0ad/binaries/data/mods/public/maps/random/unknown_land.js
2013-12-27 08:07:05 +00:00

1856 lines
54 KiB
JavaScript

RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var random_terrain = randomizeBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
const tForestFloor2 = rBiomeT3();
const tCliff = rBiomeT4();
const tTier1Terrain = rBiomeT5();
const tTier2Terrain = rBiomeT6();
const tTier3Terrain = rBiomeT7();
const tHill = rBiomeT8();
const tDirt = rBiomeT9();
const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTier4Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
const tShore = rBiomeT14();
const tWater = rBiomeT15();
// gaia entities
const oTree1 = rBiomeE1();
const oTree2 = rBiomeE2();
const oTree3 = rBiomeE3();
const oTree4 = rBiomeE4();
const oTree5 = rBiomeE5();
const oFruitBush = rBiomeE6();
const oChicken = rBiomeE7();
const oMainHuntableAnimal = rBiomeE8();
const oFish = rBiomeE9();
const oSecondaryHuntableAnimal = rBiomeE10();
const oStoneLarge = rBiomeE11();
const oStoneSmall = rBiomeE12();
const oMetalLarge = rBiomeE13();
const oWood = "gaia/special_treasure_wood";
// decorative props
const aGrass = rBiomeA1();
const aGrassShort = rBiomeA2();
const aReeds = rBiomeA3();
const aLillies = rBiomeA4();
const aRockLarge = rBiomeA5();
const aRockMedium = rBiomeA6();
const aBushMedium = rBiomeA7();
const aBushSmall = rBiomeA8();
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
const mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = createTileClass();
var clShallow = createTileClass();
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
placeTerrain(ix, iz, tWater);
}
}
var md = randInt(2,13);
var needsAdditionalWood = false;
//*****************************************************************************************************************************
if (md == 2) //continent
{
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.25*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]);
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 9)), floor(scaleByMapSize(5, 20)), 1, ix, iz, 0, [floor(scaleByMapSize(23, 50))]);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [elevationPainter, paintClass(clLand)], null);
}
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.33)]);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tMainTerrain], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
var clPeninsulaSteam = createTileClass();
if (randInt(1,3)==1) // peninsula
{
var angle = randFloat(0, TWO_PI);
var fx = fractionToTiles(0.5 + 0.25*cos(angle));
var fz = fractionToTiles(0.5 + 0.25*sin(angle));
ix = round(fx);
iz = round(fz);
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.33)]);
var terrainPainter = new LayeredPainter(
[tWater, tShore, tMainTerrain], // terrains
[4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
var fx = fractionToTiles(0.5 + 0.35*cos(angle));
var fz = fractionToTiles(0.5 + 0.35*sin(angle));
ix = round(fx);
iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.3, 0.9, 0.01, 10, ix, iz);
createArea(placer, [paintClass(clPeninsulaSteam)], null);
}
}
//********************************************************************************************************
else if (md == 3) //central sea
{
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = primeSortPlayers(sortPlayers(playerIDs));
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var playerPos = new Array(numPlayers);
var iop = 0;
var mdd1 = randInt(1,2);
if (mdd1 == 1) //vertical
{
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = playerPos[i];
playerX[i] = 0.2 + 0.6*(i%2);
}
}
else //horizontal
{
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = 0.2 + 0.6*(i%2);
playerX[i] = playerPos[i];
}
}
var WATER_WIDTH = randFloat(0.22,0.3)+scaleByMapSize(1,4)/20;
log("Creating sea");
var theta = randFloat(0, 1);
var theta2 = randFloat(0, 1);
var seed = randFloat(2,3);
var seed2 = randFloat(2,3);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
// add the rough shape of the water
var km = 20/scaleByMapSize(35, 160);
var fadeDist = 0.05;
if (mdd1 == 1) //vertical
{
var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed);
var cu2 = km*rndRiver(theta2+z*0.5*(mapSize/64),seed2);
if ((x > cu + 0.5 - WATER_WIDTH/2) && (x < cu2 + 0.5 + WATER_WIDTH/2))
{
var h;
if (x < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
{
h = 3 - 6 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - x)/fadeDist);
}
else if (x > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
{
h = 3 - 6 * (1 - (x - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
