e+2*numPlayers][e] = 1;
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if (e+2*numPlayers+1<numIslands-numPlayers-1)
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{
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isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
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}
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else
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{
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isConnected[2*numPlayers][e+2*numPlayers] = 1;
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}
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var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
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var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
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var ix = round(fx);
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var iz = round(fz);
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IslandX[e+2*numPlayers]=ix;
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IslandZ[e+2*numPlayers]=iz;
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|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
//Small Isles
|
|
isConnected[e+3*numPlayers][e+numPlayers] = 1;
|
|
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+3*numPlayers]=ix;
|
|
IslandZ[e+3*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.49);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e][e+numPlayers] = 1;
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e + 1][e+numPlayers] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e+numPlayers] = 1;
|
|
}
|
|
|
|
//second island id 4
|
|
var fx = fractionToTiles(0.5 + 0.27*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.27*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
}
|
|
|
|
//More than 4 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if (numPlayers > 4){
|
|
numIslands = numPlayers + 1;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
for (var l = 0; l < numPlayers; l++)
|
|
{
|
|
isConnected[l][numPlayers] = 1;
|
|
sX = sX + playerX[l];
|
|
sZ = sZ + playerZ[l];
|
|
}
|
|
|
|
//centeral island id numPlayers
|
|
|
|
var fx = fractionToTiles((sX)/numPlayers);
|
|
var fz = fractionToTiles((sZ)/numPlayers);
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[numPlayers]=ix;
|
|
IslandZ[numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
|
|
}
|
|
}
|
|
|
|
//****************************
|
|
//----------------------------
|
|
//Medium Size
|
|
//----------------------------
|
|
//****************************
|
|
if (mapSize == 256){
|
|
//2,3,4 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)){
|
|
numIslands = 4*numPlayers+1;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
for (var l = 0; l < numPlayers; l++)
|
|
{
|
|
isConnected[4*numPlayers][l+2*numPlayers] = 1;
|
|
sX = sX + playerX[l];
|
|
sZ = sZ + playerZ[l];
|
|
}
|
|
|
|
var fx = fractionToTiles(sX/numPlayers);
|
|
var fz = fractionToTiles(sZ/numPlayers);
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[4*numPlayers]=ix;
|
|
IslandZ[4*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.36);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
//centeral island id numPlayers
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e+2*numPlayers][e] = 1;
|
|
if (e+2*numPlayers+1<numIslands-numPlayers-1)
|
|
{
|
|
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[2*numPlayers][e+2*numPlayers] = 1;
|
|
}
|
|
|
|
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
|
|
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+2*numPlayers]=ix;
|
|
IslandZ[e+2*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
//Small Isles
|
|
isConnected[e+3*numPlayers][e+numPlayers] = 1;
|
|
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+3*numPlayers]=ix;
|
|
IslandZ[e+3*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.49);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e][e+numPlayers] = 1;
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e + 1][e+numPlayers] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e+numPlayers] = 1;
|
|
}
|
|
|
|
//second island id 4
|
|
var fx = fractionToTiles(0.5 + 0.26*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.26*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
}
|
|
|
|
//More than 4 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if (numPlayers > 4){
|
|
numIslands = 2*numPlayers;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
|
|
|
|
|
|
//centeral island id numPlayers
