forked from 0ad/0ad
832 lines
26 KiB
JavaScript
832 lines
26 KiB
JavaScript
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RMS.LoadLibrary("rmgen");
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//random terrain textures
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var rt = randInt(1,7);
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//temperate
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if (rt == 1){
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var tGrass = ["temp_grass_long_b"];
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var tGrassPForest = "temp_forestfloor_pine";
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var tGrassDForest = "temp_plants_bog";
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var tCliff = ["temp_cliff_a", "temp_cliff_b"];
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var tGrassA = "temp_grass_d";
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var tGrassB = "temp_grass_c";
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var tGrassC = "temp_grass_clovers_2";
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var tHill = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
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var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_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_mud_plants";
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var tShore = "sand_grass_25";
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var tWater = "medit_sand_wet";
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// gaia entities
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var oOak = "gaia/flora_tree_oak";
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var oOakLarge = "gaia/flora_tree_oak_large";
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var oApple = "gaia/flora_tree_apple";
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var oPine = "gaia/flora_tree_pine";
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var oAleppoPine = "gaia/flora_tree_aleppo_pine";
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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_sheep";
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var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
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var oStoneSmall = "gaia/geology_stone_mediterranean";
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var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_large.xml";
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var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/pond_lillies_large.xml";
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var aRockLarge = "actor|geology/stone_granite_large.xml";
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var aRockMedium = "actor|geology/stone_granite_med.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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// terrain + entity (for painting)
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}
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//snowy
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else if (rt == 2)
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{
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setSunColour(0.550, 0.601, 0.644); // a little darker
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var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"];
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var tGrassPForest = "polar_tundra_snow";
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var tGrassDForest = "polar_tundra_snow";
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var tCliff = ["polar_cliff_a", "polar_cliff_b"];
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var tGrassA = "snow grass 2";
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var tGrassB = "polar_snow_a";
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var tGrassC = "polar_ice_snow";
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var tHill = ["polar_snow_rocks", "polar_cliff_snow"];
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var tDirt = ["polar_ice_b", "polar_ice_c"];
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "polar_ice_cracked";
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var tGrassPatch = "snow grass 2";
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var tShoreBlend = "polar_ice";
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var tShore = "snow_glacial_01";
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var tWater = "polar_ice_c";
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// gaia entities
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var oOak = "gaia/flora_tree_pine_w";
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var oOakLarge = "gaia/flora_tree_pine_w";
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var oApple = "gaia/flora_tree_pine_w";
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var oPine = "gaia/flora_tree_pine_w";
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var oAleppoPine = "gaia/flora_tree_pine";
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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_muskox";
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var oFish = "gaia/fauna_fish_tuna";
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var oSheep = "gaia/fauna_walrus";
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var oStoneLarge = "gaia/geology_stone_alpine_a";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_granite_large.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
