forked from 0ad/0ad
Spahbod
bc805bd357
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.
621 lines
18 KiB
JavaScript
621 lines
18 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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var tCity = "desert_city_tile";
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var tCityPlaza = "desert_city_tile_plaza";
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var tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
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var tDunes = "desert_sand_dunes_100";
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var tFineSand = "desert_sand_smooth";
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var tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"];
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var tForestFloor = "desert_forestfloor_palms";
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var tGrass = "desert_dirt_rough_2";
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var tGrassSand50 = "desert_sand_dunes_50";
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var tGrassSand25 = "desert_dirt_rough";
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var tDirt = "desert_dirt_rough";
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var tDirtCracks = "desert_dirt_cracks";
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var tShore = "desert_sand_wet";
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var tLush = "desert_grass_a";
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var tSLush = "desert_grass_a_sand";
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var tSDry = "desert_plants_b";
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// gaia entities
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oCamel = "gaia/fauna_camel";
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var oFish = "gaia/fauna_fish";
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var oGazelle = "gaia/fauna_gazelle";
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var oGiraffe = "gaia/fauna_giraffe";
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var oGoat = "gaia/fauna_goat";
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var oWildebeest = "gaia/fauna_wildebeest";
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var oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
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var oStoneSmall = "gaia/geology_stone_desert_small";
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var oMetalLarge = "gaia/geology_metal_desert_slabs";
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var oDatePalm = "gaia/flora_tree_date_palm";
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var oSDatePalm = "gaia/flora_tree_cretan_date_palm_short";
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var eObelisk = "other/obelisk";
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var ePyramid = "other/pyramid_minor";
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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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// decorative props
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var aBush1 = "actor|props/flora/bush_desert_a.xml";
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var aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
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var aBush3 = "actor|props/flora/bush_medit_sm_dry.xml";
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var aBush4 = "actor|props/flora/plant_desert_a.xml";
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var aBushes = [aBush1, aBush2, aBush3, aBush4];
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var aDecorativeRock = "actor|geology/stone_desert_med.xml";
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var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/water_lillies.xml";
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// terrain + entity (for painting)
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var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
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var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
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var BUILDING_ANGlE = 0.75*PI;
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log("Initializing map...");
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InitMap();
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var mapSize = getMapSize();
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if (mapSize < 256)
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{
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var aPlants = "actor|props/flora/grass_tropical.xml";
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}
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else
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{
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var aPlants = "actor|props/flora/grass_tropic_field_tall.xml";
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}
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var numPlayers = getNumPlayers();
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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 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 clGrass = createTileClass();
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var clDesert = createTileClass();
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var clPond = createTileClass();
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var clShore = createTileClass();
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var clTreasure = 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 = shuffleArray(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var playerPos = new Array(numPlayers);
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var iop = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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iop = i - 1;
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if (!(numPlayers%2)){
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
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}
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else
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{
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if (iop%2)
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{
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
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}
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else
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{
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playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
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}
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}
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playerZ[i] = playerPos[i];
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playerX[i] = 0.30 + 0.4*(i%2);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = floor(fx);
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var iz = floor(fz);
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addToClass(ix, iz, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
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createArea(placer, painter, null);
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// get civ specific starting entities
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var civEntities = getStartingEntities(id-1);
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// create starting units
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createStartingPlayerEntities(fx, fz, id, civEntities, 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, 0,3)],
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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 = radius - 4;
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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 straggler trees
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var num = hillSize / 100;
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for (var j = 0; j < num; j++)
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{
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var tAngle = randFloat(0, TWO_PI);
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var tDist = randFloat(6, radius - 2);
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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(oSDatePalm, 1,3, 0,2)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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// create 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(aBush1, 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(30);
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const WATER_WIDTH = 0.1;
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log("Creating river");
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var theta = randFloat(0, 1);
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var seed = randFloat(2,3);
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var theta2 = randFloat(0, 1);
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var seed2 = randFloat(2,3);
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var rifp = 0;
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var rifp2 = 0;
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for (ix = 0; ix < mapSize; ix++)
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{
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for (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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var h = 0;
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var distToWater = 0;
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h = 32 * (z - 0.5);
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if ((x < 0.25)||(x > 0.75))
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{
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addToClass(ix, iz, clDesert);
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}
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// add the rough shape of the water
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var km = 12/scaleByMapSize(35, 160);
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var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed)+(50/scaleByMapSize(35, 100))*rndRiver(theta2+z*0.5*(mapSize/128),seed2);
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var zk = z*randFloat(0.995,1.005);
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var xk = x*randFloat(0.995,1.005);
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if (-3.0 < getHeight(ix, iz)){
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if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2)))
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{
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if (xk < cu+((1.05-WATER_WIDTH)/2))
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{
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h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk));
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if ((h < 0.1)&&(h>-0.2))
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{
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if (rifp%2 == 0)
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{
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rifp = 0;
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placeObject(ix, iz, aPlants, 0, randFloat(0,TWO_PI));
