forked from 0ad/0ad
456 lines
13 KiB
JavaScript
456 lines
13 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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const tGrass = ["medit_grass_field_a", "medit_grass_field_b"];;
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const tForestFloorC = "medit_plants_dirt";
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const tForestFloorP = "medit_grass_shrubs";
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const tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
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const tGrassA = "medit_grass_field_b";
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const tGrassB = "medit_grass_field_brown";
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const tGrassC = "medit_grass_field_dry";
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const tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
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const tDirt = ["medit_dirt", "medit_dirt_b"];
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const tRoad = "medit_city_tile";
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const tRoadWild = "medit_city_tile";
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const tGrassPatch = "medit_grass_shrubs";
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const tShoreBlend = "medit_sand";
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const tShore = "sand_grass_25";
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const tWater = "medit_sand_wet";
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// gaia entities
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const oPoplar = "gaia/flora_tree_poplar";
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const oApple = "gaia/flora_tree_apple";
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const oCarob = "gaia/flora_tree_carob";
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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_medit_quarry";
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const oStoneSmall = "gaia/geology_stone_mediterranean";
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const oMetalLarge = "gaia/geology_metal_mediterranean_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/water_lillies.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 pForestP = [tForestFloorP + TERRAIN_SEPARATOR + oPoplar, tForestFloorP];
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const pForestC = [tForestFloorC + TERRAIN_SEPARATOR + oCarob, tForestFloorC];
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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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const numPlayers = getNumPlayers();
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const mapSize = getMapSize();
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const 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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var clLand = createTileClass();
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var clUpperLand = createTileClass();
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var clRiver = createTileClass();
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var clShallow = createTileClass();
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//Create the continent body
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.7);
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var ix = round(fx);
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var iz = round(fz);
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var placer = new RectPlacer(0, floor(mapSize * 0.70), mapSize - 1, mapSize - 1);
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var terrainPainter = new LayeredPainter(
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[tWater, tShore, tGrass], // terrains
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[4, 2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clUpperLand)], null);
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var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.49)]);
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var terrainPainter = new LayeredPainter(
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[tGrass, tGrass, tGrass], // terrains
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[4, 2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = primeSortPlayers(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 = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle - 0.23*(i+(i%2))*TWO_PI/numPlayers - (i%2)*PI/2;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.7 + 0.35*sin(playerAngle[i]);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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fx = fractionToTiles(playerX[i]);
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fz = fractionToTiles(playerZ[i]);
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ix = round(fx);
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iz = round(fz);
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addToClass(ix, iz, clPlayer);
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addToClass(ix+5, iz, clPlayer);
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addToClass(ix, iz+5, clPlayer);
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addToClass(ix-5, iz, clPlayer);
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addToClass(ix, iz-5, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'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 = 6;
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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 = 8;
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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 = 10;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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var hillSize = PI * radius * radius;
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// create starting trees
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var num = 2;
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var tAngle = randFloat(-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(oPoplar, 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(20);
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const WATER_WIDTH = 0.07;
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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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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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var h = 0;
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var distToWater = 0;
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h = 32 * (z - 0.5);
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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);
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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 ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
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{
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h=-1.5;
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addToClass(ix, iz, clShallow);
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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 ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5))
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{
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h=-1.5;
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addToClass(ix, iz, clShallow);
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}
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}
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else
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{
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if (((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8))){
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h = -1.5;
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addToClass(ix, iz, clShallow);
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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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}
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setHeight(ix, iz, h);
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addToClass(ix, iz, clRiver);
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placeTerrain(ix, iz, tWater);
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}
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}
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}
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}
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paintTerrainBasedOnHeight(1, 3, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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// create bumps
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createBumps([avoidClasses(clWater, 2, clPlayer, 20, clRiver, 1), stayClasses(clLand, 3)]);
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// create forests
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createForests(
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[tGrass, tForestFloorP, tForestFloorC, pForestC, pForestP],
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[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
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clForest,
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1.0,
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0
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);
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RMS.SetProgress(50);
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// create dirt patches
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log("Creating dirt patches...");
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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(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)]
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);
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// create grass patches
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log("Creating grass patches...");
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tGrassPatch,
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)]
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);
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RMS.SetProgress(55);
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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(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)]
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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(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
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clMetal
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)
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RMS.SetProgress(65);
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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, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)]
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);
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// create water decoration in the shallow parts
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createDecoration
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(
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[[new SimpleObject(aReeds, 1,3, 0,1)],
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[new SimpleObject(aLillies, 1,2, 0,1)]
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],
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[
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scaleByMapSize(800, 12800),
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scaleByMapSize(800, 12800)
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],
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stayClasses(clShallow, 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(oDeer, 5,7, 0,4)],
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[new SimpleObject(oSheep, 2,3, 0,2)]
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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, 20, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)]
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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, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRiver, 1), stayClasses(clLand, 3)]
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);
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// create fish
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createFood
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(
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[
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[new SimpleObject(oFish, 2,3, 0,2)]
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],
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[
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25 * numPlayers
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],
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avoidClasses(clLand, 2, clRiver, 1)
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);
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RMS.SetProgress(85);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oPoplar, oCarob, oApple]; // some variation
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createStragglerTrees(types, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)]);
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setSkySet("cumulus");
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setWaterColour(0.443,0.412,0.322);
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setWaterTint(0.647,0.82,0.949);
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setWaterReflectionTint(0.286,0.58,0.855);
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setWaterWaviness(10);
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setWaterMurkiness(0.70);
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setWaterReflectionTintStrength(0.25);
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setFogFactor(0.3);
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setFogThickness(0.25);
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setPPEffect("hdr");
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setPPContrast(0.62);
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setPPSaturation(0.51);
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setPPBloom(0.12);
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// Export map data
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ExportMap();
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