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// terrain + entity (for painting)
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}
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//desert
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else if (rt == 3)
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{
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setSunColour(0.733, 0.746, 0.574);
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var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
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var tGrassPForest = "forestfloor_dirty";
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var tGrassDForest = "desert_forestfloor_palms";
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var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"];
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var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
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var tGrassB = "dirta";
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var tGrassC = "medit_dirt_dry";
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var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
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var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"];
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var tRoad = "desert_city_tile";
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var tRoadWild = "desert_city_tile";
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var tGrassPatch = "desert_dirt_rough";
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var tShoreBlend = "desert_shore_stones";
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var tShore = "dirta";
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var tWater = "desert_sand_wet";
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// gaia entities
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var oOak = "gaia/flora_tree_cretan_date_palm_short";
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var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall";
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var oApple = "gaia/flora_tree_fig";
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var oPine = "gaia/flora_tree_dead";
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var oAleppoPine = "gaia/flora_tree_date_palm";
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var oBerryBush = "gaia/flora_bush_grapes";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_camel";
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var oFish = "gaia/fauna_fish";
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var oSheep = "gaia/fauna_gazelle";
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var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
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var oStoneSmall = "gaia/geology_stone_desert_small";
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var oMetalLarge = "gaia/geology_metal_desert_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_desert_med.xml";
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var aRockMedium = "actor|geology/stone_desert_med.xml";
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var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
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// terrain + entity (for painting)
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}
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//alpine
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else if (rt == 4)
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{
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var tGrass = ["alpine_dirt_grass_50"];
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var tGrassPForest = "alpine_forrestfloor";
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var tGrassDForest = "alpine_forrestfloor";
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var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
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var tGrassA = "alpine_grass_rocky";
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var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
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var tGrassC = ["alpine_snow_a", "alpine_snow_b"];
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var tHill = "alpine_cliff_snow";
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var tDirt = ["alpine_dirt", "alpine_grass_d"];
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tGrassPatch = "new_alpine_grass_a";
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var tShoreBlend = "alpine_shore_rocks";
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var tShore = "alpine_shore_rocks_grass_50";
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var tWater = "alpine_shore_rocks";
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// gaia entities
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var oOak = "gaia/flora_tree_pine";
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var oOakLarge = "gaia/flora_tree_pine";
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var oApple = "gaia/flora_tree_pine";
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var oPine = "gaia/flora_tree_pine";
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var oAleppoPine = "gaia/flora_tree_pine";
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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_goat";
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var oFish = "gaia/fauna_fish_tuna";
