forked from 0ad/0ad
565 lines
17 KiB
JavaScript
565 lines
17 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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var tGrass = "savanna_grass_a";
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var tGrassPForest = "savanna_forestfloor_a";
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var tGrassDForest = "savanna_forestfloor_a";
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var tCliff = "savanna_cliff_b";
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var tGrassA = "savanna_dirt_rocks_c";
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var tGrassB = "savanna_dirt_rocks_a";
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var tGrassC = "savanna_dirt_rocks_b";
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var tHill = "savanna_cliff_a";
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var tDirt = "savanna_grass_b";
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var tRoad = "savanna_tile_a_red";
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var tRoadWild = "savanna_tile_a_red";
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var tGrassPatch = "savanna_grass_b";
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var tShoreBlend = "savanna_riparian";
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var tShore = "savanna_riparian_bank";
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var tWater = "savanna_riparian_wet";
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// gaia entities
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var oOak = "gaia/flora_tree_baobab";
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var oOakLarge = "gaia/flora_tree_baobab";
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var oApple = "gaia/flora_tree_fig";
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var oPine = "gaia/flora_tree_baobab";
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var oAleppoPine = "gaia/flora_tree_baobab";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_wildebeest"
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var oFish = "gaia/fauna_fish";
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var oSheep = "gaia/fauna_gazelle";
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var oElephant = "gaia/fauna_elephant_african_bush";
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var oGiraffe = "gaia/fauna_giraffe";
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var oZebra = "gaia/fauna_zebra";
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var oStoneLarge = "gaia/geology_stonemine_desert_quarry";
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var oStoneSmall = "gaia/geology_stone_savanna_small";
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var oMetalLarge = "gaia/geology_metal_savanna_slabs";
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// decorative props
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var aGrass = "actor|props/flora/grass_savanna.xml";
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var aGrassShort = "actor|props/flora/grass_medit_field.xml";
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var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/reeds_pond_lush_b.xml";
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var aRockLarge = "actor|geology/stone_savanna_med.xml";
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var aRockMedium = "actor|geology/stone_savanna_med.xml";
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var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushSmall = "actor|props/flora/bush_dry_a.xml";
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
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var 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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var clShallows = 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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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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var 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);
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,3)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 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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var hillSize = PI * radius * radius;
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// create starting trees
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var num = 5;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(12, 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, 0,3)],
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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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//create rivers
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log ("Creating rivers...");
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for (var m = 0; m < numPlayers; m++)
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{
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var tang = startAngle + (m+0.5)*TWO_PI/numPlayers
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placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/3), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.15*cos(tang)), fractionToTiles(0.5 + 0.15*sin(tang)));
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var painter = new LayeredPainter([tShore, tWater, tWater], [1, 3]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4);
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createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
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var placer = new PathPlacer(fractionToTiles(0.5 + 0.15*cos(tang)), fractionToTiles(0.5 + 0.15*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(10,50), 0.6, 3*(scaleByMapSize(1,4)), 0.2, 0.05);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1, 3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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-4, // elevation
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4 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
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placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/5), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 0);
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createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
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}
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for (var i = 0; i < numPlayers; i++)
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{
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if (i+1 == numPlayers)
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{
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passageMaker(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), 6, -2, -2, 4, clShallows, undefined, -4)
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// create animals in shallows
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log("Creating animals in shallows...");
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var group = new SimpleGroup(
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[new SimpleObject(oElephant, 2,3, 0,4)],
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true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[0]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[0]))/2)
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);
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createObjectGroup(group, 0);
