forked from 0ad/0ad
1850 lines
53 KiB
JavaScript
1850 lines
53 KiB
JavaScript
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RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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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 = rBiomeT8();
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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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var oWood = "gaia/special_treasure_wood";
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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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// 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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var clShallow = createTileClass();
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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 md = randInt(2,13);
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var needsAdditionalWood = false;
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//********************************************************************************************************
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if (md == 2) //continent
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{
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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 + 0.25*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]);
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}
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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var placer = new ClumpPlacer(mapArea * 0.45, 0.9, 0.09, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tWater, tShore, tGrass], // terrains
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[4, 2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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if (randInt(1,4)==1) // peninsula
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{
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var angle = randFloat(0, TWO_PI);
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var fx = fractionToTiles(0.5 + 0.25*cos(angle));
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var fz = fractionToTiles(0.5 + 0.25*sin(angle));
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ix = round(fx);
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iz = round(fz);
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var placer = new ClumpPlacer(mapArea * 0.45, 0.9, 0.09, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tWater, tShore, tGrass], // terrains
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[4, 2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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4 // 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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var mdd1 = randInt(1,3);
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if (mdd1 == 1)
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{
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// create islands
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log("Creating islands...");
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placer = new ClumpPlacer(randInt(scaleByMapSize(8,15),scaleByMapSize(15,23))*randInt(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2));
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terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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avoidClasses(clLand, 3, clPlayer, 3),
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scaleByMapSize(2, 5)*randInt(8,14)
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);
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}
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else if (mdd1 == 2)
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{
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// create extentions
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log("Creating extentions...");
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placer = new ClumpPlacer(randInt(scaleByMapSize(13,24),scaleByMapSize(24,45))*randInt(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10);
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terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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null,
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scaleByMapSize(2, 5)*randInt(8,14)
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);
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}
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}
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//********************************************************************************************************
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else if (md == 3) //central sea
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{
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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 = primeSortPlayers(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 playerPos = new Array(numPlayers);
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var iop = 0;
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var mdd1 = randInt(1,2);
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if (mdd1 == 1) //vertical
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{
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for (var i = 0; i < numPlayers; i++)
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{
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iop = i - 1;
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if (!(numPlayers%2)){
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
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}
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else
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{
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if (iop%2)
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{
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
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}
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else