}
else
{
h = -3.0;
}
if (h < -1.5)
{
placeTerrain(ix, iz, tWater);
}
else
{
placeTerrain(ix, iz, tShore);
}
setHeight(ix, iz, h);
if (h < 0){
addToClass(ix, iz, clWater);
}
}
else
{
setHeight(ix, iz, 3.1);
addToClass(ix, iz, clLand);
}
}
else //horizontal
{
var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed);
var cu2 = km*rndRiver(theta2+x*0.5*(mapSize/64),seed2);
if ((z > cu + 0.5 - WATER_WIDTH/2) && (z < cu2 + 0.5 + WATER_WIDTH/2))
{
var h;
if (z < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
{
h = 3 - 6 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - z)/fadeDist);
}
else if (z > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
{
h = 3 - 6 * (1 - (z - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
}
else
{
h = -3.0;
}
if (h < -1.5)
{
placeTerrain(ix, iz, tWater);
}
else
{
placeTerrain(ix, iz, tShore);
}
setHeight(ix, iz, h);
if (h < 0){
addToClass(ix, iz, clWater);
}
}
else
{
setHeight(ix, iz, 3.1);
addToClass(ix, iz, clLand);
}
}
}
}
// linked
if (mdd1 == 1) //vertical
{
var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(randInt(16,24),randInt(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
}
else
{
var placer = new PathPlacer(fractionToTiles(0.5), 1, fractionToTiles(0.5), fractionToTiles(0.99), scaleByMapSize(randInt(16,24),randInt(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
}
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain, tMainTerrain], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3.1, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null);
var mdd2 = randInt(1,7);
if (mdd2 == 1)
{
// create islands
log("Creating islands...");
placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07);
terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
avoidClasses(clLand, 3, clPlayer, 3),
scaleByMapSize(2, 5)*randInt(8,14)
);
}
else if (mdd2 == 2)
{
// create extentions
log("Creating extentions...");
placer = new ClumpPlacer(randInt(scaleByMapSize(13,24),scaleByMapSize(24,45))*randInt(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10);
terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
null,
scaleByMapSize(2, 5)*randInt(8,14)
);
}
}
//********************************************************************************************************
else if (md == 4) //central river
{
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 3);
}
}
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = primeSortPlayers(sortPlayers(playerIDs));
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var playerPos = new Array(numPlayers);
var iop = 0;
var mdd1 = randInt(1,2);
if (mdd1 == 1) //horizontal
{
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = 0.25 + 0.5*(i%2);
playerX[i] = playerPos[i];
}
}
else //vertical
{
for (var i = 0; i < numPlayers; i++)
{
iop = i - 1;
if (!(numPlayers%2)){
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
}
else
{
if (iop%2)
{
playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
}
else
{
playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
}
}
playerZ[i] = playerPos[i];
playerX[i] = 0.25 + 0.5*(i%2);
}
}
// create the main river
log("Creating the main river");
if (mdd1 == 2)
var placer = new PathPlacer(fractionToTiles(0.5), 1, fractionToTiles(0.5) , fractionToTiles(0.99), scaleByMapSize(14,24), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
else
var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(14,24), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter], avoidClasses(clPlayer, 4));
if (mdd1 == 1)
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, 1, fractionToTiles(0.5));
else
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5), 1);
var painter = new LayeredPainter([tWater, tWater], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
if (mdd1 == 1)
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.99), fractionToTiles(0.5));
else
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5), fractionToTiles(0.99));
var painter = new LayeredPainter([tWater, tWater], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
// create the shallows of the main river
log("Creating the shallows of the main river");
for (var i = 0; i <= randInt(1, scaleByMapSize(4,8)); i++)
{
var cLocation = randFloat(0.15,0.85);
if (mdd1 == 1)
passageMaker(floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
else
passageMaker(floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), floor(fractionToTiles(cLocation)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
}
if (randInt(1,2) == 1)
{
for (var i = 0; i < numPlayers; i++)
