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.
468 lines
14 KiB
JavaScript
468 lines
14 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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var tGrass = ["temp_grass_aut", "temp_grass_aut", "temp_grass_d_aut"];
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var tGrassPForest = "temp_grass_aut";
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var tGrassDForest = "temp_grass_aut";
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var tGrassA = "temp_grass_plants_aut";
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var tGrassB = "temp_plants_bog_aut";
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var tGrassC = ["temp_grass_b_aut", "temp_grass_c_aut"];
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var tDirt = ["temp_plants_bog_aut", "temp_mud_a"];
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var tHill = ["temp_highlands_aut", "temp_grass_long_b_aut"];
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var tCliff = ["temp_cliff_a", "temp_cliff_b"];
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var tRoad = "temp_road_aut";
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var tRoadWild = "temp_road_overgrown_aut";
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var tGrassPatch = "temp_grass_plants_aut";
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var tShoreBlend = "temp_grass_plants_aut";
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var tShore = "temp_plants_bog_aut";
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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_aut";
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var oOak = "gaia/flora_tree_oak_aut";
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var oPine = "gaia/flora_tree_pine";
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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_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 aReeds = "actor|props/flora/reeds_pond_dry.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_dry.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
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var pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, 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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// 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 baseRadius = 30;
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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] = mapSize*(0.5 + 0.35*cos(playerAngle[i]));
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playerZ[i] = mapSize*(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 civ = g_MapSettings.PlayerData[i].Civ;
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var startEntities = getStartingEntities(i);
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// Place starting entities
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createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities, BUILDING_ANGlE)
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var uDist = 8;
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var uSpace = 2;
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for (var j = 1; j < startEntities.length - 1; ++j)
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{
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var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
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var count = (startEntities[j].Count !== undefined ? startEntities[j].Count : 1);
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for (var numberofentities = 0; numberofentities < count; numberofentities++)
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{
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var ux = playerX[i] + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
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var uz = playerZ[i] + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
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placeObject(ux, uz, startEntities[j].Template, i+1, uAngle);
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}
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}
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// create resources
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var bbAngle = BUILDING_ANGlE;
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var bbDist = 10;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oFood, 5,5, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oWood, 5,5, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetal, 3,3, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStone, 2,2, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// Base texture
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var placer = new ClumpPlacer(PI*baseRadius*baseRadius/4, 1/2, 1/8, 10, playerX[i], playerZ[i]);
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createArea(placer,[new TerrainPainter(tRoad), paintClass(clPlayer)]);
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// Place custom fortress
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if (civ == "brit" || civ == "celt" || civ == "gaul" || civ == "iber")
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{
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var wall = ["gate", "tower", "wallLong",
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"cornerIn", "wallLong", "barracks", "tower", "wallLong", "tower", "house", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "gate", "tower", "house", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "house", "wallLong",
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"cornerIn", "wallLong", "house", "tower"];
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}
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else
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{
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var wall = ["gate", "tower", "wallLong",
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"cornerIn", "wallLong", "barracks", "tower", "wallLong", "tower", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "gate", "tower", "wallLong",
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"cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "wallLong",
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"cornerIn", "wallLong", "house", "tower"];
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}
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placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1, BUILDING_ANGlE);
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}
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// create lakes
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log("Creating lakes...");
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var numLakes = round(scaleByMapSize(1,4) * numPlayers);
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var placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1,1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 3);
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var waterAreas = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 7, clWater, 20),
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numLakes
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);
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RMS.SetProgress(15);
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// create reeds
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log("Creating reeds...");
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group = new SimpleGroup(
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[new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 0,1, 0,4)], true
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);
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createObjectGroupsByAreas(group, 0,
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[borderClasses(clWater, 3, 0), stayClasses(clWater, 1)],
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numLakes, 100,
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waterAreas
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);
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RMS.SetProgress(20);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup(
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[new SimpleObject(oFish, 1,1, 0,1)],
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true, clFood
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);
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createObjectGroupsByAreas(group, 0,
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borderClasses(clWater, 2, 0), avoidClasses(clFood, 8),
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numLakes, 50,
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waterAreas
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);
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waterAreas = [];
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RMS.SetProgress(25);
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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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var 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, 5),
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scaleByMapSize(100, 200)
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);
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RMS.SetProgress(30);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 17, 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, 5, clWater, 5, clHill, 15),
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scaleByMapSize(1, 4) * numPlayers
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);
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RMS.SetProgress(35);
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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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[[tGrassDForest, tGrass, pForestO], [tGrassDForest, pForestO]],
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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, 5, clWater, 3, clForest, 7, clHill, 1),
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num
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);
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}
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RMS.SetProgress(40);
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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, clDirt, 5, clPlayer, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(45);
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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, clDirt, 5, clPlayer, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(50);
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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, 5, 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, 5, 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, 5, clMetal, 10, clRock, 5, clHill, 1)],
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(60);
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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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RMS.SetProgress(65);
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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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RMS.SetProgress(70);
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(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, 6, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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);
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RMS.SetProgress(75);
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// create sheep
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log("Creating sheep...");
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group = new SimpleGroup(
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[new SimpleObject(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),
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3 * numPlayers, 50
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);
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RMS.SetProgress(80);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oOak, oBeech, oPine]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 4, clMetal, 1, clRock, 1),
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num
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);
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}
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RMS.SetProgress(85);
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//create small grass tufts
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log("Creating small grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
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scaleByMapSize(13, 200)
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);
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RMS.SetProgress(90);
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// create large grass tufts
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log("Creating large grass tufts...");
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group = new SimpleGroup(
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[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)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
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scaleByMapSize(13, 200)
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);
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RMS.SetProgress(95);
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// create bushes
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log("Creating bushes...");
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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
|
|
);
|
|
|
|
setSkySet("sunny");
|
|
setWaterColour(0.157, 0.149, 0.443);
|
|
setWaterTint(0.443,0.42,0.824);
|
|
setWaterReflectionTint(0.863,0.667,0.608);
|
|
setWaterWaviness(2.5);
|
|
setWaterMurkiness(0.83);
|
|
setWaterReflectionTintStrength(0.35);
|
|
|
|
// Export map data
|
|
ExportMap();
|