2012-07-14 19:17:06 +02:00
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RMS.LoadLibrary("rmgen");
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var tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
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var tGrassPForest = "temp_plants_bog";
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var tGrassDForest = "temp_plants_bog";
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var tGrassA = "temp_grass_plants";
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var tGrassB = "temp_plants_bog";
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var tGrassC = ["temp_grass_b", "temp_grass_c"];
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var tDirt = ["temp_plants_bog", "temp_mud_a"];
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var tHill = ["temp_highlands", "temp_grass_long_b"];
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var tCliff = ["temp_cliff_a", "temp_cliff_b"];
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var tRoad = "temp_road";
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var tRoadWild = "temp_road_overgrown";
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var tGrassPatch = "temp_grass_plants";
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var tShoreBlend = "temp_grass_plants";
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var tShore = "temp_plants_bog";
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var tWater = "temp_mud_a";
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// gaia entities
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var oBeech = "gaia/flora_tree_euro_beech";
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var oOak = "gaia/flora_tree_oak";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oSheep = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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var oStoneSmall = "gaia/geology_stone_temperate";
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var oMetalLarge = "gaia/geology_metal_temperate_slabs";
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var oWood = "gaia/special_treasure_wood";
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var oFood = "gaia/special_treasure_food_bin";
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var oMetal = "gaia/special_treasure_metal";
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var oStone = "gaia/special_treasure_stone";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/water_lillies.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, 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 clShallow = createTileClass();
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = 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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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] = 0.25 + 0.5*(i%2);
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playerX[i] = playerPos[i];
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// scale radius of player area by map size
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var radius = scaleByMapSize(15,25);
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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// calculate size based on the radius
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var size = PI * radius * radius / 4;
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// create the player area
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var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
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createArea(placer, paintClass(clPlayer), null);
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// create the city patch
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var cityRadius = 10;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [3]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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2012-12-21 10:48:36 +01:00
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[new SimpleObject(oChicken, 5,5, 0,2)],
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2012-07-14 19:17:06 +02:00
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 11;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0), new SimpleObject(aGrass, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2), new SimpleObject(aGrass, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create starting trees
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var num = 3;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oOak, num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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// create the main river
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log("Creating the main river");
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var tang = randFloat(0, TWO_PI);
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var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(10,20), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // 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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-4, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter], avoidClasses(clPlayer, 4));
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placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, 1, fractionToTiles(0.5));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
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createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
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placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.99), fractionToTiles(0.5));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
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createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
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// create the shallows of the main river
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log("Creating the shallows of the main river");
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for (var i = 0; i <= randInt(3, scaleByMapSize(4,6)); i++)
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{
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var cLocation = randFloat(0.15,0.85);
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passageMaker(fractionToTiles(cLocation), fractionToTiles(0.35), fractionToTiles(cLocation), fractionToTiles(0.65), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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}
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// create tributaries
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log("Creating tributaries");
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for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
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{
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var cLocation = randFloat(0.05,0.95);
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var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2);
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if (tang > 0)
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{
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var cDistance = 0.05;
