forked from mirrors/0ad
df5cdbe8f1
Because its a function `GenerateMap` is renamed to `generateMap`. Allows to rewrite the libraries as modules and to remove the costum `Engine.LoadLibrary` mechanism in the future.
298 lines
8.4 KiB
JavaScript
298 lines
8.4 KiB
JavaScript
Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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export function* generateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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setBiome(mapSettings.Biome);
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const isLakeFrozen = g_Environment.Water.Frozen;
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const tPrimary = g_Terrains.mainTerrain;
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const tForestFloor = g_Terrains.forestFloor1;
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const tCliff = g_Terrains.cliff;
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const tSecondary = g_Terrains.tier1Terrain;
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const tPatch1 = g_Terrains.tier2Terrain;
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const tPatch2 = g_Terrains.tier3Terrain;
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const tRoad = g_Terrains.road;
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const tRoadWild = g_Terrains.roadWild;
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const tShore = g_Terrains.shore;
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const tWater = g_Terrains.water;
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const oTree1 = g_Gaia.tree1;
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const oTree2 = g_Gaia.tree2;
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const oTree3 = g_Gaia.tree3;
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const oTree4 = g_Gaia.tree4;
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const oTree5 = g_Gaia.tree5;
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const oBerryBush = g_Gaia.fruitBush;
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const oStoneLarge = g_Gaia.stoneLarge;
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const oStoneSmall = g_Gaia.stoneSmall;
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const oMetalLarge = g_Gaia.metalLarge;
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const oMetalSmall = g_Gaia.metalSmall;
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const oMainHunt = g_Gaia.mainHuntableAnimal;
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const oSecHunt = g_Gaia.secondaryHuntableAnimal;
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const oFish = g_Gaia.fish;
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const aGrass = g_Decoratives.grass;
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const aGrassShort = g_Decoratives.grassShort;
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const aRockLarge = g_Decoratives.rockLarge;
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const aRockMedium = g_Decoratives.rockMedium;
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const aBushMedium = g_Decoratives.bushMedium;
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const aBushSmall = g_Decoratives.bushSmall;
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const heightSeaGround = g_Heights.seaGround;
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const heightShore = g_Heights.shore;
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const heightLand = g_Heights.land;
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const fishCount = g_ResourceCounts.fish;
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const huntCount = g_ResourceCounts.hunt;
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const berriesCount = g_ResourceCounts.berries;
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const bushCount = g_ResourceCounts.bush;
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const pForest1 = [
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tForestFloor + TERRAIN_SEPARATOR + oTree1,
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tForestFloor + TERRAIN_SEPARATOR + oTree2, tForestFloor];
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const pForest2 = [
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tForestFloor + TERRAIN_SEPARATOR + oTree4,
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tForestFloor + TERRAIN_SEPARATOR + oTree5, tForestFloor];
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globalThis.g_Map = new RandomMap(heightLand, tPrimary);
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const numPlayers = getNumPlayers();
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const mapSize = g_Map.getSize();
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const mapCenter = g_Map.getCenter();
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const clPlayer = g_Map.createTileClass();
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const clHill = g_Map.createTileClass();
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const clForest = g_Map.createTileClass();
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const clLake = g_Map.createTileClass();
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const clWater = isLakeFrozen ? g_Map.createTileClass() : clLake;
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const clDirt = g_Map.createTileClass();
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const clRock = g_Map.createTileClass();
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const clMetal = g_Map.createTileClass();
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const clFood = g_Map.createTileClass();
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const clBaseResource = g_Map.createTileClass();
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const startAngle = randomAngle();
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placePlayerBases({
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"PlayerPlacement": [sortAllPlayers(), ...playerPlacementCustomAngle(
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fractionToTiles(0.35),
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mapCenter,
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i => startAngle + 1/3 * Math.PI * (1 + 2 * (numPlayers == 1 ? 1 :
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2 * i / (numPlayers - 1))))],
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"PlayerTileClass": clPlayer,
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"BaseResourceClass": clBaseResource,
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"CityPatch": {
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"outerTerrain": tRoadWild,
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"innerTerrain": tRoad
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},
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"StartingAnimal": {
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},
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"Berries": {
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"template": oBerryBush
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},
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"Mines": {
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"types": [
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{ "template": oMetalLarge },
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{ "template": oStoneLarge }
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]
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},
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"Trees": {
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"template": oTree1,
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"count": 2
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},
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"Decoratives": {
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"template": aRockMedium
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}
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});
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yield 20;
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g_Map.log("Creating the gulf");
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const gulfLakePositions = [
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{ "numCircles": 200, "x": fractionToTiles(0), "radius": fractionToTiles(0.175) },
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{ "numCircles": 120, "x": fractionToTiles(0.3), "radius": fractionToTiles(0.2) },
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{ "numCircles": 100, "x": fractionToTiles(0.5), "radius": fractionToTiles(0.225) }
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];
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for (const gulfLake of gulfLakePositions)
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{
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const position =
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Vector2D.add(mapCenter, new Vector2D(gulfLake.x, 0).rotate(-startAngle)).round();
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createArea(
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new ChainPlacer(
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2,
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Math.floor(scaleByMapSize(5, 16)),
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Math.floor(scaleByMapSize(35, gulfLake.numCircles)),
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Infinity,
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position,
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0,
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[Math.floor(gulfLake.radius)]),
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[
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new TerrainPainter(tPrimary),
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new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
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new TileClassPainter(clLake)
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],
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avoidClasses(clPlayer, scaleByMapSize(20, 28)));
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}
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if (isLakeFrozen)
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{
