Applying the new improvements: Alpine Lakes, Anatolian Plateau

This was SVN commit r14625.
This commit is contained in:
O.Davoodi 2014-01-20 15:44:28 +00:00
parent 7763a22c08
commit 3955447b5b
2 changed files with 110 additions and 235 deletions

View File

@ -1,11 +1,19 @@
RMS.LoadLibrary("rmgen");
//set up the random terrain
var random_terrain = randInt(1,2);
var random_var = randInt(1,2);
//late spring
if (random_terrain == 1)
if (random_var == 1)
{
setFogThickness(0.26);
setFogFactor(0.4);
setPPEffect("hdr");
setPPSaturation(0.48);
setPPContrast(0.53);
setPPBloom(0.12);
var tPrimary = ["alpine_dirt_grass_50"];
var tForestFloor = "alpine_forrestfloor";
var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
@ -40,6 +48,11 @@ if (random_terrain == 1)
else
//winter
{
setFogFactor(0.35);
setFogThickness(0.19);
setPPSaturation(0.37);
setPPEffect("hdr");
var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
var tForestFloor = "alpine_forrestfloor_snow";
var tCliff = ["alpine_cliff_snow"];
@ -241,18 +254,7 @@ RMS.SetProgress(20);
// create hills
log("Creating hills...");
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
var terrainPainter = new LayeredPainter(
[tCliff, tSnowLimited], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 20, clForest, 1, clHill, 8, clWater, 3),
scaleByMapSize(10, 80) * numPlayers
);
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 8), clHill, scaleByMapSize(10, 40) * numPlayers, floor(scaleByMapSize(40, 60)), floor(scaleByMapSize(4, 5)), floor(scaleByMapSize(7, 15)), floor(scaleByMapSize(5, 15)));
var lakeAreas = [];
var playerConstraint = new AvoidTileClassConstraint(clPlayer, 20);
@ -279,11 +281,11 @@ for (var i = 0; i < numLakes; ++i)
chosenPoint = lakeAreas[randInt(0, lakeAreaLen)];
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(40, 180)), 0.7, chosenPoint[0], chosenPoint[1]);
terrainPainter = new LayeredPainter(
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
var newLake = createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
@ -304,264 +306,137 @@ for (var i = 0; i < numLakes; ++i)
}
}
paintTerrainBasedOnHeight(3, 17, 0, tCliff);
paintTerrainBasedOnHeight(17, 20, 3, tSnowLimited);
paintTerrainBasedOnHeight(3, floor(scaleByMapSize(20, 40)), 0, tCliff);
paintTerrainBasedOnHeight(floor(scaleByMapSize(20, 40)), 100, 3, tSnowLimited);
// 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),
scaleByMapSize(100, 200)
);
// calculate desired number of trees for map (based on size)
if (random_terrain == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0;
}
else if (random_terrain == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.52;
}
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);
createBumps(avoidClasses(clWater, 2, clPlayer, 20));
// create forests
log("Creating forests...");
var types = [
[[tForestFloor, tPrimary, pForest], [tForestFloor, pForest]]
]; // some variation
createForests(
[tPrimary, tForestFloor, tForestFloor, pForest, pForest],
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
clForest,
1.0
);
if (random_terrain != 6)
{
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2),
num
);
}
}
RMS.SetProgress(60);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[[tDirt,tHalfSnow], [tHalfSnow,tSnowLimited]], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tDirt,tHalfSnow], [tHalfSnow,tSnowLimited]],
[2],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new TerrainPainter(tSecondary);
createAreas(
placer,
painter,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tSecondary,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
RMS.SetProgress(65);
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, 3, clForest, 1, clPlayer, 20, 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, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
)
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, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
clMetal
)
RMS.SetProgress(70);
// 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 decoration
createDecoration
(
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
[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)],
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(8, 131),
scaleByMapSize(13, 200),
scaleByMapSize(13, 200),
scaleByMapSize(13, 200)
],
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
);
RMS.SetProgress(75);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oDeer, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
// create animals
createFood
(
[
[new SimpleObject(oDeer, 5,7, 0,4)],
[new SimpleObject(oRabbit, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
);
// create rabbit
log("Creating rabbit...");
group = new SimpleGroup(
[new SimpleObject(oRabbit, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
3 * numPlayers, 50
// create fruits
createFood
(
[
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 1,2, 4,6)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clFood, 6), stayClasses(clWater, 3)],
15 * numPlayers, 60
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
15 * numPlayers
],
[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oPine, oPine]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
var types = [oPine];
createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 3, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
random_var = randInt(1,3)
//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)
);
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),
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, 2, clHill, 1, clPlayer, 1, clDirt, 1),
scaleByMapSize(13, 200), 50
);
random_terrain = randInt(1,3)
if (random_terrain==1){
if (random_var==1)
setSkySet("cirrus");
}
else if (random_terrain ==2){
else if (random_var ==2)
setSkySet("cumulus");
}
else if (random_terrain ==3){
else if (random_var ==3)
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
setWaterColour(0.0, 0.047, 0.286); // dark majestic blue

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