{
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// create the city patch
var cityRadius = scaleByMapSize(17,29)/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
createArea(placer, paintClass(clPlayer), null);
}
// create tributaries
log("Creating tributaries");
for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
{
var cLocation = randFloat(0.05,0.95);
var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2);
if (tang > 0)
{
var cDistance = 0.05;
}
else
{
var cDistance = -0.05;
}
if (mdd1 == 1)
var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 5, 0.01);
else
var point = getTIPIADBON([fractionToTiles(0.5 + cDistance), fractionToTiles(cLocation)], [fractionToTiles(0.5 - cDistance), fractionToTiles(cLocation)], [-6, -1.5], 0.5, 5, 0.01);
if (point !== undefined)
{
if (mdd1 == 1)
var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*cos(tang))), floor(fractionToTiles(0.5 + 0.49*sin(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
else
var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*sin(tang))), floor(fractionToTiles(0.5 + 0.49*cos(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
4 // blend radius
);
var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 3, clWater, 3, clShallow, 2));
if (success !== undefined)
{
if (mdd1 == 1)
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
else
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)));
var painter = new LayeredPainter([tWater, tWater], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 3));
}
}
}
if (mdd1 == 1)
{
passageMaker(floor(fractionToTiles(0.2)), floor(fractionToTiles(0.25)), floor(fractionToTiles(0.8)), floor(fractionToTiles(0.25)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(floor(fractionToTiles(0.2)), floor(fractionToTiles(0.75)), floor(fractionToTiles(0.8)), floor(fractionToTiles(0.75)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
}
else
{
passageMaker(floor(fractionToTiles(0.25)), floor(fractionToTiles(0.2)), floor(fractionToTiles(0.25)), floor(fractionToTiles(0.8)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
passageMaker(floor(fractionToTiles(0.75)), floor(fractionToTiles(0.2)), floor(fractionToTiles(0.75)), floor(fractionToTiles(0.8)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
}
}
}
//********************************************************************************************************
else if (md == 5) //rivers and lake
{
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
}
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 3);
}
}
var mdd1 = randInt(1,2);
if (mdd1 == 1) //lake
{
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater, tWater], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
// create shore jaggedness
log("Creating shore jaggedness...");
placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, unPaintClass(clWater)],
borderClasses(clWater, 4, 7),
scaleByMapSize(12, 130) * 2, 150
);
}
if ((randInt(1,3) == 1)&&(mdd1 == 1))//island
{
var placer = new ClumpPlacer(mapArea * 0.006 * lSize, 0.7, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater, tWater], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
}
}
//********************************************************************************************************
else if (md == 6) //edge seas
{
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 3);
}
}
var mdd1 = randInt(1,2);
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerPos = new Array(numPlayers);
for (var i = 0; i < numPlayers; i++)
{
playerPos[i] = (i + 1) / (numPlayers + 1);
if (mdd1 == 1) //horizontal
{
playerX[i] = playerPos[i];
playerZ[i] = 0.4 + 0.2*(i%2);
}
else //vertical
{
playerX[i] = 0.4 + 0.2*(i%2);
playerZ[i] = playerPos[i];
}
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
}
var mdd2 = randInt(1,3);
var fadedistance = 7;
if (mdd1 == 1)
{
if ((mdd2 == 1)||(mdd2 == 3))
{
var distance = randFloat(0., 0.1);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
if (iz > (0.69+distance) * mapSize)
{
if (iz < (0.69+distance) * mapSize + fadedistance)
{
setHeight(ix, iz, 3 - 7 * (iz - (0.69+distance) * mapSize) / fadedistance);
if (3 - 7 * (iz - (0.69+distance) * mapSize) / fadedistance < 0.5)
addToClass(ix, iz, clWater);
}
else
{
setHeight(ix, iz, -4);
addToClass(ix, iz, clWater);
}
}
}
}
}
if ((mdd2 == 2)||(mdd2 == 3))
{
var distance = randFloat(0., 0.1);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
if (iz < (0.31-distance) * mapSize)
{
if (iz > (0.31-distance) * mapSize - fadedistance)
{
