forked from 0ad/0ad
711 lines
20 KiB
JavaScript
711 lines
20 KiB
JavaScript
RMS.LoadLibrary("rmgen");
|
|
|
|
|
|
//random terrain textures
|
|
var rt = randomizeBiome();
|
|
|
|
var tGrass = rBiomeT1();
|
|
var tGrassPForest = rBiomeT2();
|
|
var tGrassDForest = rBiomeT3();
|
|
var tCliff = rBiomeT4();
|
|
var tGrassA = rBiomeT5();
|
|
var tGrassB = rBiomeT6();
|
|
var tGrassC = rBiomeT7();
|
|
var tHill = rBiomeT8();
|
|
var tDirt = rBiomeT9();
|
|
var tRoad = rBiomeT10();
|
|
var tRoadWild = rBiomeT11();
|
|
var tGrassPatch = rBiomeT12();
|
|
var tShoreBlend = rBiomeT13();
|
|
var tShore = rBiomeT14();
|
|
var tWater = rBiomeT15();
|
|
|
|
// gaia entities
|
|
var oOak = rBiomeE1();
|
|
var oOakLarge = rBiomeE2();
|
|
var oApple = rBiomeE3();
|
|
var oPine = rBiomeE4();
|
|
var oAleppoPine = rBiomeE5();
|
|
var oBerryBush = rBiomeE6();
|
|
var oChicken = rBiomeE7();
|
|
var oDeer = rBiomeE8();
|
|
var oFish = rBiomeE9();
|
|
var oSheep = rBiomeE10();
|
|
var oStoneLarge = rBiomeE11();
|
|
var oStoneSmall = rBiomeE12();
|
|
var oMetalLarge = rBiomeE13();
|
|
var oWood = "gaia/special_treasure_wood";
|
|
var oFood = "gaia/special_treasure_food_bin";
|
|
|
|
// decorative props
|
|
var aGrass = rBiomeA1();
|
|
var aGrassShort = rBiomeA2();
|
|
var aReeds = rBiomeA3();
|
|
var aLillies = rBiomeA4();
|
|
var aRockLarge = rBiomeA5();
|
|
var aRockMedium = rBiomeA6();
|
|
var aBushMedium = rBiomeA7();
|
|
var aBushSmall = rBiomeA8();
|
|
var aTree = rBiomeA9();
|
|
|
|
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
|
|
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
|
|
const BUILDING_ANGlE = -PI/4;
|
|
|
|
// initialize map
|
|
|
|
log("Initializing map...");
|
|
|
|
InitMap();
|
|
|
|
var numPlayers = getNumPlayers();
|
|
var mapSize = getMapSize();
|
|
var mapArea = mapSize*mapSize;
|
|
|
|
// create tile classes
|
|
|
|
var clPlayer = createTileClass();
|
|
var clHill = createTileClass();
|
|
var clHill2 = 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++)
|
|
{
|
|
var x = ix / (mapSize + 1.0);
|
|
var z = iz / (mapSize + 1.0);
|
|
placeTerrain(ix, iz, tGrass);
|
|
}
|
|
}
|
|
|
|
var fx = fractionToTiles(0.5);
|
|
var fz = fractionToTiles(0.5);
|
|
ix = round(fx);
|
|
iz = round(fz);
|
|
|
|
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
|
|
|
|
var placer = new ClumpPlacer(mapArea * 0.065 * lSize, 0.7, 0.1, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tGrass, tGrass], // terrains
|
|
[3] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
3, // elevation
|
|
3 // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], 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(18,32);
|
|
var cliffRadius = 2;
|
|
var elevation = 20;
|
|
var hillSize = PI * radius * radius;
|
|
// get the x and z in tiles
|
|
fx = fractionToTiles(playerX[i]);
|
|
fz = fractionToTiles(playerZ[i]);
|
|
ix = round(fx);
|
|
iz = round(fz);
|
|
// create the hill
|
|
var placer = new ClumpPlacer(hillSize, 0.65, 0.1, 10, ix, iz);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tGrass, tGrass], // terrains
|
|
[cliffRadius] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
3, // elevation
|
|
cliffRadius // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], 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, 0,3)],
|
|
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 = 11;
|
|
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 = floor(hillSize / 100);
|
|
var tAngle = randFloat(-PI/3, 4*PI/3);
|
|
var tDist = 12;
