forked from mirrors/0ad
4477bcfb7e
Rename randomizePlayers as it paradoxically called sortPlayers on the result. This was SVN commit r20148.
404 lines
12 KiB
JavaScript
404 lines
12 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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const tCity = "desert_city_tile_pers_dirt";
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if (randBool()) // summer
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{
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var tDirtMain = ["desert_dirt_persia_1", "desert_dirt_persia_2", "grass_field_dry"];
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var tLakebed1 = ["desert_lakebed_dry_b", "desert_lakebed_dry"];
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var tLakebed2 = ["desert_lakebed_dry_b", "desert_lakebed_dry", "desert_shore_stones", "desert_shore_stones"];
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var tPebbles = "desert_pebbles_rough";
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var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"];
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var tForestFloor = "medit_grass_field_dry";
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var tRocky = "desert_dirt_persia_rocky";
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var tRocks = "desert_dirt_persia_rocks";
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var tGrass = "grass_field_dry";
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var tHill = "desert_cliff_persia_base";
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}
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else //spring
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{
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var tDirtMain = ["desert_grass_a", "desert_grass_a", "desert_grass_a", "desert_plants_a"];
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var tLakebed1 = ["desert_lakebed_dry_b", "desert_lakebed_dry"];
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var tLakebed2 = "desert_grass_a_sand";
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var tPebbles = "desert_pebbles_rough";
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var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"];
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var tForestFloor = "desert_plants_b_persia";
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var tRocky = "desert_plants_b_persia";
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var tRocks = "desert_plants_a";
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var tGrass = "desert_dirt_persia_rocky";
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var tHill = "desert_cliff_persia_base";
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setTerrainAmbientColor(0.329412, 0.419608, 0.501961);
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}
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const oGrapesBush = "gaia/flora_bush_grapes";
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const oCamel = "gaia/fauna_camel";
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const oFish = "gaia/fauna_fish";
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const oSheep = "gaia/fauna_sheep";
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const oGoat = "gaia/fauna_goat";
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const oLion = "gaia/fauna_lioness";
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const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
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const oStoneSmall = "gaia/geology_stone_desert_small";
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const oMetalLarge = "gaia/geology_metal_desert_slabs";
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const oTamarix = "gaia/flora_tree_tamarix";
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const oOak = "gaia/flora_tree_oak";
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const aBush1 = "actor|props/flora/bush_desert_a.xml";
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const aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
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const aBush3 = "actor|props/flora/bush_dry_a.xml";
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const aBush4 = "actor|props/flora/plant_desert_a.xml";
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const aBushes = [aBush1, aBush2, aBush3, aBush4];
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const aDecorativeRock = "actor|geology/stone_desert_med.xml";
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// terrain + entity (for painting)
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const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor, tDirtMain, tDirtMain];
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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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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clPatch = 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 clCP = createTileClass();
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initTerrain(tDirtMain);
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var playerIDs = sortAllPlayers();
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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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// scale radius of player area by map size
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var radius = scaleByMapSize(15,25);
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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// calculate size based on the radius
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var size = PI * radius * radius;
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// create the player area
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var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
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createArea(placer, paintClass(clPlayer), null);
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// create the city patch
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var cityRadius = 10;
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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([tCity, tCity], [3]);
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createArea(placer, painter, null);
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placeCivDefaultEntities(fx, fz, id);
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placeDefaultChicken(fx, fz, clBaseResource);
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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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var group = new SimpleGroup(
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[new SimpleObject(oGrapesBush, 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 = 11;
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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), new RandomObject(aBushes, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create 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), new RandomObject(aBushes, 2,4, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create starting trees
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var num = 3;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oOak, num, num, 0,5)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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RMS.SetProgress(10);
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log("Creating rock patches...");
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 6)), floor(scaleByMapSize(20, 45)), 0);
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painter = new TerrainPainter(tRocky);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 2, clPlayer, 0),
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scaleByMapSize(5, 20)
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);
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RMS.SetProgress(15);
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var placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), floor(scaleByMapSize(15, 40)), 0);
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var painter = new TerrainPainter([tRocky, tRocks]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 2, clPlayer, 4),
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scaleByMapSize(15, 50)
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);
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RMS.SetProgress(20);
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log("Creating dirt patches...");
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), floor(scaleByMapSize(15, 40)), 0);
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painter = new TerrainPainter([tGrass]);
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createAreas(placer, [painter, paintClass(clPatch)],
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avoidClasses(clPatch, 2, clPlayer, 4),
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scaleByMapSize(15, 50)
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);
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RMS.SetProgress(25);
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log("Creating centeral plateau...");
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var halfSize = mapSize / 2;
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var oRadius = scaleByMapSize(18, 68);
