RMS.LoadLibrary("rmgen"); //random terrain textures var random_terrain = randomizeBiome(); const tMainTerrain = rBiomeT1(); const tForestFloor1 = rBiomeT2(); const tForestFloor2 = rBiomeT3(); const tCliff = rBiomeT4(); const tTier1Terrain = rBiomeT5(); const tTier2Terrain = rBiomeT6(); const tTier3Terrain = rBiomeT7(); const tHill = rBiomeT8(); const tDirt = rBiomeT9(); const tRoad = rBiomeT10(); const tRoadWild = rBiomeT11(); const tTier4Terrain = rBiomeT12(); const tShoreBlend = rBiomeT13(); const tShore = rBiomeT14(); const tWater = rBiomeT15(); // gaia entities const oTree1 = rBiomeE1(); const oTree2 = rBiomeE2(); const oTree3 = rBiomeE3(); const oTree4 = rBiomeE4(); const oTree5 = rBiomeE5(); const oFruitBush = rBiomeE6(); const oChicken = rBiomeE7(); const oMainHuntableAnimal = rBiomeE8(); const oFish = rBiomeE9(); const oSecondaryHuntableAnimal = rBiomeE10(); const oStoneLarge = rBiomeE11(); const oStoneSmall = rBiomeE12(); const oMetalLarge = rBiomeE13(); // decorative props const aGrass = rBiomeA1(); const aGrassShort = rBiomeA2(); const aReeds = rBiomeA3(); const aLillies = rBiomeA4(); const aRockLarge = rBiomeA5(); const aRockMedium = rBiomeA6(); const aBushMedium = rBiomeA7(); const aBushSmall = rBiomeA8(); const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; const BUILDING_ANGlE = -PI/4; // initialize map log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const 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(); 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); placeTerrain(ix, iz, tMainTerrain); } } // 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 i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // 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); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // 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, 0,2)], 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(oFruitBush, 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 = 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 = 5; var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(12, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,3)], 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 the lake var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); const lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6)))); var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]); 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)], avoidClasses(clPlayer, 20)); // create more shore jaggedness log("Creating more shore jaggedness..."); placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], borderClasses(clWater, 4, 7), scaleByMapSize(12, 130) * 2, 150 ); paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain); paintTerrainBasedOnHeight(1, 2.4, 0, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); paintTileClassBasedOnHeight(-6, 0, 1, clWater) 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; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); } // create bumps createBumps(avoidClasses(clWater, 2, clPlayer, 20)); // create hills if (randInt(1,2) == 1) createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); else createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); // create forests createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2), clForest, 1.0, random_terrain ); RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); // create grass patches log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); RMS.SetProgress(55); log("Creating stone mines..."); // 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 createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), clMetal ) RMS.SetProgress(65); // create decoration var planetm = 1; if (random_terrain==7) planetm = 8; 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), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0) ); RMS.SetProgress(70); // create animals createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20) ); // create fruits createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10) ); // create fish createFood ( [ [new SimpleObject(oFish, 2,3, 0,2)] ], [ 25 * numPlayers ], [avoidClasses(clFood, 20), stayClasses(clWater, 6)] ); RMS.SetProgress(85); // create straggler trees var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1)); setWaterWaviness(4.0); setWaterType("lake"); // Export map data ExportMap();