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{
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playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
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}
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}
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playerZ[i] = playerPos[i];
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playerX[i] = 0.2 + 0.6*(i%2);
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}
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}
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else //horizontal
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{
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for (var i = 0; i < numPlayers; i++)
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{
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iop = i - 1;
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if (!(numPlayers%2)){
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
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}
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else
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{
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if (iop%2)
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{
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
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}
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else
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{
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playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
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}
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}
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playerZ[i] = 0.2 + 0.6*(i%2);
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playerX[i] = playerPos[i];
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}
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}
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var WATER_WIDTH = randFloat(0.22,0.3)+scaleByMapSize(1,4)/20;
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log("Creating sea");
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var theta = randFloat(0, 1);
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var theta2 = randFloat(0, 1);
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var seed = randFloat(2,3);
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var seed2 = randFloat(2,3);
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for (ix = 0; ix < mapSize; ix++)
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{
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for (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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// add the rough shape of the water
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var km = 20/scaleByMapSize(35, 160);
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var fadeDist = 0.05;
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if (mdd1 == 1) //vertical
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{
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var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed);
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var cu2 = km*rndRiver(theta2+z*0.5*(mapSize/64),seed2);
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if ((x > cu + 0.5 - WATER_WIDTH/2) && (x < cu + 0.5 + WATER_WIDTH/2))
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{
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var h;
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if (x < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
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{
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h = 3 - 6 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - x)/fadeDist);
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}
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else if (x > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
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{
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h = 3 - 6 * (1 - (x - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
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}
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else
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{
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h = -3.0;
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}
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if (h < -1.5)
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{
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placeTerrain(ix, iz, tWater);
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}
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else
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{
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placeTerrain(ix, iz, tShore);
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}
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setHeight(ix, iz, h);
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if (h < 0){
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addToClass(ix, iz, clWater);
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}
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}
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else
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{
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setHeight(ix, iz, 3.1);
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addToClass(ix, iz, clLand);
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}
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}
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else //horizontal
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{
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var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed);
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var cu2 = km*rndRiver(theta2+x*0.5*(mapSize/64),seed2);
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if ((z > cu + 0.5 - WATER_WIDTH/2) && (z < cu + 0.5 + WATER_WIDTH/2))
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{
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var h;
