RMS.LoadLibrary("rmgen"); const BUILDING_ANGlE = -PI/4; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); // create 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(); // 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() * 2 * PI; for (var i=0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*2*PI/numPlayers; playerX[i] = 0.5 + 0.39*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.39*sin(playerAngle[i]); } for (var i=0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // 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); // create starting units placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE); } // Export map data ExportMap();