|
|
var tX = round(fx + tDist * cos(tAngle));
|
|
var tZ = round(fz + tDist * sin(tAngle));
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oOak, num, num, 0,4)],
|
|
false, clBaseResource, tX, tZ
|
|
);
|
|
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
|
|
|
// create grass tufts
|
|
var num = hillSize / 250;
|
|
for (var j = 0; j < num; j++)
|
|
{
|
|
var gAngle = randFloat(0, TWO_PI);
|
|
var gDist = radius - (5 + randInt(7));
|
|
var gX = round(fx + gDist * cos(gAngle));
|
|
var gZ = round(fz + gDist * sin(gAngle));
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
|
|
false, clBaseResource, gX, gZ
|
|
);
|
|
createObjectGroup(group, 0);
|
|
}
|
|
|
|
// create the city patch
|
|
var cityRadius = radius/2;
|
|
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]));
|
|
var painter = new LayeredPainter([tGrass, tGrass], [1]);
|
|
createArea(placer, [painter, paintClass(clPlayer)], null);
|
|
|
|
}
|
|
|
|
placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5));
|
|
var painter = new LayeredPainter([tRoad, tRoad], [1]);
|
|
createArea(placer, [painter, paintClass(clHill)], null);
|
|
|
|
for (var i = 0; i < scaleByMapSize(9,16); i++)
|
|
{
|
|
var ix = randInt(1, mapSize - 1);
|
|
var iz = randInt(1, mapSize - 1);
|
|
var ix2 = randInt(1, mapSize - 1);
|
|
var iz2 = randInt(1, mapSize - 1);
|
|
var placer = new PathPlacer(ix, iz, ix2, iz2, scaleByMapSize(11,16), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tGrass, tGrass], // terrains
|
|
[3] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
30, // elevation
|
|
3 // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill2)], avoidClasses(clPlayer, 6, clHill2, 3, clHill, 2));
|
|
}
|
|
|
|
for (var g = 0; g < scaleByMapSize(20,80); g++)
|
|
{
|
|
var tx = randInt(1, mapSize - 1);
|
|
var tz = randInt(1, mapSize - 1);
|
|
|
|
placer = new ClumpPlacer(mapArea * 0.01 * lSize, 0.7, 0.1, 10, tx, tz);
|
|
terrainPainter = new LayeredPainter(
|
|
[tGrass, tGrass], // terrains
|
|
[3] // widths
|
|
);
|
|
elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
3, // elevation
|
|
3 // blend radius
|
|
);
|
|
var newarea = createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 6));
|
|
if (newarea !== null)
|
|
{
|
|
var distances = new Array(0);
|
|
var d1 = 9999;
|
|
var d2 = 9999;
|
|
var p1 = -1;
|
|
var p2 = 0;
|
|
for (var i = 0; i < numPlayers; i++)
|
|
{
|
|
distances.push(sqrt((tx-mapSize*playerX[i])*(tx-mapSize*playerX[i])+(tz-mapSize*playerZ[i])*(tz-mapSize*playerZ[i])));
|
|
}
|
|
for (var a = 0; a < numPlayers; a++)
|
|
{
|
|
if (d1 >= distances[a])
|
|
{
|
|
d2 = d1;
|
|
d1 = distances[a];
|
|
p2 = p1;
|
|
p1 = a;
|
|
}
|
|
else if (d2 >= distances[a])
|
|
{
|
|
d2 = distances[a];
|
|
p2 = a;
|
|
}
|
|
}
|
|
|
|
var placer = new PathPlacer(tx, tz, mapSize*playerX[p1], mapSize*playerZ[p1], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tGrass, tGrass], // terrains
|
|
[3] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
3, // elevation
|
|
3 // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
|
|
var placer = new PathPlacer(tx, tz, mapSize*playerX[p2], mapSize*playerZ[p2], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tGrass, tGrass], // terrains
|
|
[3] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
3, // elevation
|
|
3 // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
|
}
|
|
}
|
|
|
|
|
|
for (var i = 0; i < numPlayers; i++)
|
|
{
|
|
if (i+1 == numPlayers)
|
|
{
|
|
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