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if (z < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
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{
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h = 3 - 6 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - z)/fadeDist);
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}
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else if (z > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
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{
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h = 3 - 6 * (1 - (z - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
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}
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else
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{
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h = -3.0;
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}
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if (h < -1.5)
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{
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placeTerrain(ix, iz, tWater);
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}
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else
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{
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placeTerrain(ix, iz, tShore);
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}
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setHeight(ix, iz, h);
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if (h < 0){
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addToClass(ix, iz, clWater);
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}
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}
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else
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{
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setHeight(ix, iz, 3.1);
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addToClass(ix, iz, clLand);
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}
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}
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}
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}
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if (mdd1 == 1) //vertical
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{
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var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(randInt(16,24),randInt(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
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}
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else
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{
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var placer = new PathPlacer(fractionToTiles(0.5), 1, fractionToTiles(0.5), fractionToTiles(0.99), scaleByMapSize(randInt(16,24),randInt(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
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}
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var terrainPainter = new LayeredPainter(
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[tGrass, tGrass, tGrass], // terrains
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[1, 3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3.1, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null);
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var mdd2 = randInt(1,3);
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if (mdd2 == 1)
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{
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// create islands
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log("Creating islands...");
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placer = new ClumpPlacer(randInt(scaleByMapSize(8,15),scaleByMapSize(15,23))*randInt(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2));
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terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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avoidClasses(clLand, 3, clPlayer, 3),
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scaleByMapSize(2, 5)*randInt(8,14)
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);
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}
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else if (mdd2 == 2)
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{
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// create extentions
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log("Creating extentions...");
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placer = new ClumpPlacer(randInt(scaleByMapSize(13,24),scaleByMapSize(24,45))*randInt(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10);
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terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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null,
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scaleByMapSize(2, 5)*randInt(8,14)
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);
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}
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}
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||
|
//********************************************************************************************************
|
||
|
else if (md == 4) //central river
|
||
|
{
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = primeSortPlayers(sortPlayers(playerIDs));
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
var playerPos = new Array(numPlayers);
|
||
|
var iop = 0;
|
||
|
var mdd1 = randInt(1,2);
|
||
|
if (mdd1 == 1) //horizontal
|
||
|
{
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
iop = i - 1;
|
||
|
if (!(numPlayers%2)){
|
||
|
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (iop%2)
|
||
|
{
|
||
|
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
playerZ[i] = 0.25 + 0.5*(i%2);
|
||
|
playerX[i] = playerPos[i];
|
||
|
}
|
||
|
}
|
||
|
else //vertical
|
||
|
{
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
iop = i - 1;
|
||
|
if (!(numPlayers%2)){
|
||
|
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (iop%2)
|
||
|
{
|
||
|
