RMS.LoadLibrary("rmgen"); //random terrain textures var rt = randomizeBiome(); var tGrass = rBiomeT1(); var tGrassPForest = rBiomeT2(); var tGrassDForest = rBiomeT3(); var tCliff = rBiomeT4(); var tGrassA = rBiomeT5(); var tGrassB = rBiomeT6(); var tGrassC = rBiomeT7(); var tHill = rBiomeT1(); var tDirt = rBiomeT9(); var tRoad = rBiomeT10(); var tRoadWild = rBiomeT11(); var tGrassPatch = rBiomeT12(); var tShoreBlend = rBiomeT13(); var tShore = rBiomeT14(); var tWater = rBiomeT15(); // gaia entities var oOak = rBiomeE1(); var oOakLarge = rBiomeE2(); var oApple = rBiomeE3(); var oPine = rBiomeE4(); var oAleppoPine = rBiomeE5(); var oBerryBush = rBiomeE6(); var oChicken = rBiomeE7(); var oDeer = rBiomeE8(); var oFish = rBiomeE9(); var oSheep = rBiomeE10(); var oStoneLarge = rBiomeE11(); var oStoneSmall = rBiomeE12(); var oMetalLarge = rBiomeE13(); // decorative props var aGrass = rBiomeA1(); var aGrassShort = rBiomeA2(); var aReeds = rBiomeA3(); var aLillies = rBiomeA4(); var aRockLarge = rBiomeA5(); var aRockMedium = rBiomeA6(); var aBushMedium = rBiomeA7(); var aBushSmall = rBiomeA8(); var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; log(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 clLand = createTileClass(); //Paint the whole map 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); placeTerrain(ix, iz, tWater); } } var radius = scaleByMapSize(15,30); var cliffRadius = 2; var elevation = 20; // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(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]); } // Creating other islands var numIslands = 0; //**************************** //---------------------------- //Tiny and Small Size //---------------------------- //**************************** if ((mapSize == 128)||(mapSize == 192)){ //2 PLAYERS //----------------- //----------------- if (numPlayers == 2){ numIslands = 4*numPlayers+1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 4){ numIslands = numPlayers + 1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 4){ numIslands = 2*numPlayers; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 383){ //2,3,4,5 PLAYERS //----------------- //----------------- if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)||(numPlayers == 5)){ numIslands = 4*numPlayers+1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q = Math.min(IslandZ[m],IslandZ[n]))) { if (dis < 3){ var h = 20; if (dis < 2) { var t = tHill; } else { var t = tCliff; } addToClass(ix, iz, clLand); } else { var h = 50 - 10 * dis; var t = tCliff; addToClass(ix, iz, clLand); } if (getHeight(ix, iz)