0ad/binaries/data/mods/public/maps/random/snowflake_searocks.js
Spahbod bc805bd357 Adds the path placer library by historic_brunno to rmgen. Fixes #892.
Also takes all the duplicated parts of random maps including the new
player start entities and random biome system into rmgen libraries.
Tweaks nile river and snowflake random maps.

This was SVN commit r11152.
2012-02-25 15:53:43 +00:00

1 line
53 KiB
JavaScript

RMS.LoadLibrary("rmgen");
//random terrain textures
var rt = randomizeBiome();
var tGrass = rBiomeT1();
var tGrassPForest = rBiomeT2();
var tGrassDForest = rBiomeT3();
var tCliff = rBiomeT4();
var tGrassA = rBiomeT5();
var tGrassB = rBiomeT6();
var tGrassC = rBiomeT7();
var tHill = rBiomeT1();
var tDirt = rBiomeT9();
var tRoad = rBiomeT10();
var tRoadWild = rBiomeT11();
var tGrassPatch = rBiomeT12();
var tShoreBlend = rBiomeT13();
var tShore = rBiomeT14();
var tWater = rBiomeT15();
// gaia entities
var oOak = rBiomeE1();
var oOakLarge = rBiomeE2();
var oApple = rBiomeE3();
var oPine = rBiomeE4();
var oAleppoPine = rBiomeE5();
var oBerryBush = rBiomeE6();
var oChicken = rBiomeE7();
var oDeer = rBiomeE8();
var oFish = rBiomeE9();
var oSheep = rBiomeE10();
var oStoneLarge = rBiomeE11();
var oStoneSmall = rBiomeE12();
var oMetalLarge = rBiomeE13();
// decorative props
var aGrass = rBiomeA1();
var aGrassShort = rBiomeA2();
var aReeds = rBiomeA3();
var aLillies = rBiomeA4();
var aRockLarge = rBiomeA5();
var aRockMedium = rBiomeA6();
var aBushMedium = rBiomeA7();
var aBushSmall = rBiomeA8();
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
log(mapSize);
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = createTileClass();
//Paint the whole map
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
placeTerrain(ix, iz, tWater);
}
}
var radius = scaleByMapSize(15,30);
var cliffRadius = 2;
var elevation = 20;
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
// Creating other islands
var numIslands = 0;
//****************************
//----------------------------
//Tiny and Small Size
//----------------------------
//****************************
if ((mapSize == 128)||(mapSize == 192)){
//2 PLAYERS
//-----------------
//-----------------
if (numPlayers == 2){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.27*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.27*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.49);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//3 PLAYERS
//-----------------
//-----------------
if (numPlayers == 3){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.27*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.27*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.49);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//4 PLAYERS
//-----------------
//-----------------
if (numPlayers == 4){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.49);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.27*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.27*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//More than 4 PLAYERS
//-----------------
//-----------------
if (numPlayers > 4){
numIslands = numPlayers + 1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[l][numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
//centeral island id numPlayers
var fx = fractionToTiles((sX)/numPlayers);
var fz = fractionToTiles((sZ)/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[numPlayers]=ix;
IslandZ[numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//****************************
//----------------------------
//Medium Size
//----------------------------
//****************************
if (mapSize == 256){
//2,3,4 PLAYERS
//-----------------
//-----------------
if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.49);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.26*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.26*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//More than 4 PLAYERS
//-----------------
//-----------------
if (numPlayers > 4){
numIslands = 2*numPlayers;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
if (e+1<numPlayers)
{
isConnected[e][e+1] = 1;
}
else
{
isConnected[0][e] = 1;
}
isConnected[e+numPlayers][e] = 1;
if (e+numPlayers+1<numIslands)
{
isConnected[e+numPlayers][e+numPlayers+1] = 1;
}
else
{
isConnected[e+numPlayers][numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
}
//****************************
//----------------------------
//Normal Size
//----------------------------
//****************************
if (mapSize == 320){
//2,3,4,5 PLAYERS
//-----------------
//-----------------
if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)||(numPlayers == 5)){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.49);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.26*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.26*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//6,7 PLAYERS
//-----------------
//-----------------
if ((numPlayers == 6)||(numPlayers == 7)){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.49);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.26*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.26*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//8 PLAYERS
//-----------------
//-----------------
if (numPlayers == 8){
numIslands = 2*numPlayers;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
if (e+1<numPlayers)
{
isConnected[e][e+1] = 1;
}
else
{
isConnected[0][e] = 1;
}
isConnected[e+numPlayers][e] = 1;
if (e+numPlayers+1<numIslands)
{
isConnected[e+numPlayers][e+numPlayers+1] = 1;
}
else
{
isConnected[e+numPlayers][numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
}
//****************************
//----------------------------
//Large and larger Sizes
//----------------------------
//****************************
if (mapSize > 383){
//2,3,4,5 PLAYERS
//-----------------
//-----------------
if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)||(numPlayers == 5)){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.49);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.24*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.24*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
//6,7,8 PLAYERS
//-----------------
//-----------------
if ((numPlayers == 6)||(numPlayers == 7)||(numPlayers == 8)){
numIslands = 4*numPlayers+1;
var IslandX = new Array(numIslands);
var IslandZ = new Array(numIslands);
var isConnected = new Array(numIslands);
