forked from 0ad/0ad
518 lines
15 KiB
JavaScript
518 lines
15 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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const tCity = "medit_city_pavement";
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const tCityPlaza = "medit_city_pavement";
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const tHill = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"];
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const tMainDirt = "medit_dirt";
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const tCliff = "medit_cliff_aegean";
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const tForestFloor = "medit_grass_shrubs";
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const tGrass = "medit_grass_field";
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const tGrassSand50 = "medit_grass_field_a";
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const tGrassSand25 = "medit_grass_field_b";
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const tDirt = "medit_dirt_b";
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const tDirtCracks = "medit_dirt_c";
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const tShore = "medit_sand";
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const tWater = "medit_sand_wet";
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// gaia entities
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const oBerryBush = "gaia/flora_bush_berry";
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const oChicken = "gaia/fauna_chicken";
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const oDeer = "gaia/fauna_deer";
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const oFish = "gaia/fauna_fish";
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const oSheep = "gaia/fauna_sheep";
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const oGoat = "gaia/fauna_goat";
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const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
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const oStoneSmall = "gaia/geology_stone_mediterranean";
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const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
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const oDatePalm = "gaia/flora_tree_cretan_date_palm_short";
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const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall";
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const oCarob = "gaia/flora_tree_carob";
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const oFanPalm = "gaia/flora_tree_medit_fan_palm";
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const oPoplar = "gaia/flora_tree_poplar_lombardy";
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const oCypress = "gaia/flora_tree_cypress";
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// decorative props
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const aBush1 = "actor|props/flora/bush_medit_sm.xml";
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const aBush2 = "actor|props/flora/bush_medit_me.xml";
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const aBush3 = "actor|props/flora/bush_medit_la.xml";
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const aBush4 = "actor|props/flora/bush_medit_me.xml";
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const aBushes = [aBush1, aBush2, aBush3, aBush4];
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const aDecorativeRock = "actor|geology/stone_granite_med.xml";
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// terrain + entity (for painting)
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var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = 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 clGrass = createTileClass();
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var clHill = createTileClass();
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var clIsland = createTileClass();
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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 = primeSortPlayers(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 playerPos = new Array(numPlayers);
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var iop = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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iop = i - 1;
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if (!(numPlayers%2)){
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
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}
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else
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{
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if (iop%2)
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{
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
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}
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else
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{
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playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
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}
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}
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playerZ[i] = playerPos[i];
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playerX[i] = 0.2 + 0.6*(i%2);
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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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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = floor(fx);
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var iz = floor(fz);
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addToClass(ix, iz, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tCityPlaza, tCity], [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, 0,3)],
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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(oBerryBush, 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(oCarob, 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(aBush1, 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(30);
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const WATER_WIDTH = 0.35;
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log("Creating sea");
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var theta = randFloat(0, 1);
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var theta2 = randFloat(0, 1);
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var seed = randFloat(2,3);
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var seed2 = randFloat(2,3);
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for (ix = 0; ix < mapSize; ix++)
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{
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for (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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// add the rough shape of the water
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var km = 20/scaleByMapSize(35, 160);
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var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed);
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var cu2 = km*rndRiver(theta2+z*0.5*(mapSize/64),seed2);
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var fadeDist = 0.05;
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if ((x > cu + 0.5 - WATER_WIDTH/2) && (x < cu + 0.5 + WATER_WIDTH/2))
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{
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var h;
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if (x < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
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{
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h = 1 - 4.0 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - x)/fadeDist);
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}
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else if (x > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
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{
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h = 1 - 4.0 * (1 - (x - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
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}
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else
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{
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h = -3.0;
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}
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if (h < -1.5)
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{
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placeTerrain(ix, iz, tWater);
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}
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else
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{
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placeTerrain(ix, iz, tShore);
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}
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setHeight(ix, iz, h);
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if (h < 0){
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addToClass(ix, iz, clWater);
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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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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 6),
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scaleByMapSize(100, 200)
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);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 500;
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const MAX_TREES = 2500;
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const P_FOREST = 0.5;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var num = scaleByMapSize(10,30);
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placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
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painter = new TerrainPainter([tForestFloor, pForest]);
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createAreas(placer, [painter, paintClass(clForest)],
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avoidClasses(clPlayer, 8, clForest, 10, clWater, 1, clBaseResource, 3),
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num, 50
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);
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RMS.SetProgress(50);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 16, clForest, 1, clHill, 15, clWater, 3),
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scaleByMapSize(1, 4) * numPlayers
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);
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clForest, 0, clGrass, 5, clPlayer, 10, clWater, 1, clDirt, 5, clHill, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(55);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[tDirt,tDirtCracks],[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clForest, 0, clDirt, 5, clPlayer, 10, clWater, 1, clGrass, 5, clHill, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(60);
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// create islands
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log("Creating islands...");
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placer = new ClumpPlacer(scaleByMapSize(40, 240), 0.2, 0.1, 1);
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var terrainPainter = new LayeredPainter(
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[tShore, tHill], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 6, 4);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clIsland)],
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[avoidClasses(clPlayer, 8, clForest, 1, clIsland, 15), stayClasses (clWater, 4)],
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scaleByMapSize(1, 4) * numPlayers
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);
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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stayClasses(clIsland, 4),
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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stayClasses(clIsland, 4),
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scaleByMapSize(4,16), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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stayClasses(clIsland, 4),
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scaleByMapSize(4,16), 100
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);
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(65);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 1),
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scaleByMapSize(16, 262), 50
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);
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// create shrubs
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log("Creating shrubs...");
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group = new SimpleGroup(
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[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 1, clPlayer, 0, clHill, 1),
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scaleByMapSize(40, 360), 50
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);
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RMS.SetProgress(70);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup([new SimpleObject(oFish, 1,3, 2,6)], true, clFood);
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createObjectGroups(group, 0,
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[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)],
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3*scaleByMapSize(5,20), 50
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);
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// create sheeps
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log("Creating sheeps...");
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group = new SimpleGroup([new SimpleObject(oSheep, 5,7, 0,4)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
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scaleByMapSize(5,20), 50
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);
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// create goats
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log("Creating goats...");
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group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
|
|
scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
// create deers
|
|
log("Creating deers...");
|
|
group = new SimpleGroup([new SimpleObject(oDeer, 2,4, 0,2)], true, clFood);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
|
|
scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
RMS.SetProgress(90);
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // 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, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clHill, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
log("Creating straggler trees...");
|
|
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
|
|
var num = 10*floor(numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
stayClasses(clIsland, 4),
|
|
num
|
|
);
|
|
}
|
|
|
|
// Set environment
|
|
setSkySet("sunny");
|
|
setSunColour(0.917, 0.828, 0.734);
|
|
setWaterColour(0.292, 0.347, 0.691);
|
|
|
|
// Export map data
|
|
ExportMap(); |