|
}
|
|
else
|
|
{
|
|
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
|
}
|
|
var terrainPainter = new LayeredPainter(
|
|
[tRoadWild, tRoad], // terrains
|
|
[1] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
3, // elevation
|
|
3 // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null);
|
|
|
|
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(0.5), fractionToTiles(0.5), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
|
var terrainPainter = new LayeredPainter(
|
|
[tRoadWild, tRoad], // terrains
|
|
[1] // widths
|
|
);
|
|
var elevationPainter = new SmoothElevationPainter(
|
|
ELEVATION_SET, // type
|
|
3, // elevation
|
|
3 // blend radius
|
|
);
|
|
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null);
|
|
|
|
}
|
|
|
|
for (var i = 0; i < numPlayers; i++)
|
|
{
|
|
// create the city patch
|
|
var cityRadius = radius/3;
|
|
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]));
|
|
var painter = new LayeredPainter([tRoad, tRoad], [1]);
|
|
createArea(placer, [painter, paintClass(clPlayer)], null);
|
|
}
|
|
|
|
placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5));
|
|
var painter = new LayeredPainter([tRoad, tRoad], [1]);
|
|
createArea(placer, [painter, paintClass(clHill)], null);
|
|
|
|
RMS.SetProgress(20);
|
|
|
|
paintTerrainBasedOnHeight(3.1, 29, 0, tCliff);
|
|
paintTileClassBasedOnHeight(3.1, 32, 0, clHill2);
|
|
|
|
// create bumps
|
|
log("Creating bumps...");
|
|
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
|
|
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
|
|
createAreas(
|
|
placer,
|
|
painter,
|
|
[avoidClasses(clWater, 2, clPlayer, 2), stayClasses(clLand, 2)],
|
|
scaleByMapSize(100, 200)
|
|
);
|
|
|
|
// create hills
|
|
log("Creating hills...");
|
|
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
|
terrainPainter = new LayeredPainter(
|
|
[tCliff, tHill], // terrains
|
|
[2] // widths
|
|
);
|
|
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
|
|
createAreas(
|
|
placer,
|
|
[terrainPainter, elevationPainter, paintClass(clHill)],
|
|
[avoidClasses(clPlayer, 2, clHill, 8, clHill2, 8), stayClasses(clLand, 5)],
|
|
scaleByMapSize(1, 4) * numPlayers
|
|
);
|
|
|
|
// create hills
|
|
log("Creating hills...");
|
|
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
|
terrainPainter = new LayeredPainter(
|
|
[tCliff, tGrass], // terrains
|
|
[2] // widths
|
|
);
|
|
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 40, 2);
|
|
createAreas(
|
|
placer,
|
|
[terrainPainter, elevationPainter, paintClass(clHill)],
|
|
avoidClasses(clLand, 1, clHill, 1),
|
|
scaleByMapSize(20, 150)
|
|
);
|
|
|
|
// calculate desired number of trees for map (based on size)
|
|
if (rt == 6)
|
|
{
|
|
var MIN_TREES = 200;
|
|
var MAX_TREES = 1250;
|
|
var P_FOREST = 0.02;
|
|
}
|
|
else if (rt == 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 = [
|
|
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
|
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
|
]; // some variation
|
|
|
|
if (rt == 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, 1, clForest, 5, clHill, 1, clHill2, 0), stayClasses(clLand, 4)],
|
|
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(
|
|
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
|
[1,1] // widths
|
|
);
|
|
createAreas(
|
|
placer,
|
|
[painter, paintClass(clDirt)],
|
|
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)],
|
|
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(tGrassPatch);
