RMS.LoadLibrary("rmgen"); const tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"]; const tGrassA = "tropic_plants_c"; const tGrassB = "tropic_plants_c"; const tGrassC = "tropic_grass_c"; const tForestFloor = "tropic_grass_plants"; const tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"]; const tPlants = "tropic_plants"; const tRoad = "tropic_citytile_a"; const tRoadWild = "tropic_citytile_plants"; const tShoreBlend = "tropic_beach_dry_plants"; const tShore = "tropic_beach_dry"; const tWater = "tropic_beach_wet"; // gaia entities const oTree = "gaia/flora_tree_toona"; const oPalm = "gaia/flora_tree_palm_tropic"; const oStoneLarge = "gaia/geology_stonemine_tropic_quarry"; const oStoneSmall = "gaia/geology_stone_tropic_a"; const oMetalLarge = "gaia/geology_metal_tropic_slabs"; const oFish = "gaia/fauna_fish"; const oDeer = "gaia/fauna_deer"; const oSheep = "gaia/fauna_tiger"; const oChicken = "gaia/fauna_chicken"; const oBush = "gaia/flora_bush_berry"; // decorative props const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMedium = "actor|geology/stone_granite_med.xml"; const aBush1 = "actor|props/flora/plant_tropic_a.xml"; const aBush2 = "actor|props/flora/plant_lg.xml"; const aBush3 = "actor|props/flora/plant_tropic_large.xml"; const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oTree, tForestFloor]; const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, tForestFloor]; 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 clHill2 = createTileClass(); var clHill3 = createTileClass(); var clHill4 = 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 clMountains = 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 playerPos = new Array(numPlayers); for (var i = 0; i < numPlayers; i++) { playerPos[i] = (i + 1) / (numPlayers + 1); playerX[i] = 0.45 + 0.2*(i%2) playerZ[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); 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 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 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(oBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); 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)); var 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 = floor(hillSize / 60); var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(12, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree, num, num, 0,3)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } RMS.SetProgress(15); // create western sea var fadedistance = 8; for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { if (ix < 0.31 * mapSize) { if (ix > 0.31 * mapSize - fadedistance) { setHeight(ix, iz, 3 - 8 * (0.31 * mapSize - ix) / fadedistance); if (ix, iz, 3 - 8 * (0.31 * mapSize - ix) / fadedistance < 0.5) addToClass(ix, iz, clWater); } else { setHeight(ix, iz, -5); addToClass(ix, iz, clWater); } } else if (ix > 0.69 * mapSize) { addToClass(ix, iz, clMountains) } } } // create shore log("Creating shores..."); for (var i = 0; i < scaleByMapSize(20,120); i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 30)), 1, floor(randFloat(0.28,0.34)*mapSize), floor(randFloat(0.1,0.9)*mapSize)); var terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3); createArea( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null ); } paintTerrainBasedOnHeight(-6, 1, 1, tWater); paintTerrainBasedOnHeight(1, 2.8, 1, tShoreBlend); paintTerrainBasedOnHeight(0, 1, 1, tShore); paintTileClassBasedOnHeight(-6, 0.5, 1, clWater) RMS.SetProgress(45); // create hills log("Creating hills..."); placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.1); var terrainPainter = new LayeredPainter( [tCliff, tGrass], // terrains [3] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 25, 3); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], [avoidClasses(clPlayer, 20, clHill, 5, clWater, 2, clBaseResource, 2), stayClasses(clMountains, 0)], scaleByMapSize(5, 40) * numPlayers ); // calculate desired number of trees for map (based on size) var MIN_TREES = 1000; var MAX_TREES = 6000; var P_FOREST = 0.7; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrass, tGrass, tGrass, tGrass, pForestD], [tGrass, tGrass, tGrass, pForestD]], [[tGrass, tGrass, tGrass, tGrass, pForestP], [tGrass, tGrass, tGrass, pForestP]] ]; // some variation var size = numForest / (scaleByMapSize(3,6) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,4))), 0.5); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 8), num ); } RMS.SetProgress(70); // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; for (var i = 0; i < sizes.length; i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new LayeredPainter( [tGrassC,tGrassA,tGrassB], // terrains [2,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16), scaleByMapSize(20, 80) ); } var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)]; for (var i = 0; i < sizes.length; i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new LayeredPainter( [tPlants,tPlants], // terrains [1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16), scaleByMapSize(20, 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, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), 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, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), 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, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), scaleByMapSize(4,16), 100 ); // 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, 0, clForest, 0, clPlayer, 0, clHill, 0), 3*scaleByMapSize(16, 262), 50 ); // 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, 0, clForest, 0, clPlayer, 0, clHill, 0), 3*scaleByMapSize(8, 131), 50 ); //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aBush1, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), 8 * scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [new SimpleObject(aBush2, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aBush1, 3,6, 1.2,2.5, -PI/8,PI/8)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), 8 * scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBush3, 1,2, 0,2), new SimpleObject(aBush2, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), 8 * scaleByMapSize(13, 200), 50 ); RMS.SetProgress(95); // create straggler trees log("Creating straggler trees..."); var types = [oTree, oPalm]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1), num ); } // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(75); // create berry bush log("Creating berry bush..."); group = new SimpleGroup( [new SimpleObject(oBush, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 6, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), randInt(1, 4) * numPlayers + 2, 50 ); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 22, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clFood, 20), stayClasses(clWater, 6)], 25 * numPlayers, 60 ); setSunColour(0.6, 0.6, 0.6); setSunElevation(PI/ 3); setWaterColour(0.524,0.734,0.839); setWaterTint(0.369,0.765,0.745); setWaterReflectionTint(1,1,1); setWaterWaviness(1.5); setWaterMurkiness(0.35); setWaterReflectionTintStrength(0.0); setFogFactor(0.4); setFogThickness(0.2); setPPEffect("hdr"); setPPContrast(0.7); setPPSaturation(0.65); setPPBloom(0.6); setSkySet("cirrus"); ExportMap();