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
playerZ[i] = playerPos[i];
|
||
|
playerX[i] = 0.25 + 0.5*(i%2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// create the main river
|
||
|
log("Creating the main river");
|
||
|
|
||
|
if (mdd1 == 2)
|
||
|
var placer = new PathPlacer(fractionToTiles(0.5), 1, fractionToTiles(0.5) , fractionToTiles(0.99), scaleByMapSize(14,24), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
|
||
|
else
|
||
|
var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(14,24), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
|
||
|
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater], // terrains
|
||
|
[1, 3] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-4, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter], avoidClasses(clPlayer, 4));
|
||
|
|
||
|
if (mdd1 == 1)
|
||
|
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, 1, fractionToTiles(0.5));
|
||
|
else
|
||
|
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5), 1);
|
||
|
|
||
|
var painter = new LayeredPainter([tWater, tWater], [1]);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
|
||
|
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
|
||
|
|
||
|
if (mdd1 == 1)
|
||
|
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.99), fractionToTiles(0.5));
|
||
|
else
|
||
|
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5), fractionToTiles(0.99));
|
||
|
|
||
|
var painter = new LayeredPainter([tWater, tWater], [1]);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
|
||
|
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
|
||
|
|
||
|
// create the shallows of the main river
|
||
|
log("Creating the shallows of the main river");
|
||
|
|
||
|
for (var i = 0; i <= randInt(1, scaleByMapSize(4,8)); i++)
|
||
|
{
|
||
|
var cLocation = randFloat(0.15,0.85);
|
||
|
if (mdd1 == 1)
|
||
|
passageMaker(fractionToTiles(cLocation), fractionToTiles(0.35), fractionToTiles(cLocation), fractionToTiles(0.65), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
|
||
|
else
|
||
|
passageMaker(fractionToTiles(0.35), fractionToTiles(cLocation), fractionToTiles(0.65), fractionToTiles(cLocation), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
|
||
|
}
|
||
|
|
||
|
|
||
|
if (randInt(1,2) == 1)
|
||
|
{
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
var fx = fractionToTiles(playerX[i]);
|
||
|
var fz = fractionToTiles(playerZ[i]);
|
||
|
var ix = round(fx);
|
||
|
var iz = round(fz);
|
||
|
// create the city patch
|
||
|
var cityRadius = scaleByMapSize(17,29)/3;
|
||
|
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||
|
createArea(placer, paintClass(clPlayer), null);
|
||
|
}
|
||
|
|
||
|
// create tributaries
|
||
|
log("Creating tributaries");
|
||
|
|
||
|
for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
|
||
|
{
|
||
|
var cLocation = randFloat(0.05,0.95);
|
||
|
var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2);
|
||
|
if (tang > 0)
|
||
|
{
|
||
|
var cDistance = 0.05;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var cDistance = -0.05;
|
||
|
}
|
||
|
if (mdd1 == 1)
|
||
|
var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01);
|
||
|
else
|
||
|
var point = getTIPIADBON([fractionToTiles(0.5 + cDistance), fractionToTiles(cLocation)], [fractionToTiles(0.5 - cDistance), fractionToTiles(cLocation)], [-6, -1.5], 0.5, 4, 0.01);
|
||
|
|
||
|
if (point !== undefined)
|
||
|
{
|
||
|
if (mdd1 == 1)
|
||
|
var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*cos(tang))), floor(fractionToTiles(0.5 + 0.49*sin(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
|
||
|
else
|
||
|
var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*sin(tang))), floor(fractionToTiles(0.5 + 0.49*cos(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
|
||
|
|
||
|
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater], // terrains
|
||
|
[1, 3] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-4, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 2, clWater, 3, clShallow, 2));
|
||
|
if (success !== undefined)
|
||
|
{
|
||
|
if (mdd1 == 1)
|
||
|
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
|
||
|
else
|
||
|
placer = new ClumpPlacer(0.95, floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
|
||
|
|
||
|
var painter = new LayeredPainter([tWater, tWater], [1]);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
|
||
|
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 15));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (mdd1 == 1)
|
||
|
{
|
||
|
passageMaker(fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), fractionToTiles(0.25), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
|
||
|
passageMaker(fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), fractionToTiles(0.75), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
passageMaker(fractionToTiles(0.25), fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
|
||
|
passageMaker(fractionToTiles(0.75), fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
//********************************************************************************************************
|
||
|
else if (md == 5) //rivers and lake
|
||
|
{
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = sortPlayers(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
|
||
|
var startAngle = randFloat(0, TWO_PI);
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||
|
}
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 3);
|
||
|
}
|
||
|
}
|
||
|
var mdd1 = randInt(1,2);
|
||
|
if (mdd1 == 1) //lake
|
||
|
{
|
||
|
var fx = fractionToTiles(0.5);
|
||
|
var fz = fractionToTiles(0.5);
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
|
||
|
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.09 * lSize, 0.7, 0.1, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater, tWater], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-4, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
|
||
|
}
|
||
|
|
||
|
|
||
|
if ((randInt(1,3) == 1)&&(mdd1 == 1))//island
|
||
|
{
|
||
|
var placer = new ClumpPlacer(mapArea * 0.006 * lSize, 0.7, 0.1, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater, tWater], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
3, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
|
||
|
}
|
||
|
}
|
||
|
//********************************************************************************************************