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e][e+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e] = 1;
|
|
}
|
|
isConnected[e+numPlayers][e] = 1;
|
|
if (e+numPlayers+1<numIslands)
|
|
{
|
|
isConnected[e+numPlayers][e+numPlayers+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[e+numPlayers][numPlayers] = 1;
|
|
}
|
|
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
|
|
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//****************************
|
|
//----------------------------
|
|
//Normal Size
|
|
//----------------------------
|
|
//****************************
|
|
if (mapSize == 320){
|
|
//2,3,4,5 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)||(numPlayers == 5)){
|
|
numIslands = 4*numPlayers+1;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
for (var l = 0; l < numPlayers; l++)
|
|
{
|
|
isConnected[4*numPlayers][l+2*numPlayers] = 1;
|
|
sX = sX + playerX[l];
|
|
sZ = sZ + playerZ[l];
|
|
}
|
|
|
|
var fx = fractionToTiles(sX/numPlayers);
|
|
var fz = fractionToTiles(sZ/numPlayers);
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[4*numPlayers]=ix;
|
|
IslandZ[4*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.36);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
//centeral island id numPlayers
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e+2*numPlayers][e] = 1;
|
|
if (e+2*numPlayers+1<numIslands-numPlayers-1)
|
|
{
|
|
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[2*numPlayers][e+2*numPlayers] = 1;
|
|
}
|
|
|
|
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
|
|
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+2*numPlayers]=ix;
|
|
IslandZ[e+2*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
//Small Isles
|
|
isConnected[e+3*numPlayers][e+numPlayers] = 1;
|
|
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+3*numPlayers]=ix;
|
|
IslandZ[e+3*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.49);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e][e+numPlayers] = 1;
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e + 1][e+numPlayers] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e+numPlayers] = 1;
|
|
}
|
|
|
|
//second island id 4
|
|
var fx = fractionToTiles(0.5 + 0.26*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.26*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
}
|
|
|
|
//6,7 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if ((numPlayers == 6)||(numPlayers == 7)){
|
|
numIslands = 4*numPlayers+1;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
for (var l = 0; l < numPlayers; l++)
|
|
{
|
|
isConnected[4*numPlayers][l+2*numPlayers] = 1;
|
|
sX = sX + playerX[l];
|
|
sZ = sZ + playerZ[l];
|
|
}
|
|
|
|
var fx = fractionToTiles(sX/numPlayers);
|
|
var fz = fractionToTiles(sZ/numPlayers);
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[4*numPlayers]=ix;
|
|
IslandZ[4*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.36);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
//centeral island id numPlayers
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e+2*numPlayers][e] = 1;
|
|
if (e+2*numPlayers+1<numIslands-numPlayers-1)
|
|
{
|
|
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[2*numPlayers][e+2*numPlayers] = 1;
|
|
}
|
|
|
|
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
|
|
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+2*numPlayers]=ix;
|
|
IslandZ[e+2*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
//Small Isles
|
|
isConnected[e+3*numPlayers][e+numPlayers] = 1;
|
|
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+3*numPlayers]=ix;
|
|
IslandZ[e+3*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.49);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e][e+numPlayers] = 1;
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e + 1][e+numPlayers] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e+numPlayers] = 1;
|
|
}
|
|
|
|
//second island id 4
|
|
var fx = fractionToTiles(0.5 + 0.26*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.26*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
}
|
|
//8 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if (numPlayers == 8){
|
|
numIslands = 2*numPlayers;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
|
|
|
|
|
|
//centeral island id numPlayers
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e][e+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e] = 1;
|
|
}
|
|
isConnected[e+numPlayers][e] = 1;
|
|
if (e+numPlayers+1<numIslands)
|
|
{
|
|