for (var q=0; q <numIslands; q++)
{
isConnected[q]=new Array(numIslands);
}
for (var m = 0; m < numIslands; m++){
for (var n = 0; n < numIslands; n++){
isConnected[m][n] = 0;
}
}
//connections
var sX = 0;
var sZ = 0;
for (var l = 0; l < numPlayers; l++)
{
isConnected[4*numPlayers][l+2*numPlayers] = 1;
sX = sX + playerX[l];
sZ = sZ + playerZ[l];
}
var fx = fractionToTiles(sX/numPlayers);
var fz = fractionToTiles(sZ/numPlayers);
var ix = round(fx);
var iz = round(fz);
IslandX[4*numPlayers]=ix;
IslandZ[4*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//centeral island id numPlayers
for (var e = 0; e <numPlayers; e++)
{
isConnected[e+2*numPlayers][e] = 1;
if (e+2*numPlayers+1<numIslands-numPlayers-1)
{
isConnected[e+2*numPlayers][e+2*numPlayers+1] = 1;
}
else
{
isConnected[2*numPlayers][e+2*numPlayers] = 1;
}
var fx = fractionToTiles(0.5 + 0.16*cos(startAngle + e*TWO_PI/numPlayers));
var fz = fractionToTiles(0.5 + 0.16*sin(startAngle + e*TWO_PI/numPlayers));
var ix = round(fx);
var iz = round(fz);
IslandX[e+2*numPlayers]=ix;
IslandZ[e+2*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.81);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
//Small Isles
isConnected[e+3*numPlayers][e+numPlayers] = 1;
var fx = fractionToTiles(0.5 + 0.41*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.41*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+3*numPlayers]=ix;
IslandZ[e+3*numPlayers]=iz;
// calculate size based on the radius
var hillSize = floor(PI * radius * radius * 0.36);
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
for (var e = 0; e <numPlayers; e++)
{
isConnected[e][e+numPlayers] = 1;
if (e+1<numPlayers)
{
isConnected[e + 1][e+numPlayers] = 1;
}
else
{
isConnected[0][e+numPlayers] = 1;
}
//second island id 4
var fx = fractionToTiles(0.5 + 0.28*cos(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var fz = fractionToTiles(0.5 + 0.28*sin(startAngle + e*TWO_PI/numPlayers + TWO_PI/(2*numPlayers)));
var ix = round(fx);
var iz = round(fz);
IslandX[e+numPlayers]=ix;
IslandZ[e+numPlayers]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius * 0.81;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
}
}
}
for (m = 0; m < numIslands; m++){
for (n = 0; n < numIslands; n++){
if(isConnected[m][n] == 1){
isConnected[n][m] = 1;
}
}
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
IslandX[i]=ix;
IslandZ[i]=iz;
// calculate size based on the radius
var hillSize = PI * radius * radius;
// create the hill
var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[cliffRadius] // widths
);
var elevationPainter = new SmoothElevationPainter(
ELEVATION_SET, // type
elevation, // elevation
cliffRadius // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create starting units
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 10;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius - 4;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create starting straggler trees
var num = hillSize / 100;
for (var j = 0; j < num; j++)
{
var tAngle = randFloat(0, TWO_PI);
var tDist = randFloat(6, radius - 4);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oOak, 1,3, 0,2)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
// create grass tufts
var num = hillSize / 250;
for (var j = 0; j < num; j++)
{
var gAngle = randFloat(0, TWO_PI);
var gDist = radius - (5 + randInt(7));
var gX = round(fx + gDist * cos(gAngle));
var gZ = round(fz + gDist * sin(gAngle));
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
false, clBaseResource, gX, gZ
);
createObjectGroup(group, 0);
}
}
RMS.SetProgress(30);
//Create connectors
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
for (m = 0; m < numIslands; m++)
{
for (n = 0; n < numIslands; n++)
{
if(isConnected[m][n] == 1)
{
var a = IslandZ[m]-IslandZ[n];
var b = IslandX[n]-IslandX[m];
var c = (IslandZ[m]*(IslandX[m]-IslandX[n]))-(IslandX[m]*(IslandZ[m]-IslandZ[n]));
var dis = abs(a*ix + b*iz + c)/sqrt(a*a + b*b);
var k = (a*ix + b*iz + c)/(a*a + b*b);
var y = iz-(b*k);
if((dis < 5)&&(y <= Math.max(IslandZ[m],IslandZ[n]))&&(y >= Math.min(IslandZ[m],IslandZ[n])))
{
if (dis < 3){
var h = 20;
if (dis < 2)
{
var t = tHill;
}
else
{
var t = tCliff;
}
addToClass(ix, iz, clLand);
}
else
{
var h = 50 - 10 * dis;
var t = tCliff;
addToClass(ix, iz, clLand);
}
if (getHeight(ix, iz)<h)
{
placeTerrain(ix, iz, t);
setHeight(ix, iz, h);
}
}
}
}
}
}
}
// calculate desired number of trees for map (based on size)
if (rt == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (rt == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.6;
}
else
{
var MIN_TREES = 500;
var MAX_TREES = 3000;
var P_FOREST = 0.7;
}
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // some variation
if (rt == 6)
{
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
else
{
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
}
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 3)],
num
);
}
RMS.SetProgress(55);
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
5*scaleByMapSize(4,16), 100
);
// create small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
5*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(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 5)],
5*scaleByMapSize(4,16), 100
);
RMS.SetProgress(65);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
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(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
scaleByMapSize(15, 45)
);
}
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 1)],
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 1)],
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, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 4)],
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, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 4)],
3 * numPlayers, 50
);
RMS.SetProgress(85);
// 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, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 4)],
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), stayClasses(clLand, 2)],
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 2)],
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, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 2)],
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));
setWaterTint(0.447, 0.412, 0.322); // muddy brown
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
setWaterMurkiness(1.0);
setWaterReflectionTintStrength(0.677);
// Export map data
ExportMap();