forked from 0ad/0ad
391 lines
11 KiB
JavaScript
391 lines
11 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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const tForestFloor2 = rBiomeT3();
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const tCliff = rBiomeT4();
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const tTier1Terrain = rBiomeT5();
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const tTier2Terrain = rBiomeT6();
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const tTier3Terrain = rBiomeT7();
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const tHill = rBiomeT8();
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const tDirt = rBiomeT9();
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const tRoad = rBiomeT10();
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const tRoadWild = rBiomeT11();
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const tTier4Terrain = rBiomeT12();
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const tShoreBlend = rBiomeT13();
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const tShore = rBiomeT14();
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const tWater = rBiomeT15();
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// gaia entities
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const oTree1 = rBiomeE1();
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const oTree2 = rBiomeE2();
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const oTree3 = rBiomeE3();
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const oTree4 = rBiomeE4();
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const oTree5 = rBiomeE5();
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const oFruitBush = rBiomeE6();
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const oChicken = rBiomeE7();
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const oMainHuntableAnimal = rBiomeE8();
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const oFish = rBiomeE9();
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const oSecondaryHuntableAnimal = rBiomeE10();
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const oStoneLarge = rBiomeE11();
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const oStoneSmall = rBiomeE12();
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const oMetalLarge = rBiomeE13();
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// decorative props
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const aGrass = rBiomeA1();
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const aGrassShort = rBiomeA2();
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const aReeds = rBiomeA3();
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const aLillies = rBiomeA4();
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const aRockLarge = rBiomeA5();
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const aRockMedium = rBiomeA6();
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const aBushMedium = rBiomeA7();
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const aBushSmall = rBiomeA8();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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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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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 clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clLand = createTileClass();
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//Create the continent body
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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, tWater);
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}
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}
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.33)]);
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var terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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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 + 0.25*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.25*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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fx = fractionToTiles(playerX[i]);
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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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var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 9)), floor(scaleByMapSize(5, 20)), 1, ix, iz, 0, [floor(scaleByMapSize(23, 50))]);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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4 // blend radius
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);
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createArea(placer, [elevationPainter, paintClass(clLand)], 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(oFruitBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 12;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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var hillSize = PI * radius * radius;
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// create starting trees
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var num = 2;
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var tAngle = randFloat(0, TWO_PI);
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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(oTree1, 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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// 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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paintTerrainBasedOnHeight(3, 4, 3, tMainTerrain);
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paintTerrainBasedOnHeight(1, 3, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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for (var i = 0; i < numPlayers; ++i)
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{
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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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// 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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}
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// create bumps
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createBumps([avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 5)]);
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// create hills
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if (randInt(1,2) == 1)
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createHills([tMainTerrain, tCliff, tHill], [avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)], clHill, scaleByMapSize(1, 4) * numPlayers);
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else
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createMountains(tCliff, [avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)], clHill, scaleByMapSize(1, 4) * numPlayers);
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// create forests
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
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clForest,
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1.0,
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random_terrain
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);
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RMS.SetProgress(50);
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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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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
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[1,1],
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)]
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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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tTier4Terrain,
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)]
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);
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RMS.SetProgress(55);
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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(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 6)]
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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(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 6)],
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clMetal
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)
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RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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planetm = 8;
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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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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200)
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],
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[avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)]
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);
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RMS.SetProgress(70);
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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(oMainHuntableAnimal, 5,7, 0,4)],
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[new SimpleObject(oSecondaryHuntableAnimal, 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(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 5)]
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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(oFruitBush, 5,7, 0,4)]
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],
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[
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3 * numPlayers
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],
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[avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), stayClasses(clLand, 5)]
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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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25 * numPlayers
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],
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avoidClasses(clLand, 2, clFood, 20)
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);
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RMS.SetProgress(85);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
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createStragglerTrees(types, [avoidClasses(clForest, 7, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)]);
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setWaterWaviness(10);
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// Export map data
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ExportMap();
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