RMS.LoadLibrary("rmgen"); // initialize map log("Initializing map..."); InitMap(); // Setup tile classes var clPlayer = createTileClass(); var clPath = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); // var clWater = createTileClass(); // var clRock = createTileClass(); // var clFood = createTileClass(); var clBaseResource = createTileClass(); // Setup Templates var templateStone = "gaia/geology_stone_temperate" var templateStoneMine = "gaia/geology_stonemine_temperate_quarry"; var templateMetal = "gaia/geology_metal_temperate"; var templateMetalMine = "gaia/geology_metal_temperate_slabs"; var startingResourcees = ["gaia/flora_tree_oak_large", "gaia/flora_bush_temperate", templateStoneMine, "gaia/flora_bush_grapes", "gaia/flora_tree_apple", "gaia/flora_bush_berry", templateMetalMine, "gaia/flora_bush_badlands"]; // Setup terrain var terrainWood = ['temp_grass_mossy|gaia/flora_tree_oak', 'temp_forestfloor_pine|gaia/flora_tree_pine', 'temp_mud_plants|gaia/flora_tree_dead', 'temp_plants_bog|gaia/flora_tree_oak_large', "temp_dirt_gravel_plants|gaia/flora_tree_aleppo_pine", 'temp_forestfloor_autumn|gaia/flora_tree_carob']; //'temp_forestfloor_autumn|gaia/flora_tree_fig' var terrainWoodBorder = ['temp_grass_plants|gaia/flora_tree_euro_beech', 'temp_grass_mossy|gaia/flora_tree_poplar', 'temp_grass_mossy|gaia/flora_tree_poplar_lombardy', 'temp_grass_long|gaia/flora_bush_temperate', 'temp_mud_plants|gaia/flora_bush_temperate', 'temp_mud_plants|gaia/flora_bush_badlands', 'temp_grass_long|gaia/flora_tree_apple', 'temp_grass_clovers|gaia/flora_bush_berry', 'temp_grass_clovers_2|gaia/flora_bush_grapes', 'temp_grass_plants|gaia/fauna_deer', "temp_grass_long_b|gaia/fauna_rabbit", "temp_grass_plants"]; var terrainBase = ['temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_grass_b|gaia/fauna_pig', 'temp_dirt_gravel|gaia/fauna_chicken']; var terrainBaseBorder = ["temp_grass_b", "temp_grass_b", "temp_grass", "temp_grass_c", "temp_grass_mossy"]; var terrainBaseCenter = ['temp_dirt_gravel', 'temp_dirt_gravel', 'temp_grass_b']; var terrainPath = ['temp_road', "temp_road_overgrown", 'temp_grass_b']; var terrainHill = ["temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_cliff_a"]; var terrainHillBorder = ["temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_dirt_gravel_plants", "temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_dirt_gravel_plants", "temp_highlands", "temp_highlands", "temp_highlands", "temp_cliff_b", "temp_dirt_gravel_plants", "temp_highlands", "temp_highlands", "temp_highlands", "temp_cliff_b", "temp_dirt_gravel_plants", "temp_highlands|gaia/fauna_goat"]; // Setup map var mapSize = getMapSize(); var mapRadius = mapSize/2; var playableMapRadius = mapRadius - 5; var mapCenterX = mapRadius; var mapCenterZ = mapRadius; // Setup players and bases var numPlayers = getNumPlayers(); var baseRadius = 20; var minPlayerRadius = min(mapRadius-1.5*baseRadius, 5*mapRadius/8); var maxPlayerRadius = min(mapRadius-baseRadius, 3*mapRadius/4); const BUILDING_ANGlE = -PI/4; var playerStartLocX = new Array(numPlayers); var playerStartLocZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var playerAngleStart = randFloat(0, 2*PI); var playerAngleAddAvrg = 2*PI / numPlayers; var playerAngleMaxOff = playerAngleAddAvrg/4; // Setup eyecandy var templateEC = "other/unfinished_greek_temple"; var