forked from 0ad/0ad
423 lines
12 KiB
JavaScript
423 lines
12 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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const tCity = "desert_city_tile_plaza";
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const tSand = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
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const tDunes = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry"];
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const tDunes2 = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry", "desert_dirt_persia_2", "desert_dirt_persia_1"];
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const tFineSand = "desert_pebbles_rough";
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const tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"];
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const tForestFloor = "medit_grass_field_dry";
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const tRocky = "desert_dirt_persia_rocky";
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const tRocks = "desert_dirt_persia_rocks";
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const tDirt = "desert_dirt_rough";
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const tHill = "desert_cliff_persia_base";
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// gaia entities
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const oBerryBush = "gaia/flora_bush_grapes";
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const oChicken = "gaia/fauna_chicken";
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const oCamel = "gaia/fauna_camel";
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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 oLion = "gaia/fauna_lioness";
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const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
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const oStoneSmall = "gaia/geology_stone_desert_small";
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const oMetalLarge = "gaia/geology_metal_desert_slabs";
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const oDead = "gaia/flora_tree_dead";
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const oOak = "gaia/flora_tree_oak";
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// decorative props
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const aBush1 = "actor|props/flora/bush_desert_a.xml";
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const aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
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const aBush3 = "actor|props/flora/bush_dry_a.xml";
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const aBush4 = "actor|props/flora/plant_desert_a.xml";
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const aBushes = [aBush1, aBush2, aBush3, aBush4];
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const aDecorativeRock = "actor|geology/stone_desert_med.xml";
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// terrain + entity (for painting)
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const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
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const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor + TERRAIN_SEPARATOR + oDead, 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 clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clPatch = 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 clCP = createTileClass();
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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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// scale radius of player area by map size
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var radius = scaleByMapSize(15,25);
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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 = round(fx);
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var iz = round(fz);
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// calculate size based on the radius
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var size = PI * radius * radius;
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// create the player area
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var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
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createArea(placer, paintClass(clPlayer), null);
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// create the city patch
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var cityRadius = 10;
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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([tCity, tCity], [3]);
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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 = 11;
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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), new RandomObject(aBushes, 2,4, 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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// 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), new RandomObject(aBushes, 2,4, 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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// create starting trees
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var num = 3;
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var tAngle = randFloat(0, TWO_PI);
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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(oOak, 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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}
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RMS.SetProgress(10);
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// create patches
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log("Creating rock patches...");
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placer = new ClumpPlacer(scaleByMapSize(40, 150), 0.2, 0.1, 0);
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painter = new TerrainPainter(tRocky);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 2, clPlayer, 0),
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scaleByMapSize(5, 20)
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);
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RMS.SetProgress(15);
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var placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
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var painter = new TerrainPainter([tRocky, tRocks]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 2, clPlayer, 0),
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scaleByMapSize(15, 50)
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);
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RMS.SetProgress(20);
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log("Creating dirt patches...");
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placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0);
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painter = new TerrainPainter([tDirt]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 2, clPlayer, 0),
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scaleByMapSize(15, 50)
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);
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RMS.SetProgress(25);
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// create centeral plateau
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log("Creating centeral plateau...");
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var oRadius = scaleByMapSize(18, 68);
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placer = new ClumpPlacer(PI*oRadius*oRadius, 0.6, 0.15, 0, mapSize/2, mapSize/2);
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painter = new LayeredPainter([tDunes2, tDunes], [8]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 8);
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createArea(placer, [painter, elevationPainter, paintClass(clCP)], null);
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RMS.SetProgress(30);
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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, 22, 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, 3, clCP, 5, clHill, 10),
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scaleByMapSize(1, 4) * numPlayers * 3
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);
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RMS.SetProgress(35);
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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 = 0.7;
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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 types = [
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[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]],
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[[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 1, clCP, 1),
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num
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);
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}
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RMS.SetProgress(50);
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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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
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scaleByMapSize(2,8), 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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
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scaleByMapSize(2,8), 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), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
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createObjectGroups(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clCP, 1)],
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scaleByMapSize(2,8), 100
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);
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log("Creating centeral 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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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stayClasses(clCP, 3),
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5*scaleByMapSize(10,30), 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), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroups(group, 0,
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stayClasses(clCP, 3),
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5*scaleByMapSize(10,30), 100
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);
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log("Creating centeral metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
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createObjectGroups(group, 0,
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stayClasses(clCP, 3),
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5*scaleByMapSize(10,30), 100
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);
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RMS.SetProgress(60);
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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, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(16, 262), 50
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);
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RMS.SetProgress(65);
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//create bushes
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log("Creating bushes...");
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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)],
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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, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(8, 131), 50
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);
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RMS.SetProgress(70);
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// create goats
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log("Creating goat...");
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group = new SimpleGroup(
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[new SimpleObject(oGoat, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
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3 * numPlayers, 50
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);
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// create sheep
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log("Creating sheep...");
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group = new SimpleGroup(
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[new SimpleObject(oSheep, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
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3 * numPlayers, 50
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);
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// create camels
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log("Creating camels...");
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group = new SimpleGroup(
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[new SimpleObject(oCamel, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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stayClasses(clCP, 2),
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3 * numPlayers, 50
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);
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RMS.SetProgress(85);
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// create dead trees
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log("Creating dead trees...");
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var types = [oDead]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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[avoidClasses(clMetal, 1, clRock, 1), stayClasses(clCP, 2)],
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num
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);
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}
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RMS.SetProgress(90);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oOak]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1, clCP, 2),
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num
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);
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}
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setSunColour(0.733, 0.746, 0.574);
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ExportMap(); |