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placer = new ChainPlacer(2, floor(scaleByMapSize(5, 13)), floor(scaleByMapSize(35, 200)), 1, halfSize, halfSize, 0, [floor(oRadius)]);
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painter = new LayeredPainter([tLakebed2, tLakebed1], [6]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 8);
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createArea(placer, [painter, elevationPainter, paintClass(clCP)], avoidClasses(clPlayer, 18));
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RMS.SetProgress(30);
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log("Creating hills...");
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var numHills = scaleByMapSize(20, 80);
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for (var i = 0; i < numHills; ++i)
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{
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createMountain(
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floor(scaleByMapSize(40, 60)),
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floor(scaleByMapSize(3, 4)),
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floor(scaleByMapSize(6, 12)),
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floor(scaleByMapSize(4, 10)),
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avoidClasses(clPlayer, 7, clCP, 5, clHill, floor(scaleByMapSize(18, 25))),
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randIntExclusive(0, mapSize),
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randIntExclusive(0, mapSize),
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tCliff,
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clHill,
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14
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);
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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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log("Creating forests...");
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var types = [
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[[tDirtMain, tForestFloor, pForestO], [tForestFloor, pForestO]],
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[[tDirtMain, tForestFloor, pForestO], [tForestFloor, pForestO]]
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]; // some variation
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var size = numForest / (scaleByMapSize(3,6) * 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 ChainPlacer(floor(scaleByMapSize(1, 2)), floor(scaleByMapSize(2, 5)), floor(size / floor(scaleByMapSize(8, 3))), 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, 6, clForest, 10, clHill, 1, clCP, 1),
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num
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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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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
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scaleByMapSize(2,8), 100
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);
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log("Creating small stone quarries...");
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
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scaleByMapSize(2,8), 100
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);
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log("Creating metal mines...");
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clCP, 1)],
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scaleByMapSize(2,8), 100
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);
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log("Creating centeral stone mines...");
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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stayClasses(clCP, 6),
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5*scaleByMapSize(5,30), 50
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);
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log("Creating small stone quarries...");
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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stayClasses(clCP, 6),
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5*scaleByMapSize(5,30), 50
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);
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log("Creating centeral metal mines...");
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
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createObjectGroupsDeprecated(group, 0,
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stayClasses(clCP, 6),
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5*scaleByMapSize(5,30), 50
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);
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RMS.SetProgress(60);
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
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true
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);
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createObjectGroupsDeprecated(
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group, 0,
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avoidClasses(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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log("Creating bushes...");
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group = new SimpleGroup(
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[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2)],
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true
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);
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createObjectGroupsDeprecated(
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group, 0,
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avoidClasses(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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log("Creating goat...");
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group = new SimpleGroup(
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[new SimpleObject(oGoat, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroupsDeprecated(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
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3 * numPlayers, 50
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);
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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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createObjectGroupsDeprecated(group, 0,
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avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
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3 * numPlayers, 50
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);
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log("Creating grape bush...");
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group = new SimpleGroup(
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[new SimpleObject(oGrapesBush, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroupsDeprecated(group, 0,
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avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clCP, 2),
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randIntInclusive(1, 4) * numPlayers + 2, 50
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);
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log("Creating camels...");
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group = new SimpleGroup(
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[new SimpleObject(oCamel, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroupsDeprecated(group, 0,
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stayClasses(clCP, 2),
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3 * numPlayers, 50
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);
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RMS.SetProgress(90);
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log("Creating straggler trees...");
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var types = [oOak]; // 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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createObjectGroupsDeprecated(group, 0,
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avoidClasses(clForest, 1, clHill, 1, clPlayer, 1, clMetal, 6, clRock, 6, clCP, 2),
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num
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);
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}
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setSunColor(1.0, 0.796, 0.374);
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setSunElevation(PI / 6);
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setSunRotation(-1.86532);
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setFogFactor(0.2);
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setFogThickness(0.0);
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setFogColor(0.852, 0.746, 0.493);
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setPPEffect("hdr");
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setPPContrast(0.75);
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setPPSaturation(0.45);
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setPPBloom(0.3);
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ExportMap();
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