forked from 0ad/0ad
421 lines
12 KiB
JavaScript
421 lines
12 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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const tSnowA = ["polar_snow_b"];
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const tSnowB = "polar_ice_snow";
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const tSnowC = "polar_ice";
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const tSnowD = "polar_snow_a";
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const tForestFloor = "polar_tundra_snow";
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const tCliff = "polar_snow_rocks";
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const tSnowE = ["polar_snow_glacial"];
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const tRoad = "new_alpine_citytile";
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const tRoadWild = "new_alpine_citytile";
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const tShoreBlend = "alpine_shore_rocks_icy";
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const tShore = "alpine_shore_rocks";
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const tWater = "alpine_shore_rocks";
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// gaia entities
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const oPine = "gaia/flora_tree_pine_w";
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const oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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const oStoneSmall = "gaia/geology_stone_alpine_a";
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const oMetalLarge = "gaia/geology_metal_alpine_slabs";
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const oFish = "gaia/fauna_fish";
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const oWalrus = "gaia/fauna_walrus";
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const oWolf = "gaia/fauna_wolf_snow";
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// decorative props
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const aRockLarge = "actor|geology/stone_granite_med.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aIceberg = "actor|props/special/eyecandy/iceberg.xml";
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const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor];
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const pForestS = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor, 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 clHill2 = createTileClass();
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var clHill3 = createTileClass();
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var clHill4 = 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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// 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 playerPos = new Array(numPlayers);
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for (var i = 0; i < numPlayers; i++)
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{
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playerPos[i] = (i + 1) / (numPlayers + 1);
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playerX[i] = playerPos[i];
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playerZ[i] = 0.35 + 0.2*(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 = round(fx);
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var 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 metal mine
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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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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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var 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 / 60);
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(12, 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, 0,3)],
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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(15);
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// create northern sea
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var fadedistance = 8;
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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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if (iz > 0.69 * mapSize)
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{
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if (iz < 0.69 * mapSize + fadedistance)
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{
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setHeight(ix, iz, 3 - 8 * (iz - 0.69 * mapSize) / fadedistance);
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if (ix, iz, 3 - 8 * (iz - 0.69 * mapSize) / fadedistance < 0.5)
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addToClass(ix, iz, clWater);
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}
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else
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{
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setHeight(ix, iz, -5);
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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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// create shore
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log("Creating shores...");
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for (var i = 0; i < scaleByMapSize(20,120); i++)
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{
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placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.1,0.9)*mapSize, randFloat(0.67,0.74)*mapSize);
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var terrainPainter = new LayeredPainter(
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[tSnowA, tSnowA], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
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createArea(
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placer,
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[terrainPainter, elevationPainter, unPaintClass(clWater)],
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null
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);
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}
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// create islands
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log("Creating islands...");
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placer = new ClumpPlacer(scaleByMapSize(40, 180), 0.2, 0.1, 1);
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var terrainPainter = new LayeredPainter(
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[tSnowA, tSnowA], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, unPaintClass(clWater)],
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stayClasses(clWater, 7),
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scaleByMapSize(10, 80)
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);
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paintTerrainBasedOnHeight(-6, 1, 1, tWater);
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// create lakes
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log("Creating lakes...");
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var numLakes = round(scaleByMapSize(1,4) * numPlayers);
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var placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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var terrainPainter = new LayeredPainter(
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[tShoreBlend, tShore, tWater], // terrains
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[1,1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 3);
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var waterAreas = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 20, clWater, 20),
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numLakes
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);
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paintTerrainBasedOnHeight(1, 2.8, 1, tShoreBlend);
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paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
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RMS.SetProgress(45);
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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, tSnowA], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 25, 3);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 20, clHill, 15, clWater, 2, clBaseResource, 2),
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scaleByMapSize(2, 8) * numPlayers
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);
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// calculate desired number of trees for map (based on size)
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var MIN_TREES = 100;
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var MAX_TREES = 625;
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var 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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[[tSnowA, tSnowA, tSnowA, tSnowA, pForestD], [tSnowA, tSnowA, tSnowA, pForestD]],
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[[tSnowA, tSnowA, tSnowA, tSnowA, pForestS], [tSnowA, tSnowA, tSnowA, pForestS]]
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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, 20, clForest, 20, clHill, 0, clWater, 8),
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num
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);
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}
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log("Creating iceberg...");
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// create iceberg
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group = new SimpleGroup([new SimpleObject(aIceberg, 0,2, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clRock, 4), stayClasses(clWater, 4)],
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(70);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 9), scaleByMapSize(5, 15), scaleByMapSize(8, 24)];
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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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[tSnowD,tSnowB,tSnowC], // terrains
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[2,1] // 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(clWater, 8, clForest, 0, clHill, 0, clPlayer, 20, clDirt, 16),
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scaleByMapSize(20, 80)
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);
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}
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var sizes = [scaleByMapSize(3, 9), scaleByMapSize(5, 15), scaleByMapSize(8, 24)];
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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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[tSnowE,tSnowE], // terrains
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[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(clWater, 8, clForest, 0, clHill, 0, clPlayer, 20, clDirt, 16),
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scaleByMapSize(20, 80)
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);
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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(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, 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(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, 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(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(95);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oPine]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
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num
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);
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}
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(oWalrus, 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(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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);
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RMS.SetProgress(75);
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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(oWolf, 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(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup(
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[new SimpleObject(oFish, 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(clFood, 20), stayClasses(clWater, 6)],
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25 * numPlayers, 60
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);
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setSunColour(0.6, 0.6, 0.6);
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setSunElevation(PI/ 6);
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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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setWaterReflectionTint(0.0, 0.047, 0.286);
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setWaterMurkiness(0.82);
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setWaterWaviness(3);
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setWaterReflectionTintStrength(0.15);
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setSkySet("fog");
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ExportMap();
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