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var oSheep = "gaia/fauna_deer";
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var oStoneLarge = "gaia/geology_stone_alpine_a";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_granite_large.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml";
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// terrain + entity (for painting)
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}
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//medit
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else if (rt == 5){
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var tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
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var tGrassPForest = "medit_plants_dirt";
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var tGrassDForest = "medit_grass_shrubs";
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var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
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var tGrassA = "medit_grass_field_b";
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var tGrassB = "medit_grass_field_brown";
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var tGrassC = "medit_grass_field_dry";
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var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
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var tDirt = ["medit_dirt", "medit_dirt_b"];
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var tRoad = "medit_city_tile";
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var tRoadWild = "medit_city_tile";
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var tGrassPatch = "medit_grass_wild";
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var tShoreBlend = "medit_sand";
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var tShore = "sand_grass_25";
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var tWater = "medit_sand_wet";
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// gaia entities
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var oOak = "gaia/flora_tree_cretan_date_palm_short";
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var oOakLarge = "gaia/flora_tree_medit_fan_palm";
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var oApple = "gaia/flora_tree_apple";
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var oPine = "gaia/flora_tree_cypress";
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var oAleppoPine = "gaia/flora_tree_aleppo_pine";
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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_sheep";
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var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
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var oStoneSmall = "gaia/geology_stone_mediterranean";
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var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_large.xml";
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var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/pond_lillies_large.xml";
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var aRockLarge = "actor|geology/stone_granite_large.xml";
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var aRockMedium = "actor|geology/stone_granite_med.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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// terrain + entity (for painting)
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}
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//savanah
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else if (rt == 6)
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{
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var tGrass = ["savanna_grass_a", "savanna_grass_b"];
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var tGrassPForest = "savanna_forestfloor_a";
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var tGrassDForest = "savanna_forestfloor_b";
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var tCliff = ["savanna_cliff_a", "savanna_cliff_b"];
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var tGrassA = "savanna_shrubs_a";
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var tGrassB = "savanna_dirt_rocks_b";
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var tGrassC = "dirt_brown_e";
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var tHill = ["savanna_grass_a", "savanna_grass_b"];
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var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"];
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var tRoad = "savanna_tile_a";
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var tRoadWild = "savanna_tile_a";
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var tGrassPatch = "savanna_grass_a";
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var tShoreBlend = "savanna_riparian";
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var tShore = "savanna_riparian_bank";
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var tWater = "savanna_riparian_wet";
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// gaia entities
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var oOak = "gaia/flora_tree_baobab";
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var oOakLarge = "gaia/flora_tree_baobab";
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var oApple = "gaia/flora_tree_baobab";
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var oPine = "gaia/flora_tree_baobab";
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var oAleppoPine = "gaia/flora_tree_baobab";