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}
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++rifp;
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}
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}
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else if (xk > (cu+(0.95+WATER_WIDTH)/2))
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{
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h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2)));
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if ((h < 0.1)&&(h>-0.2))
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{
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if (rifp2%2 == 0)
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{
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rifp2 = 0;
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placeObject(ix, iz, aPlants, 0, randFloat(0,TWO_PI));
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}
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++rifp2;
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}
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}
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else
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{
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h = -3.0;
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}
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setHeight(ix, iz, h);
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addToClass(ix, iz, clWater);
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placeTerrain(ix, iz, tShore);
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}
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}
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if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.04)&&(xk < cu+((1.0-WATER_WIDTH)/2)))||((xk > cu+((1.0+WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.04)))
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{
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placeTerrain(ix, iz, tLush);
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addToClass(ix, iz, clShore);
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}
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else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.06)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.04))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.04)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.06)))
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{
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placeTerrain(ix, iz, tSLush);
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addToClass(ix, iz, clShore);
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}
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else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.09)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.06))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.06)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.09)))
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{
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placeTerrain(ix, iz, tSDry);
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addToClass(ix, iz, clShore);
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}
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}
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}
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RMS.SetProgress(40);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 6),
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scaleByMapSize(100, 200)
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);
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// create ponds
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log("Creating ponds...");
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var numLakes = round(scaleByMapSize(1,4) * numPlayers / 2);
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placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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var terrainPainter = new LayeredPainter(
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[tShore, tShore, tShore], // terrains
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[1,1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3);
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var waterAreas = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clPond)],
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avoidClasses(clPlayer, 25, clWater, 10),
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numLakes
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);
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waterAreas = [];
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log("Creating reeds...");
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group = new SimpleGroup(
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[new SimpleObject(aReeds, 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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stayClasses(clWater, 1, clPond, 1),
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scaleByMapSize(300, 762), 50
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);
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log("Creating lillies...");
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group = new SimpleGroup(
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[new SimpleObject(aLillies, 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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stayClasses(clWater, 1, clPond, 1),
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scaleByMapSize(300, 762), 50
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);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 700;
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const MAX_TREES = 3500;
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const P_FOREST = 0.5;
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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 num = scaleByMapSize(10,30);
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placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5);
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painter = new TerrainPainter([pForest, tForestFloor]);
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createAreas(placer, [painter, paintClass(clForest)],
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avoidClasses(clPlayer, 8, clForest, 4, clWater, 1, clDesert, 5, clPond, 2),
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num, 50
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);
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RMS.SetProgress(50);
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// create grass patches
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log("Creating grass 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,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // 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(clForest, 0, clGrass, 5, clPlayer, 0, clWater, 1, clDirt, 5, clShore, 1, clPond, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(55);
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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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[[tDirt,tDirtCracks],[tDirt,tFineSand], [tDirtCracks,tFineSand]], // 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(clForest, 0, clDirt, 5, clPlayer, 0, clWater, 1, clGrass, 5, clShore, 1, clPond, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(60);
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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(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 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(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1),
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scaleByMapSize(4,16), 100
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);
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|
|
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, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1),
|
|
scaleByMapSize(4,16), 100
|
|
);
|
|
|
|
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, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(6,20), 100
|
|
);
|
|
|
|
// create small stone quarries
|
|
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(6,20), 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, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(6,20), 100
|
|
);
|
|
|
|
RMS.SetProgress(65);
|
|
|
|
// create small decorative rocks
|
|
log("Creating small decorative rocks...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clPond, 1),
|
|
scaleByMapSize(16, 262), 50
|
|
);
|
|
|
|
|
|
// create shrubs
|
|
log("Creating shrubs...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
avoidClasses(clWater, 1, clPlayer, 0, clPond, 1),
|
|
scaleByMapSize(40, 360), 50
|
|
);
|
|
|
|
RMS.SetProgress(70);
|
|
|
|
// create gazelles
|
|
log("Creating gazelles...");
|
|
group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
// create goats
|
|
log("Creating goats...");
|
|
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
// create treasures
|
|
log("Creating treasures...");
|
|
group = new SimpleGroup([new SimpleObject(oFood, 1,1, 0,2)], true, clTreasure);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
group = new SimpleGroup([new SimpleObject(oWood, 1,1, 0,2)], true, clTreasure);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
// create camels
|
|
log("Creating camels...");
|
|
group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clTreasure, 2, clPond, 1),
|
|
3*scaleByMapSize(5,20), 50
|
|
);
|
|
|
|
RMS.SetProgress(90);
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oDatePalm, oSDatePalm]; // some variation
|
|
var num = floor(0.5 * numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clDesert, 1, clTreasure, 2, clPond, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
var types = [oDatePalm, oSDatePalm]; // some variation
|
|
var num = floor(0.1 * numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clTreasure, 2),
|
|
num
|
|
);
|
|
}
|
|
|
|
// create pond trees
|
|
log("Creating straggler trees...");
|
|
var types = [oDatePalm, oSDatePalm]; // 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, 0,0)], true);
|
|
createObjectGroups(group, 0,
|
|
borderClasses(clPond, 0, 4),
|
|
num
|
|
);
|
|
}
|
|
|
|
//create eyecandy
|
|
log("Creating obelisks");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(eObelisk, 1,1, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
[avoidClasses(clWater, 4, clForest, 3, clPlayer, 5, clMetal, 2, clRock, 2, clPond, 4, clTreasure, 2), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(5, 30), 50
|
|
);
|
|
|
|
log("Creating pyramids");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(ePyramid, 1,1, 0,1)],
|
|
true
|
|
);
|
|
createObjectGroups(
|
|
group, 0,
|
|
[avoidClasses(clWater, 7, clForest, 6, clPlayer, 14, clMetal, 5, clRock, 5, clPond, 7, clTreasure, 2), stayClasses(clDesert, 3)],
|
|
scaleByMapSize(2, 6), 50
|
|
);
|
|
|
|
// Set environment
|
|
setSkySet("sunny");
|
|
setSunColour(0.711, 0.746, 0.574);
|
|
setWaterColour(0.292, 0.347, 0.691);
|
|
setWaterTint(0.550, 0.543, 0.437);
|
|
setWaterReflectionTint(0.562, 0.511, 0.425);
|
|
setWaterMurkiness(0.83);
|
|
setWaterReflectionTintStrength(0.377);
|
|
|
|
// Export map data
|
|
ExportMap();
|