setHeight(ix, iz, 3 - 7 * ((0.31-distance) * mapSize - iz) / fadedistance);
if (3 - 7 * ((0.31-distance) * mapSize - iz) / fadedistance < 0.5)
addToClass(ix, iz, clWater);
}
else
{
setHeight(ix, iz, -4);
addToClass(ix, iz, clWater);
}
}
}
}
}
}
else //vertical
{
if ((mdd2 == 1)||(mdd2 == 3))
{
var distance = randFloat(0., 0.1);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
if (ix > (0.69+distance) * mapSize)
{
if (ix < (0.69+distance) * mapSize + fadedistance)
{
setHeight(ix, iz, 3 - 7 * (ix - (0.69+distance) * mapSize) / fadedistance);
if (3 - 7 * (ix - (0.69+distance) * mapSize) / fadedistance < 0.5)
addToClass(ix, iz, clWater);
}
else
{
setHeight(ix, iz, -4);
addToClass(ix, iz, clWater);
}
}
}
}
}
if ((mdd2 == 2)||(mdd2 == 3))
{
var distance = randFloat(0., 0.1);
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
if (ix < (0.31-distance) * mapSize)
{
if (ix > (0.31-distance) * mapSize - fadedistance)
{
setHeight(ix, iz, 3 - 7 * ((0.31-distance) * mapSize - ix) / fadedistance);
if (3 - 7 * ((0.31-distance) * mapSize - ix) / fadedistance < 0.5)
addToClass(ix, iz, clWater);
}
else
{
setHeight(ix, iz, -4);
addToClass(ix, iz, clWater);
}
}
}
}
}
}
// create shore jaggedness
log("Creating shore jaggedness...");
placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
[avoidClasses(clPlayer, 20), borderClasses(clWater, 6, 4)],
scaleByMapSize(7, 130) * 2, 150
);
placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, unPaintClass(clWater)],
borderClasses(clWater, 4, 7),
scaleByMapSize(12, 130) * 2, 150
);
var mdd3 = randInt(1,5);
if (mdd3 == 1)
{
// create islands
log("Creating islands...");
placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07);
terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
avoidClasses(clLand, 3, clPlayer, 3),
scaleByMapSize(2, 5)*randInt(8,14)
);
}
else if (mdd3 == 2)
{
// create extentions
log("Creating extentions...");
placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07);
terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
null,
scaleByMapSize(2, 5)*randInt(8,14)
);
}
}
//********************************************************************************************************
else if (md == 7) //gulf
{
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 3);
}
}
var mdd1 = randFloat(0,4);
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = -PI/6 + (mdd1-1)*PI/2;
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/(numPlayers-1)*2/3;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// create the city patch
var cityRadius = scaleByMapSize(17,29)/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
createArea(placer, paintClass(clPlayer), null);
}
fx = fractionToTiles(0.5);
fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = 1;
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,floor(scaleByMapSize(15,25))));
fx = fractionToTiles(0.5 - 0.2*cos(mdd1*PI/2));
fz = fractionToTiles(0.5 - 0.2*sin(mdd1*PI/2));
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 120)), 1, ix, iz, 0, [floor(mapSize * 0.18 * lSize)]);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,floor(scaleByMapSize(15,25))));
fx = fractionToTiles(0.5 - 0.49*cos(mdd1*PI/2));
fz = fractionToTiles(0.5 - 0.49*sin(mdd1*PI/2));
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 100)), 1, ix, iz, 0, [floor(mapSize * 0.19 * lSize)]);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,floor(scaleByMapSize(15,25))));
}
//********************************************************************************************************
else if (md == 8) //lakes
{
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 3);
}
}
for (var i = 0; i < numPlayers; i++)
{
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// create the city patch
var cityRadius = scaleByMapSize(17,29)/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
createArea(placer, paintClass(clPlayer), null);
}
var lakeAreas = [];
var playerConstraint = new AvoidTileClassConstraint(clPlayer, 20);
var waterConstraint = new AvoidTileClassConstraint(clWater, 8);
for (var x = 0; x < mapSize; ++x)
for (var z = 0; z < mapSize; ++z)
if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z))
lakeAreas.push([x, z]);
var chosenPoint;
var lakeAreaLen;
// create lakes
log("Creating lakes...");
var numLakes = scaleByMapSize(5, 16)
for (var i = 0; i < numLakes; ++i)
{
lakeAreaLen = lakeAreas.length;
if (!lakeAreaLen)
break;
chosenPoint = lakeAreas[randInt(0, lakeAreaLen)];
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(40, 180)), 0.7, chosenPoint[0], chosenPoint[1]);
terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
