forked from 0ad/0ad
545 lines
15 KiB
JavaScript
545 lines
15 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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const tForestFloor2 = rBiomeT3();
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const tCliff = rBiomeT4();
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const tTier1Terrain = rBiomeT5();
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const tTier2Terrain = rBiomeT6();
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const tTier3Terrain = rBiomeT7();
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const tHill = rBiomeT8();
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const tDirt = rBiomeT9();
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const tRoad = rBiomeT10();
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const tRoadWild = rBiomeT11();
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const tTier4Terrain = rBiomeT12();
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const tShoreBlend = rBiomeT13();
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var tShore = rBiomeT14();
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var tWater = rBiomeT15();
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if (random_terrain == 7)
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{
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tShore = "tropic_dirt_b_plants";
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tWater = "tropic_dirt_b";
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}
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// gaia entities
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const oTree1 = rBiomeE1();
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const oTree2 = rBiomeE2();
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const oTree3 = rBiomeE3();
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const oTree4 = rBiomeE4();
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const oTree5 = rBiomeE5();
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const oFruitBush = rBiomeE6();
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const oChicken = rBiomeE7();
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const oMainHuntableAnimal = rBiomeE8();
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const oFish = rBiomeE9();
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const oSecondaryHuntableAnimal = rBiomeE10();
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const oStoneLarge = rBiomeE11();
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const oStoneSmall = rBiomeE12();
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const oMetalLarge = rBiomeE13();
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// decorative props
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const aGrass = rBiomeA1();
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const aGrassShort = rBiomeA2();
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const aReeds = rBiomeA3();
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const aLillies = rBiomeA4();
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const aRockLarge = rBiomeA5();
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const aRockMedium = rBiomeA6();
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const aBushMedium = rBiomeA7();
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const aBushSmall = rBiomeA8();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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const numPlayers = getNumPlayers();
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const mapSize = getMapSize();
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const mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clShallow = createTileClass();
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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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placeTerrain(ix, iz, tMainTerrain);
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}
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}
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
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var placer = new ClumpPlacer(mapArea * 0.01 * lSize, 0.7, 0.1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater, tWater], // terrains
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[1, 4, 2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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-3, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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fx = fractionToTiles(playerX[i]);
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fz = fractionToTiles(playerZ[i]);
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ix = round(fx);
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iz = round(fz);
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addToClass(ix, iz, clPlayer);
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addToClass(ix+5, iz, clPlayer);
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addToClass(ix, iz+5, clPlayer);
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addToClass(ix-5, iz, clPlayer);
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addToClass(ix, iz-5, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,2)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 12;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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var hillSize = PI * radius * radius;
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// create starting trees
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var num = 2;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oTree1, num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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// create grass tufts
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var num = hillSize / 250;
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for (var j = 0; j < num; j++)
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{
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var gAngle = randFloat(0, TWO_PI);
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var gDist = radius - (5 + randInt(7));
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var gX = round(fx + gDist * cos(gAngle));
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var gZ = round(fz + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gZ
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);
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createObjectGroup(group, 0);
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}
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}
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RMS.SetProgress(20);
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//init rivers
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var PX = new Array(numPlayers+1);
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var PZ = new Array(numPlayers+1);
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//isRiver actually tells us if two points must be joined by river
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var isRiver = new Array(numPlayers+1);
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for (var q=0; q <numPlayers+1; q++)
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{
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isRiver[q]=new Array(numPlayers+1);
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}
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//At first nothing is joined
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for (var m = 0; m < numPlayers+1; m++){
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for (var n = 0; n < numPlayers+1; n++){
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isRiver[m][n] = 0;
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}
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}
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//creating the first point in the center. all others are
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//connected to this one so all of our rivers join together
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//in the middle of the map
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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var ix = round(fx);
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var iz = round(fz);
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PX[numPlayers]= fx;
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PZ[numPlayers]= fz;
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var riverAngle = new Array(numPlayers);
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for (var c = 0 ; c < numPlayers ; c++)
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{
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//creating other points of the river and making them
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// join the point in the center of the map
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riverAngle[c] = startAngle + (((2 * c + 1) / (numPlayers * 2)) * TWO_PI );
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PX[c] = round(fractionToTiles(0.5 + 0.5 * cos(riverAngle[c])));
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PZ[c] = round(fractionToTiles(0.5 + 0.5 * sin(riverAngle[c])));
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//log (playerIDs[c], ",,," ,playerIDs[0]);
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//isRiver[c][numPlayers]=1;
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if ((c == numPlayers-1)&&(!areAllies(playerIDs[c]-1, playerIDs[0]-1)))
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{
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isRiver[c][numPlayers]=1;
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}
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else if ((c < numPlayers-1)&&(!areAllies(playerIDs[c]-1, playerIDs[c+1]-1)))
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{
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isRiver[c][numPlayers]=1;
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}
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}
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//theta is the start value for rndRiver function. seed implies
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//the randomness. we must have one of these for each river we create.
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//shallowpoint and shallow length define the place and size of the shallow part
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var theta = new Array(numPlayers);
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var seed = new Array(numPlayers);
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var shallowpoint = new Array(numPlayers);
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var shallowlength = new Array(numPlayers);
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for (var q=0; q <numPlayers+1; q++)
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{
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theta[q]=randFloat(0, 1);
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seed[q]=randFloat(2,3);
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shallowpoint[q]=randFloat(0.2,0.7);
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shallowlength[q]=randFloat(0.12,0.21);
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}
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//create rivers
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//checking all the tiles
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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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for (var m = 0; m < numPlayers+1; m++)
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{
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for (var n = 0; n < numPlayers+1; n++)
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{
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//checking if there is a river between those points
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if(isRiver[m][n] == 1)
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{
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//very important calculations. don't change anything. results
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//"dis" which is the distance to the riverline and "y" and "xm" which are
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//the coordinations for the point it's image is in.