isConnected[e+numPlayers][e+numPlayers+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[e+numPlayers][numPlayers] = 1;
|
|
}
|
|
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
|
|
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//****************************
|
|
//----------------------------
|
|
//Large and larger Sizes
|
|
//----------------------------
|
|
//****************************
|
|
if (mapSize > 383){
|
|
//2,3,4,5 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)||(numPlayers == 5)){
|
|
numIslands = 4*numPlayers+1;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
for (var l = 0; l < numPlayers; l++)
|
|
{
|
|
isConnected[4*numPlayers][l+2*numPlayers] = 1;
|
|
sX = sX + playerX[l];
|
|
sZ = sZ + playerZ[l];
|
|
}
|
|
|
|
var fx = fractionToTiles(sX/numPlayers);
|
|
var fz = fractionToTiles(sZ/numPlayers);
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[4*numPlayers]=ix;
|
|
IslandZ[4*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.36);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
//centeral island id numPlayers
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e+2*numPlayers][e] = 1;
|
|
if (e+2*numPlayers+1<numIslands-numPlayers-1)
|
|
{
|
|
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[2*numPlayers][e+2*numPlayers] = 1;
|
|
}
|
|
|
|
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
|
|
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+2*numPlayers]=ix;
|
|
IslandZ[e+2*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
//Small Isles
|
|
isConnected[e+3*numPlayers][e+numPlayers] = 1;
|
|
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+3*numPlayers]=ix;
|
|
IslandZ[e+3*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.49);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e][e+numPlayers] = 1;
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e + 1][e+numPlayers] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e+numPlayers] = 1;
|
|
}
|
|
|
|
//second island id 4
|
|
var fx = fractionToTiles(0.5 + 0.24*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.24*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
}
|
|
|
|
//6,7,8 PLAYERS
|
|
//-----------------
|
|
//-----------------
|
|
if ((numPlayers == 6)||(numPlayers == 7)||(numPlayers == 8)){
|
|
numIslands = 4*numPlayers+1;
|
|
var IslandX = new Array(numIslands);
|
|
var IslandZ = new Array(numIslands);
|
|
var isConnected = new Array(numIslands);
|
|
for (var q=0; q <numIslands; q++)
|
|
{
|
|
isConnected[q]=new Array(numIslands);
|
|
}
|
|
for (var m = 0; m < numIslands; m++){
|
|
for (var n = 0; n < numIslands; n++){
|
|
isConnected[m][n] = 0;
|
|
}
|
|
}
|
|
//connections
|
|
var sX = 0;
|
|
var sZ = 0;
|
|
for (var l = 0; l < numPlayers; l++)
|
|
{
|
|
isConnected[4*numPlayers][l+2*numPlayers] = 1;
|
|
sX = sX + playerX[l];
|
|
sZ = sZ + playerZ[l];
|
|
}
|
|
|
|
var fx = fractionToTiles(sX/numPlayers);
|
|
var fz = fractionToTiles(sZ/numPlayers);
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[4*numPlayers]=ix;
|
|
IslandZ[4*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.36);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
|
|
|
|
//centeral island id numPlayers
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e+2*numPlayers][e] = 1;
|
|
if (e+2*numPlayers+1<numIslands-numPlayers-1)
|
|
{
|
|
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[2*numPlayers][e+2*numPlayers] = 1;
|
|
}
|
|
|
|
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
|
|
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+2*numPlayers]=ix;
|
|
IslandZ[e+2*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.81);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
//Small Isles
|
|
isConnected[e+3*numPlayers][e+numPlayers] = 1;
|
|
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+3*numPlayers]=ix;
|
|
IslandZ[e+3*numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = floor(PI * radius * radius * 0.36);
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
for (var e = 0; e <numPlayers; e++)
|
|
{
|
|
isConnected[e][e+numPlayers] = 1;
|
|
if (e+1<numPlayers)
|
|
{
|
|
isConnected[e + 1][e+numPlayers] = 1;
|
|
}
|
|
else
|
|
{
|
|
isConnected[0][e+numPlayers] = 1;
|
|
}
|
|
|
|
//second island id 4
|
|
var fx = fractionToTiles(0.5 + 0.28*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var fz = fractionToTiles(0.5 + 0.28*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
|
|
var ix = round(fx);
|
|
var iz = round(fz);
|
|
IslandX[e+numPlayers]=ix;
|
|
IslandZ[e+numPlayers]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius * 0.81;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