var newLake = createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 20, clWater, 8),
1, 1
);
if (newLake !== undefined)
{
var temp = []
for (var j = 0; j < lakeAreaLen; ++j)
{
var x = lakeAreas[j][0], z = lakeAreas[j][1];
if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z))
temp.push([x, z]);
}
lakeAreas = temp;
}
}
}
//********************************************************************************************************
else if (md == 9) //passes
{
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 3);
}
}
//create ranges
log ("Creating ranges...");
for (var m = 0; m < numPlayers; m++)
{
var tang = startAngle + (m+0.5)*TWO_PI/(numPlayers);
var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
24, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/5), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
var painter = new LayeredPainter([tWater, tWater], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 24, 0);
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 5));
var placer = new PathPlacer(fractionToTiles(0.5 + 0.3*cos(tang) - 0.1 * cos(tang+PI/2)), fractionToTiles(0.5 + 0.3*sin(tang) - 0.1 * sin(tang+PI/2)), fractionToTiles(0.5 + 0.3*cos(tang) + 0.1 * cos(tang+PI/2)), fractionToTiles(0.5 + 0.3*sin(tang) + 0.1 * sin(tang+PI/2)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
var painter = new LayeredPainter([tCliff, tCliff], [1]);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 2);
createArea(placer, [painter, elevationPainter], null);
}
var mdd1 = randInt (1,3);
if (mdd1 <= 2)
{
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var placer = new ClumpPlacer(mapArea * 0.005, 0.7, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater, tWater], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
24, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
}
else
{
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ClumpPlacer(mapArea * 0.03 * lSize, 0.7, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tShore, tWater, tWater, tWater], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
-4, // elevation
3 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
}
}
//********************************************************************************************************
else if (md == 10) //lowlands
{
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 30);
}
}
var radius = scaleByMapSize(18,32);
var cliffRadius = 2;
var elevation = 20;
var hillSize = PI * radius * radius;
var split = 1;
if ((mapSize / 64 == 2)&&(numPlayers <= 2))
{
split = 2;
}
else if ((mapSize / 64 == 3)&&(numPlayers <= 3))
{
split = 2;
}
else if ((mapSize / 64 == 4)&&(numPlayers <= 4))
{
split = 2;
}
else if ((mapSize / 64 == 5)&&(numPlayers <= 4))
{
split = 2;
}
else if ((mapSize / 64 == 6)&&(numPlayers <= 5))
{
split = 2;
}
else if ((mapSize / 64 == 7)&&(numPlayers <= 6))
{
split = 2;
}
for (var i = 0; i < numPlayers*split; i++)
{
var tang = startAngle + (i)*TWO_PI/(numPlayers*split);
var fx = fractionToTiles(0.5 + 0.35*cos(tang));
var fz = fractionToTiles(0.5 + 0.35*sin(tang));
var ix = round(fx);
var iz = round(fz);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.65, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
var placer = new ClumpPlacer(mapArea * 0.091 * lSize, 0.7, 0.1, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // terrains
[1, 4, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
for (var m = 0; m < numPlayers*split; m++)
{
var tang = startAngle + m*TWO_PI/(numPlayers*split);
var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.35*cos(tang)), fractionToTiles(0.5 + 0.35*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain, tMainTerrain], // terrains
[1, 3] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
3, // elevation
4 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
}
}
//********************************************************************************************************
else //mainland
{
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
setHeight(ix, iz, 3);
}
}
}
paintTerrainBasedOnHeight(3.12, 40, 1, tCliff);
paintTerrainBasedOnHeight(3, 3.12, 1, tMainTerrain);
paintTerrainBasedOnHeight(1, 3, 1, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
unPaintTileClassBasedOnHeight(0, 3.12, 1, clWater);
unPaintTileClassBasedOnHeight(-6, 0, 1, clLand);
paintTileClassBasedOnHeight(-6, 0, 1, clWater);
paintTileClassBasedOnHeight(0, 3.12, 1, clLand);
paintTileClassBasedOnHeight(3.12, 40, 1, clHill);
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(17,29);