|
||
|
else if (md == 6) //edge seas
|
||
|
{
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var mdd1 = randInt(1,2);
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = sortPlayers(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerPos = new Array(numPlayers);
|
||
|
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerPos[i] = (i + 1) / (numPlayers + 1);
|
||
|
if (mdd1 == 1) //horizontal
|
||
|
{
|
||
|
playerX[i] = playerPos[i];
|
||
|
playerZ[i] = 0.4 + 0.2*(i%2);
|
||
|
}
|
||
|
else //vertical
|
||
|
{
|
||
|
playerX[i] = 0.4 + 0.2*(i%2);
|
||
|
playerZ[i] = playerPos[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var mdd2 = randInt(1,3);
|
||
|
var fadedistance = 7;
|
||
|
|
||
|
if (mdd1 == 1)
|
||
|
{
|
||
|
if ((mdd2 == 1)||(mdd2 == 3))
|
||
|
{
|
||
|
var distance = randFloat(0., 0.1);
|
||
|
for (ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
if (iz > (0.69+distance) * mapSize)
|
||
|
{
|
||
|
if (iz < (0.69+distance) * mapSize + fadedistance)
|
||
|
{
|
||
|
setHeight(ix, iz, 3 - 7 * (iz - (0.69+distance) * mapSize) / fadedistance);
|
||
|
if (3 - 7 * (iz - (0.69+distance) * mapSize) / fadedistance < 0.5)
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setHeight(ix, iz, -4);
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < scaleByMapSize(20,120); i++)
|
||
|
{
|
||
|
placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.1,0.9)*mapSize, randFloat(0.67+distance,0.74+distance)*mapSize);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
|
||
|
createArea(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, unPaintClass(clWater)],
|
||
|
null
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
if ((mdd2 == 2)||(mdd2 == 3))
|
||
|
{
|
||
|
var distance = randFloat(0., 0.1);
|
||
|
for (ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
if (iz < (0.31-distance) * mapSize)
|
||
|
{
|
||
|
if (iz > (0.31-distance) * mapSize - fadedistance)
|
||
|
{
|
||
|
setHeight(ix, iz, 3 - 7 * ((0.31-distance) * mapSize - iz) / fadedistance);
|
||
|
if (3 - 7 * ((0.31-distance) * mapSize - iz) / fadedistance < 0.5)
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setHeight(ix, iz, -4);
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < scaleByMapSize(20,120); i++)
|
||
|
{
|
||
|
placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.1,0.9)*mapSize, randFloat(0.26-distance,0.34-distance)*mapSize);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
|
||
|
createArea(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, unPaintClass(clWater)],
|
||
|
null
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else //vertical
|
||
|
{
|
||
|
if ((mdd2 == 1)||(mdd2 == 3))
|
||
|
{
|
||
|
var distance = randFloat(0., 0.1);
|
||
|
for (ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
if (ix > (0.69+distance) * mapSize)
|
||
|
{
|
||
|
if (ix < (0.69+distance) * mapSize + fadedistance)
|
||
|
{
|
||
|
setHeight(ix, iz, 3 - 7 * (ix - (0.69+distance) * mapSize) / fadedistance);
|
||
|
if (3 - 7 * (ix - (0.69+distance) * mapSize) / fadedistance < 0.5)
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setHeight(ix, iz, -4);
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < scaleByMapSize(20,120); i++)
|
||
|
{
|
||
|
placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.67+distance,0.74+distance)*mapSize, randFloat(0.1,0.9)*mapSize);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
|
||
|
createArea(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, unPaintClass(clWater)],
|
||
|
null
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
if ((mdd2 == 2)||(mdd2 == 3))
|
||
|
{
|
||
|
var distance = randFloat(0., 0.1);
|
||
|
for (ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
if (ix < (0.31-distance) * mapSize)
|
||
|
{
|
||
|
if (ix > (0.31-distance) * mapSize - fadedistance)
|
||
|
{
|
||
|
setHeight(ix, iz, 3 - 7 * ((0.31-distance) * mapSize - ix) / fadedistance);
|
||
|
if (3 - 7 * ((0.31-distance) * mapSize - ix) / fadedistance < 0.5)
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setHeight(ix, iz, -4);
|
||
|
addToClass(ix, iz, clWater);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < scaleByMapSize(20,120); i++)
|
||
|
{
|
||
|
placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.26-distance,0.34-distance)*mapSize, randFloat(0.1,0.9)*mapSize);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
|
||
|
createArea(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, unPaintClass(clWater)],
|
||
|
null
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var mdd3 = randInt(1,3);
|
||
|
if (mdd3 == 1)
|
||
|
{
|
||
|
// create islands
|
||
|
log("Creating islands...");
|
||
|
placer = new ClumpPlacer(randInt(scaleByMapSize(8,15),scaleByMapSize(15,23))*randInt(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2));
|
||
|
terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, paintClass(clLand)],
|
||
|
avoidClasses(clLand, 3, clPlayer, 3),
|
||
|
scaleByMapSize(2, 5)*randInt(8,14)
|
||
|
);
|
||
|
}
|
||
|
else if (mdd3 == 2)
|
||
|
{
|
||
|
// create extentions
|
||
|
log("Creating extentions...");
|
||
|
placer = new ClumpPlacer(randInt(scaleByMapSize(13,24),scaleByMapSize(24,45))*randInt(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10);
|
||
|
terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, paintClass(clLand)],
|
||
|
null,
|
||
|
scaleByMapSize(2, 5)*randInt(8,14)
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
//********************************************************************************************************
|
||
|
else if (md == 7) //gulf
|
||
|
{
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var mdd1 = randInt(1,4);
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = sortPlayers(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
|
||
|
var startAngle = -PI/6 + (mdd1-1)*PI/2;
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerAngle[i] = startAngle + i*TWO_PI/(numPlayers-1)*2/3;
|
||
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
var fx = fractionToTiles(playerX[i]);
|
||
|
var fz = fractionToTiles(playerZ[i]);
|
||
|
var ix = round(fx);
|
||
|
var iz = round(fz);
|
||
|
// create the city patch
|
||
|
var cityRadius = scaleByMapSize(17,29)/3;
|
||
|
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||
|