radiusEC = max(mapRadius/8, baseRadius/2); // Setup paths var pathSucsessRadius = baseRadius/2; var pathAngleOff = PI/2; var pathWidth = 5; // This is not really the path's sickness in tiles but the number of tiles in the clumbs of the path // Setup additional resources var resourceRadius = 2*mapRadius/3; // 3*mapRadius/8; var resourcePerPlayer = [templateStone, templateMetalMine]; // Setup woods // For large maps there are memory errors with too many trees. A density of 256*192/mapArea works with 0 players. // Around each player there is an area without trees so with more players the max density can increase a bit. var maxTreeDensity = min(256 * (192 + 8 * numPlayers) / (mapSize * mapSize), 1); // Has to be tweeked but works ok var bushChance = 1/3; // 1 means 50% chance in deepest wood, 0.5 means 25% chance in deepest wood RMS.SetProgress(2); // Place bases for (var i=0; i < numPlayers; i++) { playerAngle[i] = (playerAngleStart + i*playerAngleAddAvrg + randFloat(0, playerAngleMaxOff))%(2*PI); var x = round(mapCenterX + randFloat(minPlayerRadius, maxPlayerRadius)*cos(playerAngle[i])); var z = round(mapCenterZ + randFloat(minPlayerRadius, maxPlayerRadius)*sin(playerAngle[i])); playerStartLocX[i] = x; playerStartLocZ[i] = z; // Place starting entities placeCivDefaultEntities(x, z, i+1, BUILDING_ANGlE); // Place base texture var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z); var painter = [new LayeredPainter([terrainBaseBorder, terrainBase, terrainBaseCenter], [baseRadius/4, baseRadius/4]), paintClass(clPlayer)]; createArea(placer, painter); // Place starting resources var distToSL = 10; var resStartAngle = playerAngle[i] + PI; var resAddAngle = 2*PI / startingResourcees.length; for (var rIndex = 0; rIndex < startingResourcees.length; rIndex++) { var angleOff = randFloat(-resAddAngle/2, resAddAngle/2); var placeX = x + distToSL*cos(resStartAngle + rIndex*resAddAngle + angleOff); var placeZ = z + distToSL*sin(resStartAngle + rIndex*resAddAngle + angleOff); placeObject(placeX, placeZ, startingResourcees[rIndex], 0, randFloat(0, 2*PI)); addToClass(round(placeX), round(placeZ), clBaseResource); } } RMS.SetProgress(10); // Place paths var doublePaths = true; if (numPlayers > 4) doublePaths = false; var doublePathMayPlayers = 4; if (doublePaths == true) var maxI = numPlayers+1 else var maxI = numPlayers; for (var i = 0; i < maxI; i++) { if (doublePaths == true) var minJ = 0 else var minJ = i+1; for (var j = minJ; j < numPlayers+1; j++) { // Setup start and target coordinates if (i < numPlayers) { var x = playerStartLocX[i]; var z = playerStartLocZ[i]; } else { var x = mapCenterX; var z = mapCenterZ; }; if (j < numPlayers) { var targetX = playerStartLocX[j]; var targetZ = playerStartLocZ[j]; } else { var targetX = mapCenterX; var targetZ = mapCenterZ; }; // Prepare path placement var angle = getAngle(x, z, targetX, targetZ); x += round(pathSucsessRadius*cos(angle)); z += round(pathSucsessRadius*sin(angle)); var targetReached = false; var tries = 0; // Placing paths while (targetReached == false && tries < 2*mapSize) { var placer = new ClumpPlacer(pathWidth, 1, 1, 1, x, z); var painter = [new TerrainPainter(terrainPath), new ElevationPainter(-randFloat()), paintClass(clPath)]; createArea(placer, painter, avoidClasses(clHill, 0, clBaseResource, 4)); // addToClass(x, z, clPath); // Not