RMS.LoadLibrary("rmgen"); TILE_CENTERED_HEIGHT_MAP = true; //random terrain textures var random_terrain = randomizeBiome(); const tMainTerrain = rBiomeT1(); const tForestFloor1 = rBiomeT2(); const tForestFloor2 = rBiomeT3(); const tCliff = rBiomeT4(); const tTier1Terrain = rBiomeT5(); const tTier2Terrain = rBiomeT6(); const tTier3Terrain = rBiomeT7(); const tHill = rBiomeT8(); const tDirt = rBiomeT9(); const tRoad = rBiomeT10(); const tRoadWild = rBiomeT11(); const tTier4Terrain = rBiomeT12(); const tShoreBlend = rBiomeT13(); const tShore = rBiomeT14(); const tWater = rBiomeT15(); // gaia entities const oTree1 = rBiomeE1(); const oTree2 = rBiomeE2(); const oTree3 = rBiomeE3(); const oTree4 = rBiomeE4(); const oTree5 = rBiomeE5(); const oFruitBush = rBiomeE6(); const oChicken = rBiomeE7(); const oMainHuntableAnimal = rBiomeE8(); const oFish = rBiomeE9(); const oSecondaryHuntableAnimal = rBiomeE10(); const oStoneLarge = rBiomeE11(); const oStoneSmall = rBiomeE12(); const oMetalLarge = rBiomeE13(); const oWood = "gaia/special_treasure_wood"; // decorative props const aGrass = rBiomeA1(); const aGrassShort = rBiomeA2(); const aReeds = rBiomeA3(); const aLillies = rBiomeA4(); const aRockLarge = rBiomeA5(); const aRockMedium = rBiomeA6(); const aBushMedium = rBiomeA7(); const aBushSmall = rBiomeA8(); const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 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 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(); // 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(20,29); var shoreRadius = 6; var elevation = 3; var hillSize = PI * radius * radius; // 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 the hill var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tMainTerrain , tMainTerrain, tMainTerrain], // terrains [1, shoreRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation shoreRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); // create starting units placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'}); // 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(oFruitBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create woods var bbAngle = randFloat(0, TWO_PI); var bbDist = 13; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oWood, 14,14, 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); var hillSize = PI * radius * radius; // create starting trees var num = 5; 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(oTree1, num, num, 0,3)], 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); } //create docks var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3); if (dockLocation !== undefined) placeObject(dockLocation[0], dockLocation[1], "structures/" + g_MapSettings.PlayerData[id-1].Civ + "_dock", id, playerAngle[i] + PI); } var landAreas = []; var playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12,16))); var landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12,16))); for (var x = 0; x < mapSize; ++x) for (var z = 0; z < mapSize; ++z) if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) landAreas.unshift([x, z]); var chosenPoint; var landAreLen; log("Creating big islands..."); var numIslands = scaleByMapSize(4, 14) for (var i = 0; i < numIslands; ++i) { landAreLen = landAreas.length; if (!landAreLen) break; chosenPoint = landAreas[randInt(0, landAreLen)]; // create big islands placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(30,70)); //placer = new ClumpPlacer(floor(hillSize*randFloat(0.9,2.1)), 0.80, 0.1, 0.07, chosenPoint[0], chosenPoint[1]); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6); var newIsland = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), 1, 1 ); if (newIsland !== undefined) { var temp = [] for (var j = 0; j < landAreLen; ++j) { var x = landAreas[j][0], z = landAreas[j][1]; if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) temp.push([x, z]); } landAreas = temp; } } playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9,12))); landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9,12))); log("Creating small islands..."); numIslands = scaleByMapSize(6, 18)*scaleByMapSize(1,3) for (var i = 0; i < numIslands; ++i) { landAreLen = landAreas.length; if (!landAreLen) break; chosenPoint = landAreas[randInt(0, landAreLen)]; placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(22,40)); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), 1, 1 ); if (newIsland !== undefined) { var temp = [] for (var j = 0; j < landAreLen; ++j) { var x = landAreas[j][0], z = landAreas[j][1]; if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) temp.push([x, z]); } landAreas = temp; } } paintTerrainBasedOnHeight(1, 3, 0, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // 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 bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, [avoidClasses(clWater, 2, clPlayer, 0), stayClasses(clLand, 3)], scaleByMapSize(20, 100) ); // create hills log("Creating hills..."); placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], scaleByMapSize(4, 13) ); // calculate desired number of trees for map (based on size) if (random_terrain == 6) { var MIN_TREES = 200; var MAX_TREES = 1250; var P_FOREST = 0; } else if (random_terrain == 7) { var MIN_TREES = 1000; var MAX_TREES = 6000; var P_FOREST = 0.52; } else { var MIN_TREES = 500; var MAX_TREES = 3000; 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 = [ [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]], [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]] ]; // some variation if (random_terrain != 6) { 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(2,5))), 0.5); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], [avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)], num ); } } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; var numb = 1; if (random_terrain == 6) numb = 3 for (var i = 0; i < sizes.length; i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new LayeredPainter( [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)], numb*scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); 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 TerrainPainter(tTier4Terrain); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)], numb*scaleByMapSize(15, 45) ); } RMS.SetProgress(55); 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(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)], 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(clForest, 1, clPlayer, 0, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(65); // 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), stayClasses(clLand, 5)], 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), stayClasses(clLand, 5)], scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)], 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)], 3 * numPlayers, 50 ); // create fruit bush log("Creating fruit bush..."); group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)], randInt(1, 4) * numPlayers + 2, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clLand, 4, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20), 25 * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // 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, 1, clForest, 1, clHill, 1, clPlayer, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 6)], num ); } var planetm = 1; if (random_terrain==7) { planetm = 8; } //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200), 50 ); random_terrain = randInt(1,3) if (random_terrain==1){ setSkySet("cirrus"); } else if (random_terrain ==2){ setSkySet("cumulus"); } else if (random_terrain ==3){ setSkySet("sunny"); } setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); // Export map data ExportMap();