forked from 0ad/0ad
560 lines
16 KiB
JavaScript
560 lines
16 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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const oWood = "gaia/special_treasure_wood";
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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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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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var clLand = createTileClass();
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var clRiver = 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 playerAngle = new Array(numPlayers);
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var startAngle = PI/2 + PI/14;
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle - (i+1)*(PI+ PI/7)/(numPlayers+1);
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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 shoreRadius = 4;
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var elevation = 3;
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var hillSize = PI * radius * radius;
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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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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tWater , tShore, tMainTerrain], // terrains
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[1, shoreRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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shoreRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
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// create the city patch
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var cityRadius = radius/3;
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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([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, {'iberWall' : false});
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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 woods
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 13;
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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(oWood, 14,14, 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 = radius - 4;
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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 / 60);
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = 11;
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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, 0,4)],
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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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//create docks
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var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3);
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if (dockLocation !== undefined)
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placeObject(dockLocation[0], dockLocation[1], "structures/" + g_MapSettings.PlayerData[id-1].Civ + "_dock", id, playerAngle[i] + PI);
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}
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//Create the continent body
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var fx = fractionToTiles(0.12);
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var fz = fractionToTiles(0.5);
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var ix = round(fx);
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var iz = round(fz);
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var placer = new ClumpPlacer(mapArea * 0.50, 0.80, 0.08, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tWater, tShore, tMainTerrain], // terrains
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[4, 2] // 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)], avoidClasses(clPlayer, 8));
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// create shore jaggedness
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log("Creating shore jaggedness...");
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placer = new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1);
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terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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[borderClasses(clLand, 6, 3), avoidClasses(clPlayer, 8)],
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scaleByMapSize(20, 150) * 2, 150
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);
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//painting the terrain
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paintTerrainBasedOnHeight(1, 3, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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RMS.SetProgress(20);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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[avoidClasses(clWater, 2, clPlayer, 10, clRiver, 1), stayClasses(clLand, 3)],
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scaleByMapSize(100, 200)
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);
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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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terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 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, 10, clHill, 15), stayClasses(clLand, 7)],
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scaleByMapSize(1, 4) * numPlayers
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);
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// calculate desired number of trees for map (based on size)
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if (random_terrain == 6)
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{
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0.02;
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}
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else if (random_terrain == 7)
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{
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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var P_FOREST = 0.6;
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}
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else
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{
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var MIN_TREES = 500;
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var MAX_TREES = 3000;
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var P_FOREST = 0.7;
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}
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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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[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
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[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
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]; // some variation
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if (random_terrain == 6)
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{
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var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
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}
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else
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{
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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}
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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, 6, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
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num
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);
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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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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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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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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
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[1,1] // 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(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
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scaleByMapSize(15, 45)
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);
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}
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
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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 TerrainPainter(tTier4Terrain);
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createAreas(
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placer,
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painter,
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(55);
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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(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 7)],
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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(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 7)],
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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(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 7)],
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(65);
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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(aRockMedium, 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, clRiver, 1), stayClasses(clLand, 6)],
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scaleByMapSize(16, 262), 50
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);
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 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, clRiver, 1), stayClasses(clLand, 6)],
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scaleByMapSize(8, 131), 50
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);
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RMS.SetProgress(70);
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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(oMainHuntableAnimal, 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, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 7)],
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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(oSecondaryHuntableAnimal, 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, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 7)],
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3 * numPlayers, 50
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);
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// create fruit bush
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log("Creating fruit bush...");
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group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 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, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
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randInt(1, 4) * numPlayers + 2, 50
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);
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// create fish
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|
log("Creating fish...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oFish, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clLand, 2, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clRiver, 1),
|
|
25 * numPlayers, 60
|
|
);
|
|
|
|
RMS.SetProgress(85);
|
|
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
|
|
var num = floor(numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(types[i], 1,1, 0,3)],
|
|
true, clForest
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 9)],
|
|
num
|
|
);
|
|
}
|
|
|
|
var planetm = 1;
|
|
if (random_terrain==7)
|
|
{
|
|
planetm = 8;
|
|
}
|
|
//create small grass tufts
|
|
log("Creating small grass tufts...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0, clRiver, 1), stayClasses(clLand, 6)],
|
|
planetm * scaleByMapSize(13, 200)
|
|
);
|
|
|
|
RMS.SetProgress(90);
|
|
|
|
// create large grass tufts
|
|
log("Creating large grass tufts...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0, clRiver, 1), stayClasses(clLand, 6)],
|
|
planetm * scaleByMapSize(13, 200)
|
|
);
|
|
|
|
RMS.SetProgress(95);
|
|
|
|
// create bushes
|
|
log("Creating bushes...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)],
|
|
planetm * scaleByMapSize(13, 200), 50
|
|
);
|
|
|
|
random_terrain = randInt(1,3)
|
|
if (random_terrain==1){
|
|
setSkySet("cirrus");
|
|
}
|
|
else if (random_terrain ==2){
|
|
setSkySet("cumulus");
|
|
}
|
|
else if (random_terrain ==3){
|
|
setSkySet("sunny");
|
|
}
|
|
setSunRotation(randFloat(0, TWO_PI));
|
|
setSunElevation(randFloat(PI/ 5, PI / 3));
|
|
setWaterWaviness(2);
|
|
|
|
// Export map data
|
|
ExportMap();
|