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var a = PZ[m]-PZ[n];
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var b = PX[n]-PX[m];
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var c = (PZ[m]*(PX[m]-PX[n]))-(PX[m]*(PZ[m]-PZ[n]));
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var dis = abs(a*ix + b*iz + c)/sqrt(a*a + b*b);
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if (abs(a*ix + b*iz + c) != 0)
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{
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var alamat = (a*ix + b*iz + c)/abs(a*ix + b*iz + c);
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}
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else
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{
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var alamat = 1;
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}
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var k = (a*ix + b*iz + c)/(a*a + b*b);
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var y = iz-(b*k);
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var xm = ix-(a*k);
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//this calculates which "part" of the river are we in now.
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//used for the function rndRiver.
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var sit = sqrt((PZ[n]-y)*(PZ[n]-y)+(PX[n]-xm)*(PX[n]-xm))/sqrt((PZ[n]-PZ[m])*(PZ[n]-PZ[m])+(PX[n]-PX[m])*(PX[n]-PX[m]));
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var sbms = scaleByMapSize(5,15) + alamat * ( scaleByMapSize(20, 60) * rndRiver( theta[m] + sit * 0.5 * (mapSize/64) , seed[m]) );
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if((dis < sbms)&&(y <= Math.max(PZ[m],PZ[n]))&&(y >= Math.min(PZ[m],PZ[n])))
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{
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//create the deep part of the river
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if (dis <= sbms-5){
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if ((sit > shallowpoint[m])&&(sit < shallowpoint[m]+shallowlength[m]))
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{
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//create the shallow part
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var h = -1;
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addToClass(ix, iz, clShallow);
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}
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else
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{
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var h = -3;
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}
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var t = tWater;
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addToClass(ix, iz, clWater);
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}
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//creating the rough edges
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else if (dis <= sbms)
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{
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if ((sit > shallowpoint[m])&&(sit < shallowpoint[m]+shallowlength[m]))
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{
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if (2-(sbms-dis)<-1)
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{
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//checking if there is shallow water here
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var h = -1;
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addToClass(ix, iz, clShallow);
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}
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else
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{
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var h = 2-(sbms-dis);
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}
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}
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else
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{
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var h = 2-(sbms-dis);
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}
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//we must create shore lines for more beautiful terrain
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if (sbms-dis<=2)
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{
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var t = tShore;
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}
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else
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{
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var t = tWater;
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}
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addToClass(ix, iz, clWater);
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}
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//we don't want to cause problems when river joins sea
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if (getHeight(ix, iz)>h)
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{
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placeTerrain(ix, iz, t);
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setHeight(ix, iz, h);
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}
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}
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}
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}
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}
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}
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}
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RMS.SetProgress(40);
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// create bumps
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createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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// create hills
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if (randInt(1,2) == 1)
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createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
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else
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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
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// create forests
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
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clForest,
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1.0,
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random_terrain
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);
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RMS.SetProgress(50);
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// create dirt patches
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log("Creating dirt patches...");
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
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[1,1],
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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);
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// create grass patches
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log("Creating grass patches...");
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tTier4Terrain,
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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);
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RMS.SetProgress(55);
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log("Creating stone mines...");
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// create stone quarries
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
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)
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log("Creating metal mines...");
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// create large metal quarries
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1,1, 0,4)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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clMetal
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)
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RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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planetm = 8;
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createDecoration
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(
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[[new SimpleObject(aRockMedium, 1,3, 0,1)],
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
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[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)],
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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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planetm * scaleByMapSize(13, 200),
|
|
planetm * scaleByMapSize(13, 200),
|
|
planetm * scaleByMapSize(13, 200)
|
|
],
|
|
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
|
|
);
|
|
|
|
// create water decoration in the shallow parts
|
|
createDecoration
|
|
(
|
|
[[new SimpleObject(aReeds, 1,3, 0,1)],
|
|
[new SimpleObject(aLillies, 1,2, 0,1)]
|
|
],
|
|
[
|
|
scaleByMapSize(800, 12800),
|
|
scaleByMapSize(800, 12800)
|
|
],
|
|
stayClasses(clShallow, 0)
|
|
);
|
|
|
|
RMS.SetProgress(70);
|
|
|
|
// create animals
|
|
createFood
|
|
(
|
|
[
|
|
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
|
|
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
|
|
],
|
|
[
|
|
3 * numPlayers,
|
|
3 * numPlayers
|
|
],
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
|
|
);
|
|
|
|
// create fruits
|
|
createFood
|
|
(
|
|
[
|
|
[new SimpleObject(oFruitBush, 5,7, 0,4)]
|
|
],
|
|
[
|
|
3 * numPlayers
|
|
],
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
|
|
);
|
|
|
|
// create fish
|
|
createFood
|
|
(
|
|
[
|
|
[new SimpleObject(oFish, 2,3, 0,2)]
|
|
],
|
|
[
|
|
25 * numPlayers
|
|
],
|
|
[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
|
|
);
|
|
|
|
RMS.SetProgress(85);
|
|
|
|
// create straggler trees
|
|
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
|
|
createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
|
|
|
|
setWaterWaviness(3);
|
|
// Export map data
|
|
|
|
ExportMap();
|