var shoreRadius = 4;
var elevation = 3;
var hillSize = PI * radius * radius;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,2)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oFruitBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
if (needsAdditionalWood)
{
// create woods
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 13;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oWood, 14,14, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
}
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 12;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
var hillSize = PI * radius * radius;
// create starting trees
var num = floor(hillSize / 100);
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(11, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oTree1, num, num, 0,5)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
for (var i = 0; i < numPlayers; i++)
{
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, [painter, paintClass(clPlayer)], null);
}
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
[avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 3)],
randInt(0,scaleByMapSize(200, 400))
);
// create hills
log("Creating hills...");
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
[avoidClasses(clPlayer, 20, clHill, randInt(6, 18)), stayClasses(clLand, 0)],
randInt(0, scaleByMapSize(4, 8))*randInt(1, scaleByMapSize(4, 9))
);
var multiplier = sqrt(randFloat(0.5,1.2)*randFloat(0.5,1.2));
// calculate desired number of trees for map (based on size)
if (random_terrain == 6)
{
var MIN_TREES = floor(200*multiplier);
var MAX_TREES = floor(1250*multiplier);
var P_FOREST = 0;
}
else if (random_terrain == 7)
{
var MIN_TREES = floor(1000*multiplier);
var MAX_TREES = floor(6000*multiplier);
var P_FOREST = randFloat(0.5, 0.7);
}
else
{
var MIN_TREES = floor(500*multiplier);
var MAX_TREES = floor(3000*multiplier);
var P_FOREST = randFloat(0.5,0.8);
}
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
if (random_terrain != 6)
{
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
[avoidClasses(clPlayer, 20, clForest, randInt(5, 15), clHill, 0), stayClasses(clLand, 4)],
num
);
}
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
var numb = 1;
if (random_terrain == 6)
numb = 3
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 7), stayClasses(clLand, 4)],
numb*scaleByMapSize(15, 45)
);
}
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new TerrainPainter(tTier4Terrain);
createAreas(
placer,
painter,
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 7), stayClasses(clLand, 4)],
numb*scaleByMapSize(15, 45)
);
}
RMS.SetProgress(55);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 4)],
randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 4)],
randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 4)],
randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 4)],
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 4)],
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)],
randInt(numPlayers+3, 5*numPlayers+4), 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oFruitBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)],
randInt(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)],
randInt(numPlayers+3, 5*numPlayers+4), 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clLand, 5, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
randInt(15, 40) * 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, 7, clHill, 1, clPlayer, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 4)],
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), stayClasses(clLand, 4)],
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), stayClasses(clLand, 4)],
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create shallow flora
log("Creating shallow flora...");
group = new SimpleGroup(
[new SimpleObject(aLillies, 1,2, 0,2), new SimpleObject(aReeds, 2,4, 0,2)]
);
createObjectGroups(group, 0,
stayClasses(clShallow, 1),
60 * scaleByMapSize(13, 200), 80
);
// 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), stayClasses(clLand, 3)],
planetm * scaleByMapSize(13, 200), 50
);
random_terrain = randInt(1,6)
if (random_terrain==1){
setSkySet("cirrus");
}
else if (random_terrain ==2){
setSkySet("cumulus");
}
else if (random_terrain ==3){
setSkySet("sunny");
}
else if (random_terrain ==4){
setSkySet("sunny 1");
}
else if (random_terrain ==5){
setSkySet("mountainous");
}
else if (random_terrain ==6){
setSkySet("stratus");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
// Export map data
ExportMap();