RMS.LoadLibrary("rmgen"); // terrain textures const tGrass = ["temp_grass", "temp_grass", "temp_grass_d"]; const tGrassPForest = "temp_plants_bog"; const tGrassDForest = "temp_plants_bog"; const tGrassA = "temp_grass_plants"; const tGrassB = "temp_plants_bog"; const tGrassC = "temp_mud_a"; const tDirt = ["temp_plants_bog", "temp_mud_a"]; const tHill = ["temp_highlands", "temp_grass_long_b"]; const tCliff = ["temp_cliff_a", "temp_cliff_b"]; const tRoad = "temp_road"; const tRoadWild = "temp_road_overgrown"; const tGrassPatchBlend = "temp_grass_long_b"; const tGrassPatch = ["temp_grass_d", "temp_grass_clovers"]; const tShoreBlend = "temp_grass_plants"; const tShore = "temp_dirt_gravel"; const tWater = "temp_dirt_gravel_b"; // gaia entities const oBeech = "gaia/flora_tree_euro_beech"; const oPoplar = "gaia/flora_tree_poplar"; const oApple = "gaia/flora_tree_apple"; const oOak = "gaia/flora_tree_oak"; const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oGoat = "gaia/fauna_goat"; const oBoar = "gaia/fauna_boar"; const oStoneLarge = "gaia/geology_stonemine_temperate_quarry"; const oStoneSmall = "gaia/geology_stone_temperate"; const oMetalLarge = "gaia/geology_metal_temperate_slabs"; // decorative props const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassShort = "actor|props/flora/grass_soft_large.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMedium = "actor|geology/stone_granite_med.xml"; const aBushMedium = "actor|props/flora/bush_medit_me_lush.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm_lush.xml"; const aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; const aLillies = "actor|props/flora/water_lillies.xml"; // terrain + entity (for painting) const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest]; const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest]; const WATER_WIDTH = 0.25; 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(); var clShallow = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = primeSortPlayers(sortPlayers(playerIDs)); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var playerPos = new Array(numPlayers); var iop = 0; for (var i = 0; i < numPlayers; i++) { iop = i - 1; if (!(numPlayers%2)){ playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1); } else { if (iop%2) { playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1); } else { playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1); } } playerZ[i] = 0.2 + 0.6*(i%2); playerX[i] = playerPos[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); // Setting tile class addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // calculate size based on the radius var hillSize = PI * radius * radius; // 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, paintClass(clPlayer)], null); // 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 = 9; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // 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); // create starting trees var num = 2; var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(11, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oOak, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(10); log("Creating sea"); var theta = randFloat(0, 1); var theta2 = randFloat(0, 1); var seed = randFloat(2,3); var seed2 = randFloat(2,3); 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); // add the rough shape of the water var km = 20/scaleByMapSize(35, 160); var fadeDist = 0.02; var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed); var cu2 = km*rndRiver(theta2+x*0.5*(mapSize/64),seed2); if ((z > cu + 0.5 - WATER_WIDTH/2) && (z < cu2 + 0.5 + WATER_WIDTH/2)) { var h; if (z < (cu + 0.5 + fadeDist - WATER_WIDTH/2)) { h = 3 - 7 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - z)/fadeDist); } else if (z > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2)) { h = 3 - 7 * (1 - (z - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist); } else { h = -4.0; } if (h < -1.5) { placeTerrain(ix, iz, tWater); } else { placeTerrain(ix, iz, tShore); } setHeight(ix, iz, h); } else { setHeight(ix, iz, 3.1); } } } RMS.SetProgress(20); // create fish log("Creating fish..."); num = scaleByMapSize(10, 20); for (var i=0; i < num; i++){ group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [stayClasses(clWater, 2), avoidClasses(clFood, 3)], numPlayers, 50 ); } // create rivers log("Creating rivers"); for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++) { var cLocation = randFloat(0.05,0.95); var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2); if (tang > 0) { var cDistance = 0.05; } else { var cDistance = -0.05; } var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01); if (point !== undefined) { 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); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -4, // elevation 4 // blend radius ); var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 8, clWater, 3, clShallow, 2)); if (success !== undefined) { 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))); var painter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths); ) var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -3, 3); createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 23)); } } } passageMaker(round(fractionToTiles(0.2)), round(fractionToTiles(0.25)), round(fractionToTiles(0.8)), round(fractionToTiles(0.25)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); passageMaker(round(fractionToTiles(0.2)), round(fractionToTiles(0.75)), round(fractionToTiles(0.8)), round(fractionToTiles(0.75)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); paintTerrainBasedOnHeight(-5, 1, 1, tWater); paintTerrainBasedOnHeight(1, 3, 1, tShore); paintTileClassBasedOnHeight(-6, 0.5, 1, clWater) RMS.SetProgress(25); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 3); createAreas( placer, painter, avoidClasses(clWater, 5, clPlayer, 20), scaleByMapSize(100, 200) ); RMS.SetProgress(45); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 20, clWater, 5, clHill, 15), scaleByMapSize(1, 4) * numPlayers ); RMS.SetProgress(50); // calculate desired number of trees for map (based on size) const MIN_TREES = 500; const MAX_TREES = 2500; const P_FOREST = 0.7; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create mainland forests log("Creating mainland forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]] ]; // some variation var size = numForest*1.3 / (scaleByMapSize(2,8) * numPlayers); var num = floor(0.7*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, 20, clWater, 6, clForest, 10, clHill, 0, clBaseResource, 3), 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], tGrassB, [tGrassB,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 6), 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 LayeredPainter( [tGrassPatchBlend, tGrassPatch], // terrains [1] // widths ); createAreas( placer, painter, avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, 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, 2, clForest, 1, clPlayer, 20, clRock, 10, clHill, 2)], 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, 2, clForest, 1, clPlayer, 20, clRock, 10, clHill, 2)], 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, 2, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(85); // 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, 1, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(16, 262), 50 ); RMS.SetProgress(90); // 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, 1, 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, 1, clForest, 0, clPlayer, 20, clHill, 0, clFood, 5), 6 * numPlayers, 50 ); // create goat log("Creating goat..."); group = new SimpleGroup( [new SimpleObject(oGoat, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clForest, 0, clPlayer, 20, clHill, 0, clFood, 20), 3 * numPlayers, 50 ); // create boar log("Creating boar..."); group = new SimpleGroup( [new SimpleObject(oBoar, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clForest, 0, clPlayer, 20, clHill, 0, clFood, 20), 2 * numPlayers, 50 ); // create berry bush log("Creating berry bush..."); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), randInt(1, 4) * numPlayers + 2, 50 ); // create straggler trees log("Creating straggler trees..."); var types = [oBeech, oPoplar, 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, 8, 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) ); 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), scaleByMapSize(13, 200), 50 ); // Set environment setSkySet("cirrus"); setWaterColour(0.114, 0.192, 0.463); setWaterTint(0.255, 0.361, 0.651); setWaterReflectionTint(0.255, 0.361, 0.651); setWaterWaviness(5.5); setWaterMurkiness(0.83); setWaterReflectionTintStrength(0.05); // Export map data ExportMap();