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 = rBiomeT1(); 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(); // 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 pForestD = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForestP = [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; 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(); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { placeTerrain(ix, iz, tMainTerrain); } } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); var ix = round(fx); var iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 8)))); var placer = new ClumpPlacer(mapArea * 0.23, 1, 1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater, tWater], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); // 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 fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); 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; 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' : '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 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 = 2; var tAngle = randFloat(0, TWO_PI); 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); } } RMS.SetProgress(20); var split = 1; if ((mapSize == 128)&&(numPlayers <= 2)) { split = 2; } else if ((mapSize == 192)&&(numPlayers <= 3)) { split = 2; } else if ((mapSize == 256)&&(numPlayers <= 3)) { split = 3; } else if ((mapSize == 256)&&(numPlayers <= 4)) { split = 2; } else if ((mapSize == 320)&&(numPlayers <= 3)) { split = 3; } else if ((mapSize == 320)&&(numPlayers <= 4)) { split = 2; } else if ((mapSize == 384)&&(numPlayers <= 3)) { split = 4; } else if ((mapSize == 384)&&(numPlayers <= 4)) { split = 3; } else if ((mapSize == 384)&&(numPlayers <= 5)) { split = 2; } else if ((mapSize == 448)&&(numPlayers <= 2)) { split = 5; } else if ((mapSize == 448)&&(numPlayers <= 3)) { split = 4; } else if ((mapSize == 448)&&(numPlayers <= 4)) { split = 4; } else if ((mapSize == 448)&&(numPlayers <= 5)) { split = 3; } else if ((mapSize == 448)&&(numPlayers <= 6)) { split = 2; } //create rivers log ("Creating rivers..."); for (var m = 0; m < numPlayers*split; m++) { var tang = startAngle + (m+0.5)*TWO_PI/(numPlayers*split); var placer = new PathPlacer(fractionToTiles(0.5 + 0.15*cos(tang)), fractionToTiles(0.5 + 0.15*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(14,40), 0.0, 3*(scaleByMapSize(1,3)), 0.2, 0.05); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -4, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5)); placer = new ClumpPlacer(floor(PI*scaleByMapSize(14,40)*scaleByMapSize(14,40)/4), 1, 0, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang))); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4); createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5)); var tang = startAngle + (m)*TWO_PI/(numPlayers*split); var placer = new PathPlacer(fractionToTiles(0.5 + 0.05*cos(tang)), fractionToTiles(0.5 + 0.05*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(10,40), 0.0, 3*(scaleByMapSize(1,3)), 0.2, 0.05); var terrainPainter = new LayeredPainter( [tWater, tShore, tMainTerrain], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter], null); } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.15, 1, 1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater, tWater], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 4, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter], null); var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 8)))); var placer = new ClumpPlacer(mapArea * 0.09, 1, 1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -2, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter], null); var placer = new ClumpPlacer((mapSize - 50) * (mapSize - 50) * 0.09, 1, 1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater, tWater], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 4, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null); var placer = new ClumpPlacer(scaleByMapSize(6, 18)*scaleByMapSize(6, 18)*22, 1, 1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [1] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 20, // elevation 8 // blend radius ); createArea(placer, [terrainPainter, elevationPainter], null); paintTerrainBasedOnHeight(-6, 1, 1, tWater); paintTerrainBasedOnHeight(1, 2, 1, tShore); paintTerrainBasedOnHeight(2, 5, 1, tMainTerrain); paintTileClassBasedOnHeight(-6, 0.5, 1, clWater) unPaintTileClassBasedOnHeight(0.5, 10, 1, clWater) for (var i = 0; i < numPlayers; i++) { fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); // 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 hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tMainTerrain, tCliff, tHill], // terrains [1, 2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), scaleByMapSize(1, 4) * numPlayers ); // 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 = 0.02; } else if (random_terrain == 7) { var MIN_TREES = 1000; var MAX_TREES = 6000; var P_FOREST = 0.6; } 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, pForestD], [tForestFloor2, pForestD]], [[tForestFloor1, tMainTerrain, pForestP], [tForestFloor1, pForestP]] ]; // some variation if (random_terrain == 6) { var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers); } else { var size = numForest / (scaleByMapSize(2,8) * numPlayers); } var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2), num ); } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tTier4Terrain); createAreas( placer, painter, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), 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(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 ); 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), 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), 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, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), 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, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create fruits log("Creating fruits..."); group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), 3 * numPlayers, 50 ); // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1), 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), 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), 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, 2, clHill, 1, clPlayer, 1, clDirt, 1), 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();