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var oBerryBush = "gaia/flora_bush_grapes";
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var oChicken = "gaia/fauna_chicken";
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var rts = randInt(1,4);
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if (rts==1){
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var oDeer = "gaia/fauna_wildebeest";
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}
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else if (rts==2)
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{
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var oDeer = "gaia/fauna_zebra";
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}
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else if (rts==3)
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{
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var oDeer = "gaia/fauna_giraffe";
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}
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else if (rts==4)
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{
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var oDeer = "gaia/fauna_elephant_african_bush";
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}
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var oFish = "gaia/fauna_fish";
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var oSheep = "gaia/fauna_gazelle";
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var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
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var oStoneSmall = "gaia/geology_stone_savanna_small";
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var oMetalLarge = "gaia/geology_metal_savanna_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_savanna.xml";
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var aGrassShort = "actor|props/flora/grass_medit_field.xml";
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var aRockLarge = "actor|geology/stone_savanna_med.xml";
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var aRockMedium = "actor|geology/stone_savanna_med.xml";
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var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushSmall = "actor|props/flora/bush_dry_a.xml";
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// terrain + entity (for painting)
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}
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else if (rt == 7){
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var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"];
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var tGrassPForest = "tropic_plants_c";
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var tGrassDForest = "tropic_plants_c";
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var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"];
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var tGrassA = "tropic_grass_c";
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var tGrassB = "tropic_grass_plants";
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var tGrassC = "tropic_plants";
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var tHill = ["tropic_cliff_grass"];
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var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"];
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var tRoad = "tropic_citytile_a";
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var tRoadWild = "tropic_citytile_plants";
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var tGrassPatch = "tropic_plants_b";
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var tShoreBlend = "temp_mud_plants";
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var tShore = "tropic_beach_dry";
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var tWater = "tropic_beach_wet";
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// gaia entities
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var oOak = "gaia/flora_tree_poplar";
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var oOakLarge = "gaia/flora_tree_poplar";
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var oApple = "gaia/flora_tree_poplar";
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var oPine = "gaia/flora_tree_cretan_date_palm_short";
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var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall";
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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";
|
||
|
var oSheep = "gaia/fauna_tiger";
|
||
|
var oStoneLarge = "gaia/geology_stonemine_tropic_quarry";
|
||
|
var oStoneSmall = "gaia/geology_stone_tropic_a";
|
||
|
var oMetalLarge = "gaia/geology_metal_tropic_slabs";
|
||
|
|
||
|
// decorative props
|
||
|
var aGrass = "actor|props/flora/plant_tropic_a.xml";
|
||
|
var aGrassShort = "actor|props/flora/plant_lg.xml";
|
||
|
var aReeds = "actor|props/flora/reeds_pond_lush_b.xml";
|
||
|
var aLillies = "actor|props/flora/water_lillies.xml";
|
||
|
var aRockLarge = "actor|geology/stone_granite_large.xml";
|
||
|
var aRockMedium = "actor|geology/stone_granite_med.xml";
|
||
|
var aBushMedium = "actor|props/flora/plant_tropic_large.xml";
|
||
|
var aBushSmall = "actor|props/flora/plant_tropic_large.xml";
|
||
|
|
||
|
// terrain + entity (for painting)
|
||
|
|
||
|
}
|
||
|
|
||
|
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
|
||
|
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
|
||
|
const BUILDING_ANGlE = 0.75*PI;
|
||
|
|
||
|
// initialize map
