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.
402 lines
12 KiB
JavaScript
402 lines
12 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 tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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const tForestFloor2 = g_Terrains.forestFloor2;
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const tCliff = g_Terrains.cliff;
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const tTier1Terrain = g_Terrains.tier1Terrain;
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const tTier2Terrain = g_Terrains.tier2Terrain;
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const tTier3Terrain = g_Terrains.tier3Terrain;
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const tHill = g_Terrains.hill;
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const tRoad = g_Terrains.road;
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const tRoadWild = g_Terrains.roadWild;
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const tTier4Terrain = g_Terrains.tier4Terrain;
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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 oFruitBush = g_Gaia.fruitBush;
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const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
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const oFish = g_Gaia.fish;
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const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
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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 oWoodTreasure = "gaia/treasure/wood";
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const oDock = "skirmish/structures/default_dock";
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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 pForest1 = [
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tForestFloor2 + TERRAIN_SEPARATOR + oTree1,
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tForestFloor2 + TERRAIN_SEPARATOR + oTree2,
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tForestFloor2
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];
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const pForest2 = [
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tForestFloor1 + TERRAIN_SEPARATOR + oTree4,
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tForestFloor1 + TERRAIN_SEPARATOR + oTree5,
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tForestFloor1
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];
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const heightSeaGround = -5;
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const heightLand = 3;
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const heightOffsetBump = 2;
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const heightHill = 18;
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globalThis.g_Map = new RandomMap(heightSeaGround, tWater);
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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 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 clLand = g_Map.createTileClass();
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const playerIslandRadius = scaleByMapSize(20, 29);
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const [playerIDs, playerPosition, playerAngle] = playerPlacementCircle(fractionToTiles(0.35));
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if (!isNomad())
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{
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g_Map.log("Creating player islands and docks");
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for (let i = 0; i < numPlayers; i++)
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{
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createArea(
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new ClumpPlacer(diskArea(playerIslandRadius), 0.8, 0.1, Infinity,
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playerPosition[i]),
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[
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new LayeredPainter([tMainTerrain, tMainTerrain, tMainTerrain], [1, 6]),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 6),
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new TileClassPainter(clLand),
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new TileClassPainter(clPlayer)
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]);
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const dockLocation = findLocationInDirectionBasedOnHeight(playerPosition[i],
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mapCenter, -3, heightLand - 0.5, heightLand);
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g_Map.placeEntityPassable(oDock, playerIDs[i], dockLocation, playerAngle[i] + Math.PI);
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}
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}
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g_Map.log("Creating big islands");
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createAreas(
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new ChainPlacer(
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Math.floor(scaleByMapSize(4, 8)),
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Math.floor(scaleByMapSize(8, 14)),
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Math.floor(scaleByMapSize(25, 60)),
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0.07),
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[
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new TerrainPainter(tMainTerrain),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 6),
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new TileClassPainter(clLand)
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],
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avoidClasses(clLand, scaleByMapSize(8, 12)),
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scaleByMapSize(4, 14));
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g_Map.log("Creating small islands");
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createAreas(
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new ChainPlacer(
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Math.floor(scaleByMapSize(4, 7)),
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Math.floor(scaleByMapSize(7, 10)),
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Math.floor(scaleByMapSize(16, 40)),
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0.07),
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[
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new TerrainPainter(tMainTerrain),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 6),
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new TileClassPainter(clLand)
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],
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avoidClasses(clLand, scaleByMapSize(8, 12)),
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scaleByMapSize(6, 54));
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paintTerrainBasedOnHeight(1, 3, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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placePlayerBases({
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"PlayerPlacement": [playerIDs, playerPosition],
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// PlayerTileClass marked above
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"BaseResourceClass": clBaseResource,
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"Walls": "towers",
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"CityPatch": {
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"radius": playerIslandRadius / 3,
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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": oFruitBush
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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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"Treasures": {
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"types": [
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{
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"template": oWoodTreasure,
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"count": 14
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}
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]
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},
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"Trees": {
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"template": oTree1,
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"count": 5
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},
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"Decoratives": {
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"template": aGrassShort
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}
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});
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g_Map.log("Creating bumps");
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createAreas(
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new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, Infinity),
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new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetBump, 2),
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[avoidClasses(clPlayer, 0), stayClasses(clLand, 3)],
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scaleByMapSize(20, 100));
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g_Map.log("Creating hills");
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createAreas(
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new ChainPlacer(1, Math.floor(scaleByMapSize(4, 6)), Math.floor(scaleByMapSize(16, 40)), 0.5),
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[
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new LayeredPainter([tCliff, tHill], [2]),
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new SmoothElevationPainter(ELEVATION_SET, heightHill, 2),
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new TileClassPainter(clHill)
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],
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[avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)],
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scaleByMapSize(4, 13));
