forked from 0ad/0ad
449 lines
12 KiB
JavaScript
449 lines
12 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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//set up the random terrain
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var random_var = randInt(1,2);
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//late spring
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if (random_var == 1)
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{
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setFogThickness(0.26);
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setFogFactor(0.4);
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setPPEffect("hdr");
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setPPSaturation(0.48);
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setPPContrast(0.53);
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setPPBloom(0.12);
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var tPrimary = ["alpine_dirt_grass_50"];
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var tForestFloor = "alpine_forrestfloor";
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var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
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var tSecondary = "alpine_grass_rocky";
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var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
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var tSnowLimited = ["alpine_snow_rocky"];
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var tDirt = "alpine_dirt";
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tShore = "alpine_shore_rocks_grass_50";
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var tWater = "alpine_shore_rocks";
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// gaia entities
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var oPine = "gaia/flora_tree_pine";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oRabbit = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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}
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else
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//winter
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{
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setFogFactor(0.35);
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setFogThickness(0.19);
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setPPSaturation(0.37);
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setPPEffect("hdr");
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var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
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var tForestFloor = "alpine_forrestfloor_snow";
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var tCliff = ["alpine_cliff_snow"];
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var tSecondary = "alpine_grass_snow_50";
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var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
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var tSnowLimited = ["alpine_snow_a", "alpine_snow_b"];
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var tDirt = "alpine_dirt";
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tShore = "alpine_shore_rocks_icy";
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var tWater = "alpine_shore_rocks";
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// gaia entities
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var oPine = "gaia/flora_tree_pine_w";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oRabbit = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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}
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//other constants
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const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
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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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//cover the ground with the primary terrain chosen in the beginning
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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, tPrimary);
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}
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}
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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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var fx = fractionToTiles(playerX[i]);
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var 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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var 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(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 = floor(hillSize / 100);
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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(oPine, 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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// create hills
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log("Creating hills...");
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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 8), clHill, scaleByMapSize(10, 40) * numPlayers, floor(scaleByMapSize(40, 60)), floor(scaleByMapSize(4, 5)), floor(scaleByMapSize(7, 15)), floor(scaleByMapSize(5, 15)));
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var lakeAreas = [];
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var playerConstraint = new AvoidTileClassConstraint(clPlayer, 20);
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var waterConstraint = new AvoidTileClassConstraint(clWater, 8);
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for (var x = 0; x < mapSize; ++x)
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for (var z = 0; z < mapSize; ++z)
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if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z))
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lakeAreas.push([x, z]);
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var chosenPoint;
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var lakeAreaLen;
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// create lakes
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log("Creating lakes...");
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var numLakes = scaleByMapSize(5, 16)
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for (var i = 0; i < numLakes; ++i)
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{
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lakeAreaLen = lakeAreas.length;
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if (!lakeAreaLen)
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break;
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chosenPoint = lakeAreas[randInt(0, lakeAreaLen)];
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placer = new ChainPlacer(1, floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(40, 180)), 0.7, chosenPoint[0], chosenPoint[1]);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1, 3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
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var newLake = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 20, clWater, 8),
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1, 1
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);
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if (newLake !== undefined)
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{
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var temp = []
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for (var j = 0; j < lakeAreaLen; ++j)
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{
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var x = lakeAreas[j][0], z = lakeAreas[j][1];
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if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z))
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temp.push([x, z]);
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}
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lakeAreas = temp;
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}
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}
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paintTerrainBasedOnHeight(3, floor(scaleByMapSize(20, 40)), 0, tCliff);
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paintTerrainBasedOnHeight(floor(scaleByMapSize(20, 40)), 100, 3, tSnowLimited);
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// create bumps
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createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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// create forests
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createForests(
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[tPrimary, tForestFloor, tForestFloor, pForest, pForest],
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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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);
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RMS.SetProgress(60);
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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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[[tDirt,tHalfSnow], [tHalfSnow,tSnowLimited]],
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[2],
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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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tSecondary,
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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(65);
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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(70);
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// create decoration
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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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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200)
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],
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
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);
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RMS.SetProgress(75);
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// create animals
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createFood
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(
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[
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[new SimpleObject(oDeer, 5,7, 0,4)],
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[new SimpleObject(oRabbit, 2,3, 0,2)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
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);
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// create fruits
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createFood
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(
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[
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[new SimpleObject(oBerryBush, 5,7, 0,4)]
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],
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[
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randInt(1, 4) * numPlayers + 2
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
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);
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// create fish
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createFood
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(
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[
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[new SimpleObject(oFish, 2,3, 0,2)]
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],
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[
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15 * numPlayers
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],
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[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
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);
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RMS.SetProgress(85);
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// create straggler trees
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var types = [oPine];
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createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 3, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
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random_var = randInt(1,3)
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if (random_var==1)
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setSkySet("cirrus");
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else if (random_var ==2)
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setSkySet("cumulus");
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else if (random_var ==3)
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setSkySet("sunny");
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setSunRotation(randFloat(0, TWO_PI));
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setSunElevation(randFloat(PI/ 5, PI / 3));
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setWaterColour(0.0, 0.047, 0.286); // dark majestic blue
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setWaterTint(0.471, 0.776, 0.863); // light blue
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setWaterMurkiness(0.82);
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setWaterWaviness(3.0);
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setWaterType("clap");
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// Export map data
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ExportMap(); |