|
||
|
|
||
|
log("Initializing map...");
|
||
|
|
||
|
InitMap();
|
||
|
|
||
|
var numPlayers = getNumPlayers();
|
||
|
var mapSize = getMapSize();
|
||
|
var mapArea = mapSize*mapSize;
|
||
|
|
||
|
// create tile classes
|
||
|
|
||
|
var clPlayer = createTileClass();
|
||
|
var clHill = createTileClass();
|
||
|
var clForest = createTileClass();
|
||
|
var clWater = createTileClass();
|
||
|
var clDirt = createTileClass();
|
||
|
var clRock = createTileClass();
|
||
|
var clMetal = createTileClass();
|
||
|
var clFood = createTileClass();
|
||
|
var clBaseResource = createTileClass();
|
||
|
var clSettlement = createTileClass();
|
||
|
var clLand = createTileClass();
|
||
|
var clRiver = createTileClass();
|
||
|
//Create the continent body
|
||
|
|
||
|
|
||
|
|
||
|
var fx = fractionToTiles(0.12);
|
||
|
var fz = fractionToTiles(0.5);
|
||
|
var ix = round(fx);
|
||
|
var iz = round(fz);
|
||
|
|
||
|
var placer = new ClumpPlacer(mapArea * 0.50, 0.80, 0.08, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tWater, tShore, tGrass], // terrains
|
||
|
[4, 2] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
3, // elevation
|
||
|
4 // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
||
|
|
||
|
// randomize player order
|
||
|
var playerIDs = [];
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerIDs.push(i+1);
|
||
|
}
|
||
|
playerIDs = shuffleArray(playerIDs);
|
||
|
|
||
|
// place players
|
||
|
|
||
|
var playerX = new Array(numPlayers);
|
||
|
var playerZ = new Array(numPlayers);
|
||
|
var playerAngle = new Array(numPlayers);
|
||
|
|
||
|
var startAngle = PI/2 + PI/14;
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
playerAngle[i] = startAngle - (i+1)*(PI+ PI/7)/(numPlayers+1);
|
||
|
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||
|
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < numPlayers; i++)
|
||
|
{
|
||
|
var id = playerIDs[i];
|
||
|
log("Creating base for player " + id + "...");
|
||
|
|
||
|
// some constants
|
||
|
var radius = scaleByMapSize(15,25);
|
||
|
var shoreRadius = 2;
|
||
|
var elevation = 3;
|
||
|
|
||
|
var hillSize = PI * radius * radius;
|
||
|
// get the x and z in tiles
|
||
|
fx = fractionToTiles(playerX[i]);
|
||
|
fz = fractionToTiles(playerZ[i]);
|
||
|
ix = round(fx);
|
||
|
iz = round(fz);
|
||
|
// create the hill
|
||
|
var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
|
||
|
var terrainPainter = new LayeredPainter(
|
||
|
[tWater , tShore, tGrass], // terrains
|
||
|
[1, shoreRadius] // widths
|
||
|
);
|
||
|
var elevationPainter = new SmoothElevationPainter(
|
||
|
ELEVATION_SET, // type
|
||
|
elevation, // elevation
|
||
|
shoreRadius // blend radius
|
||
|
);
|
||
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
|
||
|
|
||
|
// create the city patch
|
||
|
var cityRadius = radius/3;
|
||
|
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||
|
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
|
||
|
createArea(placer, painter, null);
|
||
|
|
||
|
// get civ specific starting entities
|
||
|
var civEntities = getStartingEntities(id-1);
|
||
|
|
||
|
// create the TC
|
||
|
var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle)
|
||
|
[new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)],
|
||
|
true, null, ix, iz
|
||
|
);
|
||
|
createObjectGroup(group, id);
|
||
|
|
||
|
// create starting units
|
||
|
var uDist = 6;
|
||
|
var uSpace = 2;
|
||
|
for (var j = 1; j < civEntities.length; ++j)
|
||
|
{
|
||
|
var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2;
|
||
|
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
|
||
|
for (var numberofentities = 0; numberofentities < count; numberofentities++)
|
||
|
{
|
||
|
var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
|
||
|
var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
|
||
|
placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// 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));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oChicken, 5,5, 0,3)],
|
||
|
true, clBaseResource, aX, aZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
}
|
||
|
|
||
|
// create berry bushes
|
||
|
var bbAngle = randFloat(0, TWO_PI);
|
||
|
var bbDist = 12;
|
||
|
var bbX = round(fx + bbDist * cos(bbAngle));
|
||
|
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oBerryBush, 5,5, 0,3)],
|
||
|
true, clBaseResource, bbX, bbZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
|
||
|
// create metal mine
|
||
|
var mAngle = bbAngle;
|
||
|
while(abs(mAngle - bbAngle) < PI/3)
|
||
|
{
|
||
|
mAngle = randFloat(0, TWO_PI);
|
||
|
}
|
||
|
var mDist = radius - 4;
|
||
|
var mX = round(fx + mDist * cos(mAngle));
|
||
|
var mZ = round(fz + mDist * sin(mAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
|
||
|
true, clBaseResource, mX, mZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
|
||
|
// create stone mines
|
||
|
mAngle += randFloat(PI/8, PI/4);
|
||
|
mX = round(fx + mDist * cos(mAngle));
|
||
|
mZ = round(fz + mDist * sin(mAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
|
||
|
true, clBaseResource, mX, mZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
var hillSize = PI * radius * radius;
|
||
|
// create starting straggler trees
|
||
|
var num = hillSize / 50;
|
||
|
for (var j = 0; j < num; j++)
|
||
|
{
|
||
|
var tAngle = randFloat(0, TWO_PI);
|
||
|
var tDist = randFloat(6, radius - 2);
|
||
|
var tX = round(fx + tDist * cos(tAngle));
|
||
|
var tZ = round(fz + tDist * sin(tAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oOak, 1,3, 0,2)],
|
||
|
false, clBaseResource, tX, tZ
|
||
|
);
|
||
|
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||
