forked from 0ad/0ad
411 lines
11 KiB
JavaScript
411 lines
11 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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// terrain textures
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const tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
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const tGrassPForest = "temp_plants_bog";
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const tGrassDForest = "temp_plants_bog";
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const tGrassA = "temp_grass_plants";
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const tGrassB = "temp_plants_bog";
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const tGrassC = "temp_mud_a";
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const tDirt = ["temp_plants_bog", "temp_mud_a"];
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const tHill = ["temp_highlands", "temp_grass_long_b"];
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const tCliff = ["temp_cliff_a", "temp_cliff_b"];
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const tRoad = "temp_road";
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const tRoadWild = "temp_road_overgrown";
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const tGrassPatchBlend = "temp_grass_long_b";
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const tGrassPatch = ["temp_grass_d", "temp_grass_clovers"];
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const tShoreBlend = "temp_grass_plants";
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const tShore = "temp_plants_bog";
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const tWater = "temp_mud_a";
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// gaia entities
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const oOak = "gaia/flora_tree_oak";
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const oOakLarge = "gaia/flora_tree_oak_large";
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const oApple = "gaia/flora_tree_apple";
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const oPine = "gaia/flora_tree_pine";
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const oAleppoPine = "gaia/flora_tree_aleppo_pine";
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const oBerryBush = "gaia/flora_bush_berry";
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const oChicken = "gaia/fauna_chicken";
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const oDeer = "gaia/fauna_deer";
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const oFish = "gaia/fauna_fish";
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const oSheep = "gaia/fauna_sheep";
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const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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const oStoneSmall = "gaia/geology_stone_temperate";
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const oMetalLarge = "gaia/geology_metal_temperate_slabs";
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// decorative props
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const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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const aGrassShort = "actor|props/flora/grass_soft_large.xml";
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const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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const aLillies = "actor|props/flora/pond_lillies_large.xml";
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const aRockLarge = "actor|geology/stone_granite_large.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aBushMedium = "actor|props/flora/bush_medit_me.xml";
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const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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// terrain + entity (for painting)
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const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
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const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// 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 startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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// calculate size based on the radius
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var hillSize = PI * radius * radius;
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// create the hill
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var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[cliffRadius] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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cliffRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
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// create the ramp
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var rampAngle = playerAngle[i] + PI + randFloat(-PI/8, PI/8);
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var rampDist = radius;
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var rampLength = 15;
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var rampWidth = 12;
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var rampX1 = round(fx + (rampDist + rampLength) * cos(rampAngle));
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var rampZ1 = round(fz + (rampDist + rampLength) * sin(rampAngle));
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var rampX2 = round(fx + (rampDist - 3) * cos(rampAngle));
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var rampZ2 = round(fz + (rampDist - 3) * sin(rampAngle));
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createRamp (rampX1, rampZ1, rampX2, rampZ2, 3, 20, rampWidth, 2, tHill, tCliff, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,2)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 12;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create starting trees
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var num = 2;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oOak, num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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// create grass tufts
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var num = hillSize / 250;
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for (var j = 0; j < num; j++)
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{
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var gAngle = randFloat(0, TWO_PI);
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var gDist = radius - (5 + randInt(7));
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var gX = round(fx + gDist * cos(gAngle));
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var gZ = round(fz + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gZ
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);
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createObjectGroup(group, 0);
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}
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}
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RMS.SetProgress(10);
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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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placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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terrainPainter = new LayeredPainter(
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[tShoreBlend, tShore, tWater], // terrains
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[1,1] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 6);
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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, 2, 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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createBumps(avoidClasses(clWater, 2, clPlayer, 0));
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RMS.SetProgress(30);
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// create hills
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log("Creating hills...");
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createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 2, clWater, 5, clHill, 15), clHill, scaleByMapSize(1, 4) * numPlayers);
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RMS.SetProgress(35);
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// create forests
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createForests(
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[tGrass, tGrassDForest, tGrassPForest, pForestP, pForestD],
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avoidClasses(clPlayer, 1, clWater, 3, clForest, 17, clHill, 1),
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clForest
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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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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]],
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[1,1],
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0)
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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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createLayeredPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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[tGrassPatchBlend, tGrassPatch],
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[1],
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0)
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);
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RMS.SetProgress(50);
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log("Creating stone mines...");
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// create stone quarries
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)
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)
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log("Creating metal mines...");
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// create large metal quarries
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1,1, 0,4)]
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],
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avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clHill, 1),
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clMetal
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)
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RMS.SetProgress(60);
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//create decoration
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createDecoration
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(
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[[new SimpleObject(aRockMedium, 1,3, 0,1)],
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
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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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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200),
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scaleByMapSize(13, 200)
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],
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
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);
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RMS.SetProgress(70);
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// create animals
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createFood
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(
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[
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[new SimpleObject(oSheep, 2,3, 0,2)],
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[new SimpleObject(oDeer, 5,7, 0,4)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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],
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 1, clHill, 1, clFood, 20)
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);
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// create fruits
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createFood
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(
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[
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[new SimpleObject(oBerryBush, 5,7, 0,4)]
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],
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[
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randInt(1, 4) * numPlayers + 2
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
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);
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RMS.SetProgress(90);
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// create straggler trees
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var types = [oOak, oOakLarge, oPine, oApple]; // some variation
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createStragglerTrees(types, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1));
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// Set environment
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setSkySet("cirrus");
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setWaterColour(0.447, 0.412, 0.322); // muddy brown
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setWaterTint(0.447, 0.412, 0.322); // muddy brown
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setWaterMurkiness(1.0);
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setWaterWaviness(3.0);
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setWaterType("lake");
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setFogThickness(0.25);
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setFogFactor(0.4);
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setPPEffect("hdr");
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setPPSaturation(0.62);
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setPPContrast(0.62);
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setPPBloom(0.3);
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// Export map data
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ExportMap();
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