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_plants_bog"; const tWater = "temp_mud_a"; // gaia entities const oOak = "gaia/flora_tree_oak"; const oOakLarge = "gaia/flora_tree_oak_large"; const oApple = "gaia/flora_tree_apple"; const oPine = "gaia/flora_tree_pine"; const oAleppoPine = "gaia/flora_tree_aleppo_pine"; const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; 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 aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; const aLillies = "actor|props/flora/pond_lillies_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.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; // terrain + entity (for painting) const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = -PI/4; // 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(); // 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); // calculate size based on the radius var hillSize = PI * radius * radius; // create the hill var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [cliffRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation cliffRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); // create the ramp var rampAngle = playerAngle[i] + PI + randFloat(-PI/8, PI/8); var rampDist = radius; var rampLength = 15; var rampWidth = 12; var rampX1 = round(fx + (rampDist + rampLength) * cos(rampAngle)); var rampZ1 = round(fz + (rampDist + rampLength) * sin(rampAngle)); var rampX2 = round(fx + (rampDist - 3) * cos(rampAngle)); var rampZ2 = round(fz + (rampDist - 3) * sin(rampAngle)); createRamp (rampX1, rampZ1, rampX2, rampZ2, 3, 20, rampWidth, 2, tHill, tCliff, clPlayer); // 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); // create starting units placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false}); // 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(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); // create lakes log("Creating lakes..."); var numLakes = round(scaleByMapSize(1,4) * numPlayers); placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10); terrainPainter = new LayeredPainter( [tShoreBlend, tShore, tWater], // terrains [1,1] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 6); var waterAreas = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 2, clWater, 20), numLakes ); RMS.SetProgress(15); // create reeds log("Creating reeds..."); group = new SimpleGroup( [new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 0,1, 0,4)], true ); createObjectGroupsByAreas(group, 0, [borderClasses(clWater, 3, 0), stayClasses(clWater, 1)], numLakes, 100, waterAreas ); RMS.SetProgress(20); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 1,1, 0,1)], true, clFood ); createObjectGroupsByAreas(group, 0, borderClasses(clWater, 2, 0), avoidClasses(clFood, 8), numLakes, 50, waterAreas ); waterAreas = []; RMS.SetProgress(25); // create bumps createBumps(avoidClasses(clWater, 2, clPlayer, 0)); RMS.SetProgress(30); // create hills log("Creating hills..."); createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 2, clWater, 5, clHill, 15), clHill, scaleByMapSize(1, 4) * numPlayers); RMS.SetProgress(35); // create forests createForests( [tGrass, tGrassDForest, tGrassPForest, pForestP, pForestD], avoidClasses(clPlayer, 1, clWater, 3, clForest, 17, clHill, 1), clForest ); RMS.SetProgress(40); // create dirt patches log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], [1,1], avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0) ); RMS.SetProgress(45); // create grass patches log("Creating grass patches..."); createLayeredPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], [tGrassPatchBlend, tGrassPatch], [1], avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0) ); RMS.SetProgress(50); 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, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1) ) log("Creating metal mines..."); // create large metal quarries createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clHill, 1), clMetal ) RMS.SetProgress(60); //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(70); // create animals createFood ( [ [new SimpleObject(oSheep, 2,3, 0,2)], [new SimpleObject(oDeer, 5,7, 0,4)] ], [ 3 * numPlayers, 3 * numPlayers ], avoidClasses(clWater, 0, clForest, 0, clPlayer, 1, clHill, 1, clFood, 20) ); // 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) ); RMS.SetProgress(90); // create straggler trees var types = [oOak, oOakLarge, oPine, oApple]; // some variation createStragglerTrees(types, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1)); // Set environment setSkySet("cirrus"); setWaterColour(0.447, 0.412, 0.322); // muddy brown setWaterTint(0.447, 0.412, 0.322); // muddy brown setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown setWaterMurkiness(1.0); setWaterWaviness(2.0); setWaterReflectionTintStrength(0.677); setFogThickness(0.25); setFogFactor(0.4); setPPEffect("hdr"); setPPSaturation(0.62); setPPContrast(0.62); setPPBloom(0.3); // Export map data ExportMap();