createArea(placer, paintClass(clPlayer), null);
|
||
|
}
|
||
|
|
||
|
var fx = fractionToTiles(0.5);
|
||
|
var fz = fractionToTiles(0.5);
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
|
||
|
var lSize = 1;
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.08 * lSize, 0.7, 0.05, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass, tGrass, tGrass], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-3, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(15,25)));
|
||
|
|
||
|
var fx = fractionToTiles(0.5 - 0.2*cos(mdd1*PI/2));
|
||
|
var fz = fractionToTiles(0.5 - 0.2*sin(mdd1*PI/2));
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
|
||
|
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.13 * lSize, 0.7, 0.05, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass, tGrass, tGrass], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-3, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(15,25)));
|
||
|
|
||
|
var fx = fractionToTiles(0.5 - 0.49*cos(mdd1*PI/2));
|
||
|
var fz = fractionToTiles(0.5 - 0.49*sin(mdd1*PI/2));
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
|
||
|
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.15 * lSize, 0.7, 0.05, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass, tGrass, tGrass], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-3, // elevation
|
||
|
0 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(15,25)+4));
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-3, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(15,25)));
|
||
|
}
|
||
|
//********************************************************************************************************
|
||
|
else if (md == 8) //lakes
|
||
|
{
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = sortPlayers(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
|
||
|
var startAngle = randFloat(0, TWO_PI);
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||
|
}
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
var fx = fractionToTiles(playerX[i]);
|
||
|
var fz = fractionToTiles(playerZ[i]);
|
||
|
var ix = round(fx);
|
||
|
var iz = round(fz);
|
||
|
// create the city patch
|
||
|
var cityRadius = scaleByMapSize(17,29)/3;
|
||
|
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||
|
createArea(placer, paintClass(clPlayer), null);
|
||
|
}
|
||
|
|
||
|
// create lakes
|
||
|
log("Creating lakes...");
|
||
|
placer = new ClumpPlacer(scaleByMapSize(160, 700), 0.2, 0.1, 1);
|
||
|
terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater], // terrains
|
||
|
[1, 3] // widths
|
||
|
);
|
||
|
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
|
||
|
if (randInt(1,2) == 1)
|
||
|
{
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, paintClass(clWater)],
|
||
|
avoidClasses(clPlayer, 12, clWater, 8),
|
||
|
scaleByMapSize(5, 16)
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, paintClass(clWater)],
|
||
|
avoidClasses(clPlayer, 12),
|
||
|
scaleByMapSize(5, 16)
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
//********************************************************************************************************
|
||
|
else if (md == 9) //passes
|
||
|
{
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = sortPlayers(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
|
||
|
var startAngle = randFloat(0, TWO_PI);
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||
|
}
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//create ranges
|
||
|
log ("Creating ranges...");
|
||
|
for (var m = 0; m < numPlayers; m++)
|
||
|
{
|
||
|
var tang = startAngle + (m+0.5)*TWO_PI/(numPlayers);
|
||
|
var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater], // terrains
|
||
|
[1, 3] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
24, // elevation
|
||
|
3 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
|
||
|
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/5), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
|
||
|
var painter = new LayeredPainter([tWater, tWater], [1]);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 24, 0);
|
||
|
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 5));
|
||
|
|
||
|
var placer = new PathPlacer(fractionToTiles(0.5 + 0.3*cos(tang) - 0.1 * cos(tang+PI/2)), fractionToTiles(0.5 + 0.3*sin(tang) - 0.1 * sin(tang+PI/2)), fractionToTiles(0.5 + 0.3*cos(tang) + 0.1 * cos(tang+PI/2)), fractionToTiles(0.5 + 0.3*sin(tang) + 0.1 * sin(tang+PI/2)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
|
||
|
var painter = new LayeredPainter([tCliff, tCliff], [1]);
|
||
|
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 2);
|
||
|
createArea(placer, [painter, elevationPainter], null);
|
||
|
}
|
||
|
var mdd1 = randInt (1,3);
|
||
|
if (mdd1 <= 2)
|
||
|
{
|
||
|
var fx = fractionToTiles(0.5);
|
||
|
var fz = fractionToTiles(0.5);
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.005, 0.7, 0.1, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater, tWater], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
24, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var fx = fractionToTiles(0.5);
|
||
|
var fz = fractionToTiles(0.5);
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
|
||
|
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.03 * lSize, 0.7, 0.1, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tShore, tWater, tWater, tWater], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
-4, // elevation
|
||
|
3 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
|
||
|
}
|
||
|
}
|
||
|
//********************************************************************************************************
|
||
|
else if (md == 10) //lowlands
|
||
|
{
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = sortPlayers(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
|
||
|
var startAngle = randFloat(0, TWO_PI);
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||
|
}
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 30);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
var radius = scaleByMapSize(18,32);
|
||
|
var cliffRadius = 2;
|
||
|
var elevation = 20;
|
||
|
var hillSize = PI * radius * radius;
|
||
|
|
||
|
var split = 1;
|
||
|
if ((mapSize / 64 == 2)&&(numPlayers <= 2))
|
||
|
{
|
||
|
split = 2;
|
||
|
}
|
||
|
else if ((mapSize / 64 == 3)&&(numPlayers <= 3))
|
||
|
{
|
||
|
split = 2;
