forked from 0ad/0ad
462 lines
13 KiB
JavaScript
462 lines
13 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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var tGrass = ["temp_grass_aut", "temp_grass_aut", "temp_grass_d_aut"];
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var tGrassPForest = "temp_grass_aut";
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var tGrassDForest = "temp_grass_aut";
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var tGrassA = "temp_grass_plants_aut";
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var tGrassB = "temp_plants_bog_aut";
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var tGrassC = ["temp_grass_b_aut", "temp_grass_c_aut"];
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var tDirt = ["temp_plants_bog_aut", "temp_mud_a"];
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var tHill = ["temp_highlands_aut", "temp_grass_long_b_aut"];
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var tCliff = ["temp_cliff_a", "temp_cliff_b"];
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var tRoad = "temp_road_aut";
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var tRoadWild = "temp_road_overgrown_aut";
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var tGrassPatch = "temp_grass_plants_aut";
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var tShoreBlend = "temp_grass_plants_aut";
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var tShore = "temp_plants_bog_aut";
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var tWater = "temp_mud_a";
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// gaia entities
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var oBeech = "gaia/flora_tree_euro_beech_aut";
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var oOak = "gaia/flora_tree_oak_aut";
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var oPine = "gaia/flora_tree_pine";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oSheep = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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var oStoneSmall = "gaia/geology_stone_temperate";
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var oMetalLarge = "gaia/geology_metal_temperate_slabs";
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var oWood = "gaia/special_treasure_wood";
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var oFood = "gaia/special_treasure_food_bin";
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var oMetal = "gaia/special_treasure_metal";
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var oStone = "gaia/special_treasure_stone";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aReeds = "actor|props/flora/reeds_pond_dry.xml";
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var aLillies = "actor|props/flora/water_lillies.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
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var pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var baseRadius = 30;
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = mapSize*(0.5 + 0.35*cos(playerAngle[i]));
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playerZ[i] = mapSize*(0.5 + 0.35*sin(playerAngle[i]));
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}
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for (var i=0; i < numPlayers; i++)
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{
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var civ = g_MapSettings.PlayerData[i].Civ;
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var startEntities = getStartingEntities(i);
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// Place starting entities
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createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities, BUILDING_ANGlE)
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var uDist = 8;
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var uSpace = 2;
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for (var j = 1; j < startEntities.length - 1; ++j)
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{
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var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
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var count = (startEntities[j].Count !== undefined ? startEntities[j].Count : 1);
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for (var numberofentities = 0; numberofentities < count; numberofentities++)
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{
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var ux = playerX[i] + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
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var uz = playerZ[i] + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
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placeObject(ux, uz, startEntities[j].Template, i+1, uAngle);
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}
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}
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// create resources
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var bbAngle = BUILDING_ANGlE;
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var bbDist = 10;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oFood, 5,5, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oWood, 5,5, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetal, 3,3, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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bbAngle += PI/2;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStone, 2,2, 0,2)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// Base texture
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var placer = new ClumpPlacer(PI*baseRadius*baseRadius/4, 1/2, 1/8, 10, playerX[i], playerZ[i]);
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createArea(placer,[new TerrainPainter(tRoad), paintClass(clPlayer)]);
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// Place custom fortress
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if (civ == "brit" || civ == "celt" || civ == "gaul" || civ == "iber")
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{
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var wall = ['entryTower', 'wall', 'wall',
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'cornerIn', 'wall', 'barracks', 'wall', 'gate', 'wall', 'house', 'wall',
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'cornerIn', 'wall', 'house', 'wall', 'entryTower', 'wall', 'house', 'wall',
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'cornerIn', 'wall', 'house', 'wall', 'gate', 'wall', 'house', 'wall',
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'cornerIn', 'wall', 'house', 'wall'];
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}
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else
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{
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var wall = ['entryTower', 'wall', 'wall',
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'cornerIn', 'wall', 'barracks', 'wall', 'gate', 'wall', 'wall',
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'cornerIn', 'wall', 'house', 'wall', 'entryTower', 'wall', 'wall',
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'cornerIn', 'wall', 'house', 'wall', 'gate', 'wall', 'wall',
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'cornerIn', 'wall', 'house', 'wall'];
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}
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placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1, BUILDING_ANGlE);
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}
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// create lakes
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log("Creating lakes...");
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var numLakes = round(scaleByMapSize(1,4) * numPlayers);
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var placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1,1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 3);
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var waterAreas = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 7, clWater, 20),
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numLakes
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);
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RMS.SetProgress(15);
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// create reeds
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log("Creating reeds...");
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group = new SimpleGroup(
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[new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 0,1, 0,4)], true
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);
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createObjectGroupsByAreas(group, 0,
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[borderClasses(clWater, 3, 0), stayClasses(clWater, 1)],
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numLakes, 100,
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waterAreas
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);
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RMS.SetProgress(20);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup(
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[new SimpleObject(oFish, 1,1, 0,1)],
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true, clFood
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);
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createObjectGroupsByAreas(group, 0,
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borderClasses(clWater, 2, 0), avoidClasses(clFood, 8),
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numLakes, 50,
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waterAreas
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);
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waterAreas = [];
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RMS.SetProgress(25);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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var painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 5),
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scaleByMapSize(100, 200)
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);
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RMS.SetProgress(30);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 5, clWater, 5, clHill, 15),
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scaleByMapSize(1, 4) * numPlayers
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);
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RMS.SetProgress(35);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 500;
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const MAX_TREES = 2500;
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const P_FOREST = 0.7;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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[[tGrassDForest, tGrass, pForestO], [tGrassDForest, pForestO]],
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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 5, clWater, 3, clForest, 7, clHill, 1),
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num
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);
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}
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RMS.SetProgress(40);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(45);
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new TerrainPainter(tGrassPatch);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 1),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(50);
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)],
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)],
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scaleByMapSize(4,16), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clHill, 1)],
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(60);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockMedium, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(16, 262), 50
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);
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RMS.SetProgress(65);
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(8, 131), 50
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);
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RMS.SetProgress(70);
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(oDeer, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 6, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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);
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RMS.SetProgress(75);
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// create sheep
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log("Creating sheep...");
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group = new SimpleGroup(
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[new SimpleObject(oSheep, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 6, clHill, 1, clFood, 20),
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3 * numPlayers, 50
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);
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RMS.SetProgress(80);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oOak, oBeech, oPine]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup(
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 4, clMetal, 1, clRock, 1),
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num
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);
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}
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RMS.SetProgress(85);
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//create small grass tufts
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log("Creating small grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
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scaleByMapSize(13, 200)
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);
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RMS.SetProgress(90);
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// create large grass tufts
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log("Creating large grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
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scaleByMapSize(13, 200)
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);
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RMS.SetProgress(95);
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// create bushes
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log("Creating bushes...");
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group = new SimpleGroup(
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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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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
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scaleByMapSize(13, 200), 50
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);
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setSkySet("sunny");
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// Export map data
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ExportMap();
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