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var group = new SimpleGroup(
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[new SimpleObject(oDeer, 5,6, 0,4)],
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true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[0]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[0]))/2)
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);
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createObjectGroup(group, 0);
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}
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else
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{
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passageMaker(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), 6, -2, -2, 4, clShallows, undefined, -4)
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// create animals in shallows
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log("Creating animals in shallows...");
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var group = new SimpleGroup(
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[new SimpleObject(oElephant, 2,3, 0,4)],
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true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[i+1]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[i+1]))/2)
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);
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createObjectGroup(group, 0);
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var group = new SimpleGroup(
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[new SimpleObject(oDeer, 5,6, 0,4)],
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true, clFood, round((fractionToTiles(playerX[i]) + fractionToTiles(playerX[i+1]))/2), round((fractionToTiles(playerZ[i]) + fractionToTiles(playerZ[i+1]))/2)
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);
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createObjectGroup(group, 0);
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}
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}
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paintTerrainBasedOnHeight(-6, 2, 1, tWater);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 10),
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scaleByMapSize(100, 200)
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);
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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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[tGrass, tCliff, tHill], // terrains
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[1, 2] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 35, 3);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 12, clHill, 15, clWater, 3),
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scaleByMapSize(1, 4) * numPlayers
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);
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// calculate desired number of trees for map (based on size)
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var MIN_TREES = 160;
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var MAX_TREES = 900;
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var P_FOREST = 0.02;
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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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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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]; // some variation
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var size = numForest / (0.5 * 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, 12, clForest, 10, clHill, 0, clWater, 2),
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num
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);
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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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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, 3, clForest, 0, clHill, 0, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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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, 3, clForest, 0, clHill, 0, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(55);
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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, 3, clForest, 1, clPlayer, 10, 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, 3, clForest, 1, clPlayer, 10, 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, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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RMS.SetProgress(65);
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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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// 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, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 5),
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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(
|
|
[new SimpleObject(oSheep, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 5),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create elephant
|
|
log("Creating elephant...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oElephant, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 5),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
|
|
|
|
// create giraffe
|
|
log("Creating giraffe...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oGiraffe, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 5),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create zebra
|
|
log("Creating zebra...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oZebra, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 5),
|
|
3 * numPlayers, 50
|
|
);
|
|
|
|
// create fish
|
|
log("Creating fish...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(oFish, 2,3, 0,2)],
|
|
true, clFood
|
|
);
|
|
createObjectGroups(group, 0,
|
|
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
|
|
25 * numPlayers, 60
|
|
);
|
|
|
|
RMS.SetProgress(85);
|
|
|
|
|
|
// create straggler trees
|
|
log("Creating straggler trees...");
|
|
var types = [oOak, oOakLarge, oPine, oApple]; // some variation
|
|
var num = floor(numStragglers / types.length);
|
|
for (var i = 0; i < types.length; ++i)
|
|
{
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(types[i], 1,1, 0,3)],
|
|
true, clForest
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
|
|
num
|
|
);
|
|
}
|
|
|
|
var planetm = 4;
|
|
//create small grass tufts
|
|
log("Creating small grass tufts...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2),
|
|
planetm * scaleByMapSize(13, 200)
|
|
);
|
|
|
|
RMS.SetProgress(90);
|
|
|
|
// create large grass tufts
|
|
log("Creating large grass tufts...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clForest, 0),
|
|
planetm * scaleByMapSize(13, 200)
|
|
);
|
|
|
|
RMS.SetProgress(95);
|
|
|
|
// create bushes
|
|
log("Creating bushes...");
|
|
group = new SimpleGroup(
|
|
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
|
);
|
|
createObjectGroups(group, 0,
|
|
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1),
|
|
planetm * scaleByMapSize(13, 200), 50
|
|
);
|
|
|
|
|
|
setSkySet("sunny");
|
|
|
|
setSunRotation(randFloat(0, TWO_PI));
|
|
setSunElevation(randFloat(PI/ 5, PI / 4));
|
|
setWaterTint(0.445, 0.410, 0.320); // muddy brown
|
|
setWaterReflectionTint(0.613, 0.445, 0.218); // muddy brown
|
|
setWaterMurkiness(0.3);
|
|
setWaterReflectionTintStrength(0.455);
|
|
|
|
// Export map data
|
|
|
|
ExportMap(); |