forked from 0ad/0ad
638 lines
18 KiB
JavaScript
638 lines
18 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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var random_terrain = randInt(1,3);
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if (random_terrain == 1)
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{
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var tPrimary = ["alpine_dirt_grass_50"];
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var tForestFloor = "alpine_forrestfloor";
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var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
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var tSecondary = "alpine_grass_rocky";
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var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
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var tSnowLimited = ["alpine_snow_rocky"];
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var tDirt = "alpine_dirt";
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tShore = "alpine_shore_rocks_grass_50";
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var tWater = "alpine_shore_rocks";
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// gaia entities
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var oPine = "gaia/flora_tree_pine";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oRabbit = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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}
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else if (random_terrain == 2)
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{
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var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
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var tForestFloor = "alpine_forrestfloor_snow";
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var tCliff = ["alpine_cliff_snow"];
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var tSecondary = "alpine_grass_snow_50";
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var tHalfSnow = ["alpine_grass_snow_50", "alpine_dirt_snow"];
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var tSnowLimited = ["alpine_snow_a", "alpine_snow_b"];
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var tDirt = "alpine_dirt";
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tShore = "alpine_shore_rocks_icy";
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var tWater = "alpine_shore_rocks";
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// gaia entities
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var oPine = "gaia/flora_tree_pine_w";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oRabbit = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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}
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else
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{
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var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
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var tForestFloor = "alpine_snow_a";
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var tCliff = ["alpine_cliff_snow"];
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var tSecondary = "polar_ice_snow";
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var tHalfSnow = ["polar_ice_cracked"];
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var tSnowLimited = ["alpine_snow_a", "alpine_snow_b"];
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var tDirt = "alpine_dirt";
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tShore = "polar_ice_snow";
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var tWater = ["polar_ice_snow", "polar_ice"];
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// gaia entities
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var oPine = "gaia/flora_tree_pine_w";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oRabbit = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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}
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const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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const numPlayers = getNumPlayers();
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const mapSize = getMapSize();
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const mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var 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 clPass = createTileClass();
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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, tPrimary);
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}
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}
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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/6;
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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-1)*2/3;
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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 cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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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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// create the city patch
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var cityRadius = radius/3;
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var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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// create 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(oBerryBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 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(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oPine, num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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// 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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if (random_terrain == 3)
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{
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var seaHeight = 0;
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}
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else
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{
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var seaHeight = -3;
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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 lSize = 1;
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var placer = new ClumpPlacer(mapArea * 0.08 * lSize, 0.7, 0.05, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tPrimary, tPrimary, tPrimary, tPrimary], // terrains
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[1, 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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seaHeight, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.3);
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ix = round(fx);
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iz = round(fz);
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var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
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var placer = new ClumpPlacer(mapArea * 0.13 * lSize, 0.7, 0.05, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tPrimary, tPrimary, tPrimary, tPrimary], // terrains
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[1, 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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seaHeight, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
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// create islands
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log("Creating islands...");
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placer = new ClumpPlacer(floor(hillSize*randFloat(0.05,0.3)), 0.80, 0.1, 10);
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terrainPainter = new LayeredPainter(
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[tPrimary, tPrimary], // 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, unPaintClass(clWater)],
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borderClasses(clWater, 10, 1),
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scaleByMapSize(2, 5)*randInt(8,14), 30
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);
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var fx = fractionToTiles(0.5);
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var fz = 0;
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ix = round(fx);
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iz = round(fz)+1;
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var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
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var placer = new ClumpPlacer(mapArea * 0.15 * lSize, 0.7, 0.05, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tPrimary, tPrimary, tPrimary, tPrimary], // terrains
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[1, 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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seaHeight, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(20,28)));
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if (random_terrain == 3)
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{
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paintTerrainBasedOnHeight(2, 3, 0, tShore);
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paintTerrainBasedOnHeight(-1, 2, 2, tWater);
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}
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else
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{
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paintTerrainBasedOnHeight(1, 3, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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}
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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),
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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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var terrainPainter = new LayeredPainter(
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[tPrimary, tCliff, tPrimary], // terrains
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[1, 2] // widths
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);
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var 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, 20, clHill, 15, clWater, 0, clPass, 1),
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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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var MIN_TREES = 600;
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var MAX_TREES = 3600;
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var P_FOREST = 0.7;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tForestFloor, tPrimary, pForest], [tForestFloor, pForest]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 20, clForest, 8, clHill, 0, clWater, 2, clPass, 1),
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num
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);
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}
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RMS.SetProgress(60);
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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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[[tPrimary,tSecondary],[tSecondary,tHalfSnow], [tHalfSnow,tSnowLimited]], // 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(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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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(tHalfSnow);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
|
|
scaleByMapSize(15, 45)
|
|
);
|
|
}
|
|
RMS.SetProgress(65);
|
|
|
|
|
|
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(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
|
|
scaleByMapSize(4,16), 100
|
|
);
|
|
|
|
// create small stone quarries
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
|
|
scaleByMapSize(4,16), 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(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
|
|
scaleByMapSize(4,16), 100
|
|
);
|
|
|
|
RMS.SetProgress(70);
|
|
|
|
// 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),
|
|
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),
|
|
scaleByMapSize(8, 131), 50
|
|
);
|
|
|
|
RMS.SetProgress(75);
|
|
|
|
// create deer
|
|
log("Creating deer...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oDeer, 5,7, 0,4)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create rabbit
|
|
log("Creating rabbit...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oRabbit, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
if (random_terrain !== 3)
|
|
{
|
|
// create fish
|
|
log("Creating fish...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oFish, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
|
|
11 * numPlayers, 60
|
|
);
|
|
}
|
|
RMS.SetProgress(85);
|
|
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oPine, oPine]; // 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, 3, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
if (random_terrain !== 3)
|
|
{
|
|
//create small grass tufts
|
|
log("Creating small grass tufts...");
|
|
var planetm = 1;
|
|
|
|
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),
|
|
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),
|
|
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, 2, clHill, 1, clPlayer, 1, clDirt, 1),
|
|
planetm * scaleByMapSize(13, 200), 50
|
|
);
|
|
|
|
// create berry bush
|
|
log("Creating berry bush...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oBerryBush, 5,7, 0,4)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
|
|
randInt(1, 4) * numPlayers + 2, 50
|
|
);
|
|
}
|
|
|
|
|
|
|
|
setSkySet("stormy");
|
|
setSunRotation(randFloat(0, TWO_PI));
|
|
setSunElevation(randFloat(PI/ 6, PI / 4));
|
|
|
|
setWaterColour(0.035,0.098,0.314);
|
|
setWaterTint(0.259,0,49,0.808);
|
|
setWaterReflectionTint(0.255, 0.361, 0.651);
|
|
setWaterWaviness(3.0);
|
|
setWaterMurkiness(0.88);
|
|
setWaterReflectionTintStrength(0.05);
|
|
|
|
// Export map data
|
|
|
|
ExportMap(); |