RMS.LoadLibrary("rmgen"); // terrain textures const tGrass = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; const tForestFloor = "medit_grass_field_dry"; const tCliff = "medit_cliff_italia"; const tHill = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; const tGrassDirt = "medit_rocks_grass"; const tDirt = "medit_dirt"; const tRoad = "medit_city_tile"; const tRoadWild = "medit_city_tile"; const tGrass2 = "medit_rocks_grass_shrubs"; const tGrassPatch = "medit_grass_wild"; const tShoreBlend = "medit_sand"; const tShore = "medit_sand"; const tWater = "medit_sand"; // gaia entities const oCarob = "gaia/flora_tree_carob"; const oAleppoPine = "gaia/flora_tree_aleppo_pine"; const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; const oStoneLarge = "gaia/geology_stonemine_medit_quarry"; const oStoneSmall = "gaia/geology_stone_mediterranean"; const oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; const oWood = "gaia/special_treasure_wood"; const oFood = "gaia/special_treasure_food_bin"; // decorative props const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassShort = "actor|props/flora/grass_soft_large.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMedium = "actor|geology/stone_granite_med.xml"; const aBushMedium = "actor|props/flora/bush_medit_me.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; const aCarob = "actor|flora/trees/carob.xml"; const aAleppoPine = "actor|flora/trees/aleppo_pine.xml"; // terrain + entity (for painting) const pForest1 = [tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor]; const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, 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 clForest = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clTreasure = createTileClass(); var clGrass = 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(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(oBerryBush, 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); // create starting trees var num = 4; var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(11, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oCarob, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); var hillSize = PI * radius * radius; // 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(10); // 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(clPlayer, 9), scaleByMapSize(100, 200) ); // create hills 1 log("Creating hills 1..."); placer = new ClumpPlacer(scaleByMapSize(40, 300), 0.2, 0.1, 1); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 16, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 20, clHill, 10), 6*scaleByMapSize(1, 4) * numPlayers ); // create hills 2 log("Creating hills 2..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.18, 0.15, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 20, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 20, clHill, 7), 7*scaleByMapSize(1, 4) * numPlayers ); // create hills 3 log("Creating hills 2..."); placer = new ClumpPlacer(scaleByMapSize(10, 75), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 24, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], stayClasses(clHill, 0), 14*scaleByMapSize(1, 4) * numPlayers ); RMS.SetProgress(25); // calculate desired number of trees for map (based on size) const MIN_TREES = 400; const MAX_TREES = 2000; const 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 = [ [[tForestFloor, tGrass, pForest1], [tForestFloor, pForest1]], [[tForestFloor, tGrass, pForest2], [tForestFloor, pForest2]] ]; // some variation 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, 8, clHill, 1), num ); } RMS.SetProgress(40); // 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( [tGrassDirt,tDirt], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10), scaleByMapSize(20, 60) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(3, 32), scaleByMapSize(5, 48), scaleByMapSize(8, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [tGrass2,tGrassPatch], // terrains [1] // widths ); createAreas( placer, [painter, paintClass(clGrass)], avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10, clGrass, 15), scaleByMapSize(20, 60) ); } RMS.SetProgress(50); 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, 20, clMetal, 10, clRock, 5, clHill, 2)], 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, 20, clMetal, 10, clRock, 5, clHill, 2)], 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, 20, clMetal, 10, clRock, 5, clHill, 2)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(60); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(16, 262), 50 ); RMS.SetProgress(65); // 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(clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create berry bush log("Creating berry bush..."); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), randInt(3, 12) * numPlayers + 2, 50 ); // create food treasures log("Creating food treasures..."); group = new SimpleGroup( [new SimpleObject(oFood, 2,3, 0,2)], true, clTreasure ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5), 3 * numPlayers, 50 ); // create wood treasures log("Creating food treasures..."); group = new SimpleGroup( [new SimpleObject(oWood, 2,3, 0,2)], true, clTreasure ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 18, clHill, 1), 3 * numPlayers, 50 ); RMS.SetProgress(80); // create straggler trees log("Creating straggler trees..."); var types = [oCarob, oAleppoPine]; // 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(clForest, 1, clHill, 1, clPlayer, 10, clMetal, 1, clRock, 1, clTreasure, 1), num ); } // create hill trees log("Creating hill trees..."); var types = [aCarob, aAleppoPine]; // some variation var num = floor(0.5 * 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, stayClasses(clHill, 2), num ); } RMS.SetProgress(85); //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(clHill, 2, clPlayer, 16, clDirt, 0), 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(clHill, 2, clPlayer, 16, clDirt, 1, clForest, 0), 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(clHill, 1, clPlayer, 10, clDirt, 1), scaleByMapSize(13, 200), 50 ); // Export map data ExportMap();