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}
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else
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{
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var cDistance = -0.05;
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}
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var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01);
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if (point !== undefined)
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{
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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);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // 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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-4, // elevation
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4 // blend radius
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);
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var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 3, clWater, 3, clShallow, 2));
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if (success !== undefined)
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{
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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)));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
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createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 15));
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}
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}
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}
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passageMaker(fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), fractionToTiles(0.25), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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passageMaker(fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), fractionToTiles(0.75), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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paintTerrainBasedOnHeight(-5, 2, 1, tWater);
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paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
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RMS.SetProgress(50);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 7),
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scaleByMapSize(100, 200)
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);
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RMS.SetProgress(55);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 500;
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const MAX_TREES = 2500;
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const P_FOREST = 0.7;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 6, clWater, 3, clForest, 8, clHill, 1),
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num
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
RMS.SetProgress(70);
|
|
|
|
|
|
|
|
// create dirt patches
|
|
|
|
log("Creating dirt patches...");
|
|
|
|
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
|
|
|
for (var i = 0; i < sizes.length; i++)
|
|
|
|
{
|
|
|
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
|
|
|
painter = new LayeredPainter(
|
|
|
|
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
|
|
|
[1,1] // widths
|
|
|
|
);
|
|
|
|
createAreas(
|
|
|
|
placer,
|
|
|
|
[painter, paintClass(clDirt)],
|
|
|
|
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clPlayer, 6),
|
|
|
|
scaleByMapSize(15, 45)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
RMS.SetProgress(75);
|
|
|
|
|
|
|
|
// 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(clWater, 1, clForest, 0, clHill, 0, clPlayer, 6),
|
|
|
|
scaleByMapSize(15, 45)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
RMS.SetProgress(80);
|
|
|
|
|
|
|
|
log("Creating stone mines...");
|
|
|
|
// create large stone quarries
|
|
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
|
|
|
createObjectGroups(group, 0,
|
|
|
|
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clRock, 10, clHill, 1)],
|
|
|
|
scaleByMapSize(4,16), 100
|
|
|
|
);
|
|
|
|
|
|
|
|
// create small stone quarries
|
|
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
|
|
|
createObjectGroups(group, 0,
|
|
|
|
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clRock, 10, clHill, 1)],
|
|
|
|
scaleByMapSize(4,16), 100
|
|
|
|
);
|
|
|
|
|
|
|
|
log("Creating metal mines...");
|
|
|
|
// create large metal quarries
|
|
|
|
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
|
|
|
createObjectGroups(group, 0,
|
|
|
|
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clMetal, 10, clRock, 5, clHill, 1)],
|
|
|
|
scaleByMapSize(4,16), 100
|
|
|
|
);
|
|
|
|
|
|
|
|
RMS.SetProgress(86);
|
|
|
|
|
|
|
|
// create small decorative rocks
|
|
|
|
log("Creating small decorative rocks...");
|
|
|
|
group = new SimpleGroup(
|
|
|
|
[new SimpleObject(aRockMedium, 1,3, 0,1)],
|
|
|
|
true
|
|
|
|
);
|
|
|
|
createObjectGroups(
|
|
|
|
group, 0,
|
|
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
|
|
|
|
scaleByMapSize(16, 262), 50
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// create large decorative rocks
|
|
|
|
log("Creating large decorative rocks...");
|
|
|
|
group = new SimpleGroup(
|
|
|
|
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
|
|
|
|
true
|
|
|
|
);
|
|
|
|
createObjectGroups(
|
|
|
|
group, 0,
|
|
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
|
|
|
|
scaleByMapSize(8, 131), 50
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// 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, 1, clHill, 1, clFood, 20),
|
|
|
|
3 * numPlayers, 50
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// 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, 6, clHill, 1, clFood, 20),
|
|
|
|
3 * numPlayers, 50
|
|
|
|
);
|
|
|
|
|
|
|
|
// create straggler trees
|
|
|
|
log("Creating straggler trees...");
|
|
|
|
var types = [oOak, oBeech]; // 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, 5, clMetal, 1, clRock, 1),
|
|
|
|
num
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
//create small grass tufts
|
|
|
|
log("Creating small grass tufts...");
|
|
|
|
group = new SimpleGroup(
|
|
|
|
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
|
|
|
);
|
|
|
|
createObjectGroups(group, 0,
|
|
|
|
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
|
|
|
|
scaleByMapSize(13, 200)
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// 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),
|
|
|
|
scaleByMapSize(13, 200)
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// 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),
|
|
|
|
scaleByMapSize(13, 200), 50
|
|
|
|
);
|
|
|
|
|
|
|
|
// 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
|
|
|
|
);
|
|
|
|
|
|
|
|
// Set environment
|
|
|
|
setSkySet("cirrus");
|
2012-11-01 11:17:54 +01:00
|
|
|
setWaterColour(0.443,0.412,0.322);
|
|
|
|
setWaterTint(0.647,0.82,0.949);
|
|
|
|
setWaterReflectionTint(0.286,0.58,0.855);
|
|
|
|
setWaterWaviness(2.5);
|
|
|
|
setWaterMurkiness(1.00);
|
|
|
|
setWaterReflectionTintStrength(0.25);
|
2012-07-14 19:17:06 +02:00
|
|
|
|
|
|
|
// Export map data
|
|
|
|
ExportMap();
|