|
||
|
}
|
||
|
else if ((mapSize / 64 == 4)&&(numPlayers <= 4))
|
||
|
{
|
||
|
split = 2;
|
||
|
}
|
||
|
else if ((mapSize / 64 == 5)&&(numPlayers <= 4))
|
||
|
{
|
||
|
split = 2;
|
||
|
}
|
||
|
else if ((mapSize / 64 == 6)&&(numPlayers <= 5))
|
||
|
{
|
||
|
split = 2;
|
||
|
}
|
||
|
else if ((mapSize / 64 == 7)&&(numPlayers <= 6))
|
||
|
{
|
||
|
split = 2;
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < numPlayers*split; i++)
|
||
|
{
|
||
|
var tang = startAngle + (i)*TWO_PI/(numPlayers*split);
|
||
|
var fx = fractionToTiles(0.5 + 0.35*cos(tang));
|
||
|
var fz = fractionToTiles(0.5 + 0.35*sin(tang));
|
||
|
var ix = round(fx);
|
||
|
var iz = round(fz);
|
||
|
// create the hill
|
||
|
var placer = new ClumpPlacer(hillSize, 0.65, 0.1, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass], // terrains
|
||
|
[cliffRadius] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
3, // elevation
|
||
|
cliffRadius // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
||
|
}
|
||
|
|
||
|
var fx = fractionToTiles(0.5);
|
||
|
var fz = fractionToTiles(0.5);
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
|
||
|
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.091 * lSize, 0.7, 0.1, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass, tGrass, tGrass], // terrains
|
||
|
[1, 4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
3, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
|
||
|
|
||
|
for (var m = 0; m < numPlayers*split; m++)
|
||
|
{
|
||
|
var tang = startAngle + m*TWO_PI/(numPlayers*split);
|
||
|
var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.35*cos(tang)), fractionToTiles(0.5 + 0.35*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tGrass, tGrass, tGrass], // terrains
|
||
|
[1, 3] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
3, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
|
||
|
}
|
||
|
}
|
||
|
//********************************************************************************************************
|
||
|
else //mainland
|
||
|
{
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = sortPlayers(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
|
||
|
var startAngle = randFloat(0, TWO_PI);
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||
|
}
|
||
|
|
||
|
for (var ix = 0; ix < mapSize; ix++)
|
||
|
{
|
||
|
for (var iz = 0; iz < mapSize; iz++)
|
||
|
{
|
||
|
var x = ix / (mapSize + 1.0);
|
||
|
var z = iz / (mapSize + 1.0);
|
||
|
setHeight(ix, iz, 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
paintTerrainBasedOnHeight(3.12, 40, 1, tCliff);
|
||
|
paintTerrainBasedOnHeight(3, 3.12, 1, tGrass);
|
||
|
paintTerrainBasedOnHeight(1, 3, 1, tShore);
|
||
|
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
||
|
unPaintTileClassBasedOnHeight(0, 3.12, 1, clWater);
|
||
|
unPaintTileClassBasedOnHeight(-6, 0, 1, clLand);
|
||
|
paintTileClassBasedOnHeight(-6, 0, 1, clWater);
|
||
|
paintTileClassBasedOnHeight(0, 3.12, 1, clLand);
|
||
|
paintTileClassBasedOnHeight(3.12, 40, 1, clHill);
|
||
|
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
var id = playerIDs[i];
|
||
|
log("Creating base for player " + id + "...");
|
||
|
|
||
|
// some constants
|
||
|
var radius = scaleByMapSize(17,29);
|
||
|
var shoreRadius = 4;
|
||
|
var elevation = 3;
|
||
|
|
||
|
var hillSize = PI * radius * radius;
|
||
|
// 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);
|
||
|
|
||
|
// create starting units
|
||
|
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||
|
|
||
|
// create animals
|
||
|
for (var j = 0; j < 2; ++j)
|
||
|
{
|
||
|
var aAngle = randFloat(0, TWO_PI);
|
||
|
var aDist = 7;
|
||
|
var aX = round(fx + aDist * cos(aAngle));
|
||
|
var aZ = round(fz + aDist * sin(aAngle));
|
||
|
var group = new SimpleGroup(
|
||
|
[new SimpleObject(oChicken, 5,5, 0,3)],
|
||
|
true, clBaseResource, aX, aZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
}
|
||
|
|
||
|
// create berry bushes
|
||
|
var bbAngle = randFloat(0, TWO_PI);
|
||
|
var bbDist = 12;
|
||
|
var bbX = round(fx + bbDist * cos(bbAngle));
|
||
|
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oBerryBush, 5,5, 0,3)],
|
||
|
true, clBaseResource, bbX, bbZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
if (needsAdditionalWood)
|
||
|
{
|
||
|
// create woods
|
||
|
var bbAngle = randFloat(0, TWO_PI);
|
||
|
var bbDist = 13;
|
||
|
var bbX = round(fx + bbDist * cos(bbAngle));
|
||
|
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oWood, 14,14, 0,3)],
|
||
|
true, clBaseResource, bbX, bbZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
}
|
||
|
|
||
|
// create metal mine
|
||
|
var mAngle = bbAngle;
|
||
|
while(abs(mAngle - bbAngle) < PI/3)
|
||
|
{
|
||
|
mAngle = randFloat(0, TWO_PI);
|
||
|
}
|
||
|
var mDist = 12;
|
||
|
var mX = round(fx + mDist * cos(mAngle));
|
||
|
var mZ = round(fz + mDist * sin(mAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
|
||
|
true, clBaseResource, mX, mZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
|
||
|
// create stone mines
|
||
|
mAngle += randFloat(PI/8, PI/4);
|
||
|
mX = round(fx + mDist * cos(mAngle));
|
||
|
mZ = round(fz + mDist * sin(mAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
|
||
|
true, clBaseResource, mX, mZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
var hillSize = PI * radius * radius;
|
||
|
// create starting trees
|
||
|
var num = floor(hillSize / 100);
|
||
|
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||
|
var tDist = randFloat(11, 13);
|
||
|
var tX = round(fx + tDist * cos(tAngle));
|
||
|
var tZ = round(fz + tDist * sin(tAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oOak, num, num, 0,5)],
|
||
|
false, clBaseResource, tX, tZ
|
||
|
);
|
||
|
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||
|
|
||
|
// create grass tufts
|
||
|
var num = hillSize / 250;
|
||
|
for (var j = 0; j < num; j++)
|
||
|
{
|
||
|
var gAngle = randFloat(0, TWO_PI);
|
||
|
var gDist = radius - (5 + randInt(7));
|
||
|
var gX = round(fx + gDist * cos(gAngle));
|
||
|
var gZ = round(fz + gDist * sin(gAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
|
||
|
false, clBaseResource, gX, gZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
var fx = fractionToTiles(playerX[i]);
|
||
|
var fz = fractionToTiles(playerZ[i]);
|
||
|
var ix = round(fx);
|
||