|
}
|
||
|
|
||
|
// create grass tufts
|
||
|
var num = hillSize / 250;
|
||
|
for (var j = 0; j < num; j++)
|
||
|
{
|
||
|
var gAngle = randFloat(0, TWO_PI);
|
||
|
var gDist = radius - (5 + randInt(7));
|
||
|
var gX = round(fx + gDist * cos(gAngle));
|
||
|
var gZ = round(fz + gDist * sin(gAngle));
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
|
||
|
false, clBaseResource, gX, gZ
|
||
|
);
|
||
|
createObjectGroup(group, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RMS.SetProgress(20);
|
||
|
|
||
|
// 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, clRiver, 1), stayClasses(clLand, 3)],
|
||
|
scaleByMapSize(100, 200)
|
||
|
);
|
||
|
|
||
|
// 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, 10, clHill, 15), stayClasses(clLand, 7)],
|
||
|
scaleByMapSize(1, 4) * numPlayers
|
||
|
);
|
||
|
|
||
|
// calculate desired number of trees for map (based on size)
|
||
|
if (rt == 6)
|
||
|
{
|
||
|
var MIN_TREES = 200;
|
||
|
var MAX_TREES = 1250;
|
||
|
var P_FOREST = 0.02;
|
||
|
}
|
||
|
else if (rt == 7)
|
||
|
{
|
||
|
var MIN_TREES = 1000;
|
||
|
var MAX_TREES = 6000;
|
||
|
var P_FOREST = 0.6;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var MIN_TREES = 500;
|
||
|
var MAX_TREES = 3000;
|
||
|
var P_FOREST = 0.7;
|
||
|
}
|
||
|
|
||
|
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
|
||
|
var numForest = totalTrees * P_FOREST;
|
||
|
var numStragglers = totalTrees * (1.0 - P_FOREST);
|
||
|
|
||
|
// create forests
|
||
|
log("Creating forests...");
|
||
|
var types = [
|
||
|
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
||
|
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
||
|
]; // some variation
|
||
|
|
||
|
if (rt == 6)
|
||
|
{
|
||
|
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
|
||
|
}
|
||
|
var num = floor(size / types.length);
|
||
|
for (var i = 0; i < types.length; ++i)
|
||
|
{
|
||
|
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
|
||
|
painter = new LayeredPainter(
|
||
|
types[i], // terrains
|
||
|
[2] // widths
|
||
|
);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[painter, paintClass(clForest)],
|
||
|
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||
|
num
|
||
|
);
|
||
|
}
|
||
|
|
||
|
RMS.SetProgress(50);
|
||
|
// create dirt patches
|
||
|
log("Creating dirt patches...");
|
||
|
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
||
|
for (var i = 0; i < sizes.length; i++)
|
||
|
{
|
||
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||
|
painter = new LayeredPainter(
|
||
|
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||
|
[1,1] // widths
|
||
|
);
|
||
|
createAreas(
|
||
|
placer,
|
||
|
[painter, paintClass(clDirt)],
|
||
|
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||
|
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, clRiver, 1), stayClasses(clLand, 7)],
|
||
|
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, clRiver, 1), stayClasses(clLand, 5)],
|
||
|
scaleByMapSize(4,16), 100
|
||
|
);
|
||
|
|
||
|
// create small stone quarries
|
||
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||
|
scaleByMapSize(4,16), 100
|
||
|
);
|
||
|
|
||
|
log("Creating metal mines...");
|
||
|
// create large metal quarries
|
||
|
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||
|
scaleByMapSize(4,16), 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, clRiver, 1), stayClasses(clLand, 5)],
|
||
|
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, clRiver, 1), stayClasses(clLand, 5)],
|
||
|
scaleByMapSize(8, 131), 50
|
||
|
);
|
||
|
|
||
|
RMS.SetProgress(70);
|
||
|
|
||
|
// create deer
|
||
|
log("Creating deer...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oDeer, 5,7, 0,4)],
|
||
|
true, clFood
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||
|
3 * numPlayers, 50
|
||
|
);
|
||
|
|
||
|
RMS.SetProgress(75);
|
||
|
|
||
|
// create sheep
|
||
|
log("Creating sheep...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oSheep, 2,3, 0,2)],
|
||
|
true, clFood
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||
|
3 * numPlayers, 50
|
||
|
);
|
||
|
|
||
|
// create fish
|
||
|
log("Creating fish...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(oFish, 2,3, 0,2)],
|
||
|
true, clFood
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
avoidClasses(clLand, 2, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clRiver, 1),
|
||
|
25 * 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, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)],
|
||
|
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, clRiver, 1), stayClasses(clLand, 6)],
|
||
|
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, clRiver, 1), stayClasses(clLand, 6)],
|
||
|
planetm * scaleByMapSize(13, 200)
|
||
|
);
|
||
|
|
||
|
RMS.SetProgress(95);
|
||
|
|
||
|
// create bushes
|
||
|
log("Creating bushes...");
|
||
|
group = new SimpleGroup(
|
||
|
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
||
|
);
|
||
|
createObjectGroups(group, 0,
|
||
|
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)],
|
||
|
planetm * scaleByMapSize(13, 200), 50
|
||
|
);
|
||
|
|
||
|
rt = randInt(1,3)
|
||
|
if (rt==1){
|
||
|
setSkySet("cirrus");
|
||
|
}
|
||
|
else if (rt ==2){
|
||
|
setSkySet("cumulus");
|
||
|
}
|
||
|
else if (rt ==3){
|
||
|
setSkySet("sunny");
|
||
|
}
|
||
|
setSunRotation(randFloat(0, TWO_PI));
|
||
|
setSunElevation(randFloat(PI/ 5, PI / 3));
|
||
|
setWaterTint(0.447, 0.412, 0.322); // muddy brown
|
||
|
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
|
||
|
setWaterMurkiness(1.0);
|
||
|
setWaterReflectionTintStrength(0.677);
|
||
|
// Export map data
|
||
|
ExportMap();
|