forked from 0ad/0ad
Spahbod
9c34b1ffed
Fixes the chicken problem There are no more unreachable trees around the map (hopefully) Fixed the bug that caused edges of the map ruin the layout of painters (One of the best examples to look is archipelago, before and after this revision). Fixed those out of memory errors caused by pathplacer (Mostly noticeable in alpine valley and corinthian isthmus) And some other minor tweaks. Fixes #1577 This was SVN commit r13004.
510 lines
16 KiB
JavaScript
510 lines
16 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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var tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
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var tGrassPForest = "temp_plants_bog";
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var tGrassDForest = "temp_plants_bog";
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var tGrassA = "temp_grass_plants";
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var tGrassB = "temp_plants_bog";
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var tGrassC = ["temp_grass_b", "temp_grass_c"];
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var tDirt = ["temp_plants_bog", "temp_mud_a"];
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var tHill = ["temp_highlands", "temp_grass_long_b"];
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var tCliff = ["temp_cliff_a", "temp_cliff_b"];
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var tRoad = "temp_road";
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var tRoadWild = "temp_road_overgrown";
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var tGrassPatch = "temp_grass_plants";
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var tShoreBlend = "temp_grass_plants";
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var tShore = "temp_plants_bog";
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var tWater = "temp_mud_a";
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// gaia entities
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var oBeech = "gaia/flora_tree_euro_beech";
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var oOak = "gaia/flora_tree_oak";
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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 oSheep = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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var oStoneSmall = "gaia/geology_stone_temperate";
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var oMetalLarge = "gaia/geology_metal_temperate_slabs";
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var oWood = "gaia/special_treasure_wood";
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var oFood = "gaia/special_treasure_food_bin";
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var oMetal = "gaia/special_treasure_metal";
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var oStone = "gaia/special_treasure_stone";
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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 aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/water_lillies.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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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clShallow = 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 = primeSortPlayers(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 playerPos = new Array(numPlayers);
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var iop = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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iop = i - 1;
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if (!(numPlayers%2)){
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
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}
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else
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{
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if (iop%2)
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{
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
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}
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else
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{
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playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
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}
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}
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playerZ[i] = 0.25 + 0.5*(i%2);
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playerX[i] = playerPos[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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// scale radius of player area by map size
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var radius = scaleByMapSize(15,25);
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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// calculate size based on the radius
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var size = PI * radius * radius / 4;
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// create the player area
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var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
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createArea(placer, paintClass(clPlayer), null);
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// create the city patch
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var cityRadius = 10;
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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], [3]);
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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 = 11;
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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), new SimpleObject(aGrass, 2,4, 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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// 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), new SimpleObject(aGrass, 2,4, 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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// create starting trees
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var num = 3;
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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(oOak, 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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}
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// create the main river
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log("Creating the main river");
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var tang = randFloat(0, TWO_PI);
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var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(10,20), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1, 3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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-4, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter], avoidClasses(clPlayer, 4));
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placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, 1, fractionToTiles(0.5));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
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createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
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placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.99), fractionToTiles(0.5));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
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createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
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// create the shallows of the main river
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log("Creating the shallows of the main river");
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for (var i = 0; i <= randInt(3, scaleByMapSize(4,6)); i++)
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{
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var cLocation = randFloat(0.15,0.85);
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passageMaker(fractionToTiles(cLocation), fractionToTiles(0.35), fractionToTiles(cLocation), fractionToTiles(0.65), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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}
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// create tributaries
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log("Creating tributaries");
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for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
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{
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var cLocation = randFloat(0.05,0.95);
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var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2);
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if (tang > 0)
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{
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var cDistance = 0.05;
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}
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else
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{
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var cDistance = -0.05;
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}
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var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01);
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if (point !== undefined)
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{
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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);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1, 3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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-4, // elevation
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4 // blend radius
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);
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var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 3, clWater, 3, clShallow, 2));
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if (success !== undefined)
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{
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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)));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2);
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createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 15));
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}
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}
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}
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passageMaker(fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), fractionToTiles(0.25), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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passageMaker(fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), fractionToTiles(0.75), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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paintTerrainBasedOnHeight(-5, 2, 1, tWater);
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paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
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RMS.SetProgress(50);
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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, 7),
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scaleByMapSize(100, 200)
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);
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RMS.SetProgress(55);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 500;
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const MAX_TREES = 2500;
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const 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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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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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, 6, clWater, 3, clForest, 8, clHill, 1),
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num
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);
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}
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RMS.SetProgress(70);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 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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[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // 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, 1, clForest, 0, clHill, 0, clPlayer, 6),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(75);
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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(tGrassPatch);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clPlayer, 6),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(80);
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clRock, 10, clHill, 1)],
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clRock, 10, clHill, 1)],
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scaleByMapSize(4,16), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 1, clPlayer, 8, clMetal, 10, clRock, 5, clHill, 1)],
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(86);
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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),
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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),
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scaleByMapSize(8, 131), 50
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);
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(oDeer, 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, 1, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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);
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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(oSheep, 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, 6, clHill, 1, clFood, 20),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oOak, oBeech]; // 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, 5, clMetal, 1, clRock, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
//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),
|
|
scaleByMapSize(13, 200)
|
|
);
|
|
|
|
|
|
// 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),
|
|
scaleByMapSize(13, 200)
|
|
);
|
|
|
|
|
|
// 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),
|
|
scaleByMapSize(13, 200), 50
|
|
);
|
|
|
|
// 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
|
|
);
|
|
|
|
// Set environment
|
|
setSkySet("cirrus");
|
|
setWaterColour(0.443,0.412,0.322);
|
|
setWaterTint(0.647,0.82,0.949);
|
|
setWaterReflectionTint(0.286,0.58,0.855);
|
|
setWaterWaviness(2.5);
|
|
setWaterMurkiness(1.00);
|
|
setWaterReflectionTintStrength(0.25);
|
|
|
|
// Export map data
|
|
ExportMap(); |