|
var iz = round(fz);
|
||
|
// 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, paintClass(clPlayer)], null);
|
||
|
}
|
||
|
|
||
|
// create bumps
|
||
|
log("Creating bumps...");
|
||
|
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
|
||
|
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
painter,
|
||
|
[avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 3)],
|
||
|
randInt(0,scaleByMapSize(200, 400))
|
||
|
);
|
||
|
|
||
|
// create hills
|
||
|
log("Creating hills...");
|
||
|
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||
|
terrainPainter = new LayeredPainter(
|
||
|
[tCliff, tHill], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[terrainPainter, elevationPainter, paintClass(clHill)],
|
||
|
[avoidClasses(clPlayer, 15, clHill, randInt(6, 18)), stayClasses(clLand, 0)],
|
||
|
randInt(0, scaleByMapSize(4, 8))*randInt(1, scaleByMapSize(4, 9))
|
||
|
);
|
||
|
|
||
|
var multiplier = sqrt(randFloat(0.5,1.2)*randFloat(0.5,1.2));
|
||
|
// calculate desired number of trees for map (based on size)
|
||
|
if (rt == 6)
|
||
|
{
|
||
|
var MIN_TREES = floor(200*multiplier);
|
||
|
var MAX_TREES = floor(1250*multiplier);
|
||
|
var P_FOREST = randFloat(0.02, 0.05);
|
||
|
}
|
||
|
else if (rt == 7)
|
||
|
{
|
||
|
var MIN_TREES = floor(1000*multiplier);
|
||
|
var MAX_TREES = floor(6000*multiplier);
|
||
|
var P_FOREST = randFloat(0.5, 0.7);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var MIN_TREES = floor(500*multiplier);
|
||
|
var MAX_TREES = floor(3000*multiplier);
|
||
|
var P_FOREST = randFloat(0.5,0.8);
|
||
|
}
|
||
|
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, 17, clForest, randInt(5, 15), clHill, 0), stayClasses(clLand, 4)],
|
||
|
num
|
||
|
);
|
||
|
}
|
||
|
|
||
|
RMS.SetProgress(50);
|
||
|
// create dirt patches
|
||
|
log("Creating dirt patches...");
|
||
|
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
||
|
var numb = 1;
|
||
|
if (rt == 6)
|
||
|
numb = 3
|
||
|
for (var i = 0; i < sizes.length; i++)
|
||
|
{
|
||
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||
|
painter = new LayeredPainter(
|
||
|
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||
|
[1,1] // widths
|
||
|
);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[painter, paintClass(clDirt)],
|
||
|
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
|
||
|
numb*scaleByMapSize(15, 45)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// create grass patches
|
||
|
log("Creating grass patches...");
|
||
|
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
|
||
|
for (var i = 0; i < sizes.length; i++)
|
||
|
{
|
||
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||
|
painter = new TerrainPainter(tGrassPatch);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
painter,
|
||
|
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
|
||
|
numb*scaleByMapSize(15, 45)
|
||
|
);
|
||
|
}
|
||
|
RMS.SetProgress(55);
|
||
|
|
||
|
|
||
|
log("Creating stone mines...");
|
||
|
// create large stone quarries
|
||
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 3)],
|
||
|
randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 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, 3)],
|
||
|
randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 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, 3)],
|
||
|
randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 100
|
||
|
);
|
||
|
|
||
|
RMS.SetProgress(65);
|
||
|
|
||
|
// create small decorative rocks
|
||
|
log("Creating small decorative rocks...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(aRockMedium, 1,3, 0,1)],
|
||
|
true
|
||
|
);
|
||
|
createObjectGroups(
|
||
|
group, 0,
|
||
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 3)],
|
||
|
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, 3)],
|
||
|
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, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)],
|
||
|
randInt(numPlayers+3, 5*numPlayers+4), 50
|
||
|
);
|
||
|
|
||
|
// create berry bush
|
||
|
log("Creating berry bush...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oBerryBush, 5,7, 0,4)],
|
||
|
true, clFood
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)],
|
||
|
randInt(1, 4) * numPlayers + 2, 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, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)],
|
||
|
randInt(numPlayers+3, 5*numPlayers+4), 50
|
||
|
);
|
||
|
|
||
|
// create fish
|
||
|
log("Creating fish...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oFish, 2,3, 0,2)],
|
||
|
true, clFood
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
avoidClasses(clLand, 4, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
|
||
|
randInt(15, 40) * numPlayers, 60
|
||
|
);
|
||
|
|
||
|
RMS.SetProgress(85);
|
||
|
|
||
|
|
||
|
// create straggler trees
|
||
|
log("Creating straggler trees...");
|
||
|
var types = [oOak, oOakLarge, oPine, oApple]; // some variation
|
||
|
var num = floor(numStragglers / types.length);
|
||
|
for (var i = 0; i < types.length; ++i)
|
||
|
{
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(types[i], 1,1, 0,3)],
|
||
|
true, clForest
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 0, 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, 3)],
|
||
|
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, 3)],
|
||
|
planetm * scaleByMapSize(13, 200)
|
||
|
);
|
||
|
|
||
|
RMS.SetProgress(95);
|
||
|
|
||
|
// create shallow flora
|
||
|
log("Creating shallow flora...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(aLillies, 1,2, 0,2), new SimpleObject(aReeds, 2,4, 0,2)]
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
stayClasses(clShallow, 1),
|
||
|
60 * scaleByMapSize(13, 200), 80
|
||
|
);
|
||
|
|
||
|
// 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, 3)],
|
||
|
planetm * scaleByMapSize(13, 200), 50
|
||
|
);
|
||
|
|
||
|
rt = randInt(1,6)
|
||
|
if (rt==1){
|
||
|
setSkySet("cirrus");
|
||
|
}
|
||
|
else if (rt ==2){
|
||
|
setSkySet("cumulus");
|
||
|
}
|
||
|
else if (rt ==3){
|
||
|
setSkySet("sunny");
|
||
|
}
|
||
|
else if (rt ==4){
|
||
|
setSkySet("sunny 1");
|
||
|
}
|
||
|
else if (rt ==5){
|
||
|
setSkySet("mountainous");
|
||
|
}
|
||
|
else if (rt ==6){
|
||
|
setSkySet("stratus");
|
||
|
}
|
||
|
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();
|