for (m = 0; m < numIslands; m++){
|
|
for (n = 0; n < numIslands; n++){
|
|
if(isConnected[m][n] == 1){
|
|
isConnected[n][m] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
for (var i = 0; i < numPlayers; i++)
|
|
{
|
|
var id = playerIDs[i];
|
|
log("Creating base for player " + id + "...");
|
|
|
|
// some constants
|
|
|
|
|
|
// 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);
|
|
IslandX[i]=ix;
|
|
IslandZ[i]=iz;
|
|
// calculate size based on the radius
|
|
var hillSize = PI * radius * radius;
|
|
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
elevation, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
|
|
|
|
|
|
// 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, {'iberWall' : 'towers'});
|
|
|
|
// 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 = 10;
|
|
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 = radius - 4;
|
|
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 trees
|
|
var num = floor(hillSize / 60);
|
|
var tAngle = randFloat(-PI/3, 4*PI/3);
|
|
var tDist = 11;
|
|
var tX = round(fx + tDist * cos(tAngle));
|
|
var tZ = round(fz + tDist * sin(tAngle));
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oOak, num, num, 0,4)],
|
|
false, clBaseResource, tX, tZ
|
|
);
|
|
createObjectGroup(group, 0, [avoidClasses(clBaseResource,2), stayClasses(clPlayer, 3)]);
|
|
|
|
// 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(30);
|
|
|
|
//Create connectors
|
|
for (var ix = 0; ix < mapSize; ix++)
|
|
{
|
|
for (var iz = 0; iz < mapSize; iz++)
|
|
{
|
|
for (m = 0; m < numIslands; m++)
|
|
{
|
|
for (n = 0; n < numIslands; n++)
|
|
{
|
|
if(isConnected[m][n] == 1)
|
|
{
|
|
var a = IslandZ[m]-IslandZ[n];
|
|
var b = IslandX[n]-IslandX[m];
|
|
var c = (IslandZ[m]*(IslandX[m]-IslandX[n]))-(IslandX[m]*(IslandZ[m]-IslandZ[n]));
|
|
var dis = abs(a*ix + b*iz + c)/sqrt(a*a + b*b);
|
|
var k = (a*ix + b*iz + c)/(a*a + b*b);
|
|
var y = iz-(b*k);
|
|
if((dis < 5)&&(y <= Math.max(IslandZ[m],IslandZ[n]))&&(y >= Math.min(IslandZ[m],IslandZ[n])))
|
|
{
|
|
if (dis < 3){
|
|
var h = 20;
|
|
if (dis < 2)
|
|
{
|
|
var t = tHill;
|
|
}
|
|
else
|
|
{
|
|
var t = tCliff;
|
|
}
|
|
addToClass(ix, iz, clLand);
|
|
}
|
|
else
|
|
{
|
|
var h = 50 - 10 * dis;
|
|
var t = tCliff;
|
|
addToClass(ix, iz, clLand);
|
|
}
|
|
if (getHeight(ix, iz)<h)
|
|
{
|
|
placeTerrain(ix, iz, t);
|
|
setHeight(ix, iz, h);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// calculate desired number of trees for map (based on size)
|
|
if (rt == 6)
|
|
{
|
|
var MIN_TREES = 200;
|
|
var MAX_TREES = 1250;
|
|
var P_FOREST = 0.02;
|
|
}
|
|
else if (rt == 7)
|
|
{
|
|
var MIN_TREES = 1000;
|
|
var MAX_TREES = 6000;
|
|
var P_FOREST = 0.6;
|
|
}
|
|
else
|
|
{
|
|
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
|
|
|
|
if (rt == 6)
|
|
{
|
|
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
|
|
}
|
|
else
|
|
{
|
|
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), stayClasses(clLand, 3)],
|
|
num
|
|
);
|
|
}
|
|
|
|
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), stayClasses(clLand, 5)],
|
|
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), stayClasses(clLand, 5)],
|
|
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), stayClasses(clLand, 5)],
|
|
5*scaleByMapSize(4,16), 100
|
|
);
|
|
|
|
RMS.SetProgress(65);
|
|
// 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, 12), stayClasses(clLand, 5)],
|
|
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, 12), stayClasses(clLand, 5)],
|
|
scaleByMapSize(15, 45)
|
|
);
|
|
}
|
|
|
|
// 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), stayClasses(clLand, 1)],
|
|
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), stayClasses(clLand, 1)],
|
|
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), stayClasses(clLand, 4)],
|
|
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), stayClasses(clLand, 4)],
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
|
|
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), stayClasses(clLand, 4)],
|
|
num
|
|
);
|
|
}
|
|
|
|
var planetm = 1;
|
|
if (rt==7)
|
|
{
|
|
planetm = 8;
|
|
}
|
|
//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), stayClasses(clLand, 2)],
|
|
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), stayClasses(clLand, 2)],
|
|
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, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 2)],
|
|
planetm * scaleByMapSize(13, 200), 50
|
|
);
|
|
|
|
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();
|