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.
641 lines
17 KiB
JavaScript
641 lines
17 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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//random terrain textures
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var rt = randomizeBiome();
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var tGrass = rBiomeT1();
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var tGrassPForest = rBiomeT2();
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var tGrassDForest = rBiomeT3();
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var tCliff = rBiomeT4();
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var tGrassA = rBiomeT5();
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var tGrassB = rBiomeT6();
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var tGrassC = rBiomeT7();
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var tHill = rBiomeT1();
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var tDirt = rBiomeT9();
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var tRoad = rBiomeT10();
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var tRoadWild = rBiomeT11();
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var tGrassPatch = rBiomeT12();
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var tShoreBlend = rBiomeT13();
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var tShore = rBiomeT14();
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var tWater = rBiomeT15();
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// gaia entities
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var oOak = rBiomeE1();
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var oOakLarge = rBiomeE2();
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var oApple = rBiomeE3();
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var oPine = rBiomeE4();
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var oAleppoPine = rBiomeE5();
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var oBerryBush = rBiomeE6();
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var oChicken = rBiomeE7();
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var oDeer = rBiomeE8();
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var oFish = rBiomeE9();
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var oSheep = rBiomeE10();
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var oStoneLarge = rBiomeE11();
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var oStoneSmall = rBiomeE12();
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var oMetalLarge = rBiomeE13();
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// decorative props
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var aGrass = rBiomeA1();
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var aGrassShort = rBiomeA2();
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var aReeds = rBiomeA3();
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var aLillies = rBiomeA4();
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var aRockLarge = rBiomeA5();
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var aRockMedium = rBiomeA6();
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var aBushMedium = rBiomeA7();
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var aBushSmall = rBiomeA8();
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, 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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log(mapSize);
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clLand = createTileClass();
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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, tGrass);
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}
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}
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 8))));
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var placer = new ClumpPlacer(mapArea * 0.23, 1, 1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater, tWater], // 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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-3, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*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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fx = fractionToTiles(playerX[i]);
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fz = fractionToTiles(playerZ[i]);
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ix = round(fx);
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iz = round(fz);
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addToClass(ix, iz, clPlayer);
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addToClass(ix+5, iz, clPlayer);
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addToClass(ix, iz+5, clPlayer);
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addToClass(ix-5, iz, clPlayer);
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addToClass(ix, iz-5, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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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(0, TWO_PI);
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var tDist = randFloat(12, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oOak, num, num, 0,3)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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// create grass tufts
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var num = hillSize / 250;
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for (var j = 0; j < num; j++)
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{
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var gAngle = randFloat(0, TWO_PI);
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var gDist = radius - (5 + randInt(7));
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var gX = round(fx + gDist * cos(gAngle));
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var gZ = round(fz + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gZ
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);
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createObjectGroup(group, 0);
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}
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}
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RMS.SetProgress(20);
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var split = 1;
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if ((mapSize / 64 == 2)&&(numPlayers <= 2))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 3)&&(numPlayers <= 3))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 4)&&(numPlayers <= 4))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 5)&&(numPlayers <= 4))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 6)&&(numPlayers <= 5))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 7)&&(numPlayers <= 6))
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{
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split = 2;
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}
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//create rivers
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log ("Creating rivers...");
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for (var m = 0; m < numPlayers*split; m++)
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{
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var tang = startAngle + (m+0.5)*TWO_PI/(numPlayers*split);
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var placer = new PathPlacer(fractionToTiles(0.5 + 0.15*cos(tang)), fractionToTiles(0.5 + 0.15*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(14,40), 0.0, 3*(scaleByMapSize(1,3)), 0.2, 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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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
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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)));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 0);
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createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
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var tang = startAngle + (m)*TWO_PI/(numPlayers*split);
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var placer = new PathPlacer(fractionToTiles(0.5 + 0.05*cos(tang)), fractionToTiles(0.5 + 0.05*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(10,40), 0.0, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
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var terrainPainter = new LayeredPainter(
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[tWater, tShore, tGrass], // 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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3, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter], null);
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}
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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var placer = new ClumpPlacer(mapArea * 0.15, 1, 1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater, tWater], // 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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4, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter], null);
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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 = sqrt(sqrt(sqrt(scaleByMapSize(1, 8))));
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var placer = new ClumpPlacer(mapArea * 0.09, 1, 1, 10, ix, iz);
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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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-2, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter], null);
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var placer = new ClumpPlacer((mapSize - 50) * (mapSize - 50) * 0.09, 1, 1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater, tWater], // 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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4, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null);
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var placer = new ClumpPlacer(scaleByMapSize(6, 18)*scaleByMapSize(6, 18)*22, 1, 1, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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20, // elevation
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8 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter], null);
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paintTerrainBasedOnHeight(-6, 1, 1, tWater);
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paintTerrainBasedOnHeight(1, 2, 1, tShore);
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paintTerrainBasedOnHeight(2, 5, 1, tGrass);
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paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
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unPaintTileClassBasedOnHeight(0.5, 10, 1, clWater)
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for (var i = 0; i < numPlayers; i++)
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{
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fx = fractionToTiles(playerX[i]);
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fz = fractionToTiles(playerZ[i]);
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ix = round(fx);
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iz = round(fz);
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// create the city patch
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var cityRadius = radius/3;
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var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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}
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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terrainPainter = new LayeredPainter(
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[tGrass, tCliff, tHill], // terrains
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[1, 2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 12, clHill, 15, clWater, 2),
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scaleByMapSize(1, 4) * numPlayers
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);
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// calculate desired number of trees for map (based on size)
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if (rt == 6)
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{
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0.02;
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}
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else if (rt == 7)
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{
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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var P_FOREST = 0.6;
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}
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else
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{
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var MIN_TREES = 500;
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var MAX_TREES = 3000;
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var P_FOREST = 0.7;
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}
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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]; // some variation
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if (rt == 6)
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{
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var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
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}
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else
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{
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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}
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2),
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num
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);
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}
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RMS.SetProgress(50);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[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, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
|
|
scaleByMapSize(15, 45)
|
|
);
|
|
}
|
|
|
|
// create grass patches
|
|
log("Creating grass patches...");
|
|
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
|
|
for (var i = 0; i < sizes.length; i++)
|
|
{
|
|
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
|
painter = new TerrainPainter(tGrassPatch);
|
|
createAreas(
|
|
placer,
|
|
painter,
|
|
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
|
|
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(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, 10, 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, 10, clMetal, 10, clRock, 5, clHill, 1),
|
|
scaleByMapSize(4,16), 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),
|
|
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(70);
|
|
|
|
// 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, 10, clHill, 1, clFood, 20),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
RMS.SetProgress(75);
|
|
|
|
// create sheep
|
|
log("Creating sheep...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oSheep, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oOak, oOakLarge, oPine, oApple]; // 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, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
var planetm = 1;
|
|
if (rt==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),
|
|
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
|
|
);
|
|
|
|
|
|
rt = randInt(1,3)
|
|
if (rt==1){
|
|
setSkySet("cirrus");
|
|
}
|
|
else if (rt ==2){
|
|
setSkySet("cumulus");
|
|
}
|
|
else if (rt ==3){
|
|
setSkySet("sunny");
|
|
}
|
|
setSunRotation(randFloat(0, TWO_PI));
|
|
setSunElevation(randFloat(PI/ 5, PI / 3));
|
|
|
|
// Export map data
|
|
|
|
ExportMap(); |