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const areas = createAreas(
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new ChainPlacer(
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1,
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4,
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scaleByMapSize(16, 40),
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0.3),
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[
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new ElevationPainter(-6),
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new TileClassPainter(clWater)
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],
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stayClasses(clLake, 2),
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scaleByMapSize(10, 40));
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createObjectGroupsByAreas(
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new SimpleGroup([new SimpleObject(oFish, 1, 2, 0, 2)], true, clFood),
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0,
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stayClasses(clWater, 1),
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2*scaleByMapSize(fishCount.min, fishCount.max),
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20,
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areas);
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}
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paintTerrainBasedOnHeight(heightShore, heightLand, Elevation_ExcludeMin_ExcludeMax, tShore);
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paintTerrainBasedOnHeight(-Infinity, heightShore, Elevation_ExcludeMin_IncludeMax, tWater);
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createBumps(avoidClasses(clLake, 2, clPlayer, 10));
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if (randBool())
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createHills(
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[tPrimary, tCliff, tCliff],
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avoidClasses(clPlayer, 20, clHill, 15, clLake, 0),
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clHill,
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scaleByMapSize(1, 4) * numPlayers,
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undefined,
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undefined,
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undefined,
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0.5,
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18,
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4);
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else
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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clLake, 0), clHill,
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scaleByMapSize(1, 4) * numPlayers, Math.floor(scaleByMapSize(20, 40)));
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const [forestTrees, stragglerTrees] = getTreeCounts(500, 3000, 0.7);
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createDefaultForests(
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[tForestFloor, tForestFloor, tForestFloor, pForest1, pForest2],
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avoidClasses(clPlayer, 20, clForest, 16, clHill, 0, clLake, 2),
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clForest,
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forestTrees);
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yield 60;
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g_Map.log("Creating dirt patches");
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tPrimary, tSecondary], [tSecondary, tPatch1], [tPatch1, tPatch2]],
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[1, 1],
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avoidClasses(clLake, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45),
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clDirt);
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g_Map.log("Creating grass patches");
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tPatch1,
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avoidClasses(clLake, 6, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45),
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clDirt);
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yield 65;
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g_Map.log("Creating metal mines");
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createBalancedMetalMines(
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oMetalSmall,
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oMetalLarge,
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clMetal,
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avoidClasses(clLake, 2, clForest, 0, clPlayer, scaleByMapSize(15, 25), clHill, 1),
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0.9
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);
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g_Map.log("Creating stone mines");
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createBalancedStoneMines(
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oStoneSmall,
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oStoneLarge,
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clRock,
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avoidClasses(clLake, 2, clForest, 0, clPlayer, scaleByMapSize(15, 25), clHill, 1, clMetal, 10),
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0.9
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);
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yield 70;
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createDecoration(
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[
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[new SimpleObject(aRockMedium, 1, 3, 0, 1)],
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[new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
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[new SimpleObject(aGrassShort, 1, 2, 0, 1)],
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[new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)],
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[new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
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],
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[
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scaleByMapAreaAbsolute(16),
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scaleByMapAreaAbsolute(8),
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scaleByMapSize(bushCount.min, bushCount.max),
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scaleByMapSize(bushCount.min, bushCount.max),
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scaleByMapSize(bushCount.min, bushCount.max)
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],
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avoidClasses(clLake, 0, clForest, 0, clPlayer, 5, clHill, 0, clBaseResource, 5));
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yield 75;
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createFood(
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[
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[new SimpleObject(oMainHunt, 5, 7, 0, 4)],
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[new SimpleObject(oSecHunt, 2, 3, 0, 2)]
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],
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[
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scaleByMapSize(huntCount.min / 2, huntCount.max / 2),
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scaleByMapSize(huntCount.min / 2, huntCount.max / 2)
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],
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avoidClasses(clLake, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
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clFood);
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createFood(
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[[new SimpleObject(oBerryBush, 5, 7, 0, 4)]],
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[scaleByMapSize(berriesCount.min, berriesCount.max)],
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avoidClasses(clLake, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
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clFood);
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if (!isLakeFrozen)
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{
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// actually it would work without an error without this if statement
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// but since this placer would fail most of the time on the frozen
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// lake -> save some time by just skipping it
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// fish are already placed when creating the holes in the ice
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createFood(
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[[new SimpleObject(oFish, 2, 3, 0, 2)]],
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[4*scaleByMapSize(fishCount.min, fishCount.max)],
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[avoidClasses(clFood, 12), stayClasses(clWater, 2)],
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clFood);
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}
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yield 85;
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createStragglerTrees(
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[oTree3],
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avoidClasses(clLake, 3, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6),
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clForest,
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stragglerTrees);
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// Avoid the lake, even if frozen
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placePlayersNomad(clPlayer,
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avoidClasses(clLake, 4, clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
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return g_Map;
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}
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