|
|
createAreas(
|
|
placer,
|
|
painter,
|
|
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)],
|
|
scaleByMapSize(15, 45)
|
|
);
|
|
}
|
|
RMS.SetProgress(55);
|
|
|
|
|
|
log("Creating stone mines...");
|
|
// create large stone quarries
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 3, clRock, 10, clHill, 1, clHill2, 1), stayClasses(clLand, 2)],
|
|
scaleByMapSize(6,24), 100
|
|
);
|
|
|
|
// create small stone quarries
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 3, clRock, 10, clHill, 1, clHill2, 1), stayClasses(clLand, 2)],
|
|
scaleByMapSize(6,24), 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, 3, clMetal, 10, clRock, 5, clHill, 1, clHill2, 1), stayClasses(clLand, 2)],
|
|
scaleByMapSize(6,24), 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),
|
|
3*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),
|
|
3*scaleByMapSize(8, 131), 50
|
|
);
|
|
|
|
// create actor trees
|
|
log("Creating actor trees...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aTree, 1,1, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clLand, 5),
|
|
scaleByMapSize(200, 800), 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(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)],
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create berries
|
|
log("Creating berries...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oBerryBush, 5,7, 0,4)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)],
|
|
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(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)],
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
RMS.SetProgress(85);
|
|
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oOak, oOakLarge, oPine, oApple]; // some variation
|
|
var num = floor(numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(types[i], 1,1, 0,3)],
|
|
true, clForest
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clHill2, 1), stayClasses(clLand, 3)],
|
|
num
|
|
);
|
|
}
|
|
|
|
var planetm = 1;
|
|
if (rt==7)
|
|
{
|
|
planetm = 8;
|
|
}
|
|
//create small grass tufts
|
|
log("Creating small grass tufts...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)],
|
|
planetm * scaleByMapSize(13, 200)
|
|
);
|
|
|
|
RMS.SetProgress(90);
|
|
|
|
// create large grass tufts
|
|
log("Creating large grass tufts...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 3)],
|
|
planetm * scaleByMapSize(13, 200)
|
|
);
|
|
|
|
RMS.SetProgress(95);
|
|
|
|
// create bushes
|
|
log("Creating bushes...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)],
|
|
planetm * scaleByMapSize(13, 200), 50
|
|
);
|
|
|
|
// create treasures
|
|
var fx = fractionToTiles(0.5);
|
|
var fz = fractionToTiles(0.5);
|
|
for (var i = 0; i < randInt(3,8); i++)
|
|
{
|
|
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oWood, 0, randFloat(0, TWO_PI))
|
|
}
|
|
for (var i = 0; i < randInt(3,8); i++)
|
|
{
|
|
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oFood, 0, randFloat(0, TWO_PI))
|
|
}
|
|
|
|
rt = randInt(1,3)
|
|
if (rt==1){
|
|
setSkySet("cirrus");
|
|
}
|
|
else if (rt ==2){
|
|
setSkySet("cumulus");
|
|
}
|
|
else if (rt ==3){
|
|
setSkySet("sunny");
|
|
}
|
|
setSunRotation(randFloat(0, TWO_PI));
|
|
setSunElevation(randFloat(PI/ 5, PI / 3));
|
|
setWaterTint(0.447, 0.412, 0.322); // muddy brown
|
|
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
|
|
setWaterMurkiness(1.0);
|
|
setWaterReflectionTintStrength(0.677);
|
|
|
|
// Export map data
|
|
ExportMap(); |