needed... // Set vars for next loop angle = getAngle(x, z, targetX, targetZ); if (doublePaths == true) // Bended paths { x += round(cos(angle + randFloat(-pathAngleOff/2, 3*pathAngleOff/2))); z += round(sin(angle + randFloat(-pathAngleOff/2, 3*pathAngleOff/2))); } else // Straight paths { x += round(cos(angle + randFloat(-pathAngleOff, pathAngleOff))); z += round(sin(angle + randFloat(-pathAngleOff, pathAngleOff))); } if (getDistance(x, z, targetX, targetZ) < pathSucsessRadius) targetReached = true; tries++; } } } RMS.SetProgress(50); // Place expansion resources for (var i=0; i < numPlayers; i++) { for (var rIndex = 0; rIndex < resourcePerPlayer.length; rIndex++) { if (numPlayers > 1) var angleDist = (playerAngle[(i+1)%numPlayers] - playerAngle[i] + 2*PI)%(2*PI); else var angleDist = 2*PI; var placeX = round(mapCenterX + resourceRadius*cos(playerAngle[i] + (rIndex+1)*angleDist/(resourcePerPlayer.length+1))); var placeZ = round(mapCenterX + resourceRadius*sin(playerAngle[i] + (rIndex+1)*angleDist/(resourcePerPlayer.length+1))); placeObject(placeX, placeZ, resourcePerPlayer[rIndex], 0, randFloat(0, 2*PI)); var placer = new ClumpPlacer(40, 1/2, 1/8, 1, placeX, placeZ); var painter = [new LayeredPainter([terrainHillBorder, terrainHill], [1]), new ElevationPainter(1+randFloat()), paintClass(clHill)]; createArea(placer, painter); } } RMS.SetProgress(60); // Place eyecandy placeObject(mapCenterX, mapCenterZ, templateEC, 0, randFloat(0, 2*PI)); var placer = new ClumpPlacer(radiusEC*radiusEC, 1/2, 1/8, 1, mapCenterX, mapCenterZ); var painter = [new LayeredPainter([terrainHillBorder, terrainHill], [radiusEC/4]), new ElevationPainter(1+randFloat()), paintClass(clHill)]; createArea(placer, painter); // Woods and general hight map for (var x = 0; x < mapSize; x++) { for (var z = 0;z < mapSize;z++) { // Some variables var radius = Math.pow(Math.pow(mapCenterX - x - 0.5, 2) + Math.pow(mapCenterZ - z - 0.5, 2), 1/2); // The 0.5 is a correction for the entities placed on the center of tiles var minDistToSL = mapSize; for (var i=0; i < numPlayers; i++) minDistToSL = min(minDistToSL, getDistance(playerStartLocX[i], playerStartLocZ[i], x, z)) // Woods tile based var tDensFactSL = max(min((minDistToSL - baseRadius) / baseRadius, 1), 0); var tDensFactRad = abs((resourceRadius - radius) / resourceRadius); var tDensFactEC = max(min((radius - radiusEC) / radiusEC, 1), 0); var tDensActual = maxTreeDensity * tDensFactSL * tDensFactRad * tDensFactEC; if (randFloat() < tDensActual && radius < playableMapRadius) { if (tDensActual < bushChance*randFloat()*maxTreeDensity) { var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z); var painter = [new TerrainPainter(terrainWoodBorder), new ElevationPainter(randFloat()), paintClass(clForest)]; createArea(placer, painter, avoidClasses(clPath, 1, clHill, 0)); } else { var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z); var painter = [new TerrainPainter(terrainWood), new ElevationPainter(randFloat()), paintClass(clForest)]; createArea(placer, painter, avoidClasses(clPath, 2, clHill, 1)); } } // General hight map var hVarMiddleHill = mapSize/64 * (1+cos(3*PI/2 * radius/mapRadius)); var hVarHills = 5*(1+sin(x/10)*sin(z/10)); setHeight(x, z, getHeight(x, z) + hVarMiddleHill + hVarHills + 1); } } RMS.SetProgress(95); // Export map data ExportMap();