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g_Map.log("Creating forests");
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const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
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const types = [
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[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
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[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
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];
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if (currentBiome() != "generic/savanna")
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{
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const size = forestTrees / (scaleByMapSize(3, 6) * numPlayers);
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const num = Math.floor(size / types.length);
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for (const type of types)
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createAreas(
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new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)),
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forestTrees / (num * Math.floor(scaleByMapSize(2, 5))), 0.5),
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[
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new LayeredPainter(type, [2]),
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new TileClassPainter(clForest)
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],
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[avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
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num);
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}
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yield 50;
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g_Map.log("Creating dirt patches");
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const numberOfPatches = scaleByMapSize(15, 45) * (currentBiome() == "generic/savanna" ? 3 : 1);
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for (const size of [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)])
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createAreas(
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new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
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[
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new LayeredPainter(
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[
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[tMainTerrain, tTier1Terrain],
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[tTier1Terrain, tTier2Terrain],
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[tTier2Terrain, tTier3Terrain]
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], [1, 1]),
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new TileClassPainter(clDirt)
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],
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
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numberOfPatches);
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g_Map.log("Creating grass patches");
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for (const size of [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)])
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createAreas(
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new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
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new TerrainPainter(tTier4Terrain),
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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
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numberOfPatches);
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yield 55;
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g_Map.log("Creating stone mines");
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let group = new SimpleGroup(
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[
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new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1),
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new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)
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], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
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scaleByMapSize(4, 16), 100
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);
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g_Map.log("Creating small stone quarries");
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2, 5, 1, 3)], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
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scaleByMapSize(4, 16), 100
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);
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g_Map.log("Creating metal mines");
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1, 1, 0, 4)], true, clMetal);
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createObjectGroupsDeprecated(group, 0,
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[
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avoidClasses(clForest, 1, clPlayer, 0, clMetal, 10, clRock, 5, clHill, 1),
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stayClasses(clLand, 5)
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],
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scaleByMapSize(4, 16), 100
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);
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yield 65;
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g_Map.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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createObjectGroupsDeprecated(
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group, 0,
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[avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
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scaleByMapSize(16, 262), 50
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);
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g_Map.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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createObjectGroupsDeprecated(
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group, 0,
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[avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
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scaleByMapSize(8, 131), 50
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);
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yield 70;
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g_Map.log("Creating deer");
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group = new SimpleGroup(
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[new SimpleObject(oMainHuntableAnimal, 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, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
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3 * numPlayers, 50
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);
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yield 75;
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g_Map.log("Creating sheep");
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group = new SimpleGroup(
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[new SimpleObject(oSecondaryHuntableAnimal, 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, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
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3 * numPlayers, 50
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);
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g_Map.log("Creating fruit bush");
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group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 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, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
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randIntInclusive(1, 4) * numPlayers + 2, 50
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);
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g_Map.log("Creating fish");
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group = new SimpleGroup(
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[new SimpleObject(oFish, 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(clLand, 4, clForest, 2, clPlayer, 2, clHill, 2, clFood, 14),
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40 * numPlayers, 60
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);
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yield 85;
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createStragglerTrees(
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[oTree1, oTree2, oTree4, oTree3],
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[
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avoidClasses(clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6),
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stayClasses(clLand, 6)
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],
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clForest,
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stragglerTrees);
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let planetm = 1;
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if (currentBiome() == "generic/india")
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planetm = 8;
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g_Map.log("Creating small grass tufts");
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1, 2, 0, 1, -Math.PI / 8, Math.PI / 8)]
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);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
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planetm * scaleByMapSize(13, 200)
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);
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yield 90;
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g_Map.log("Creating large grass tufts");
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group = new SimpleGroup(
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[
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new SimpleObject(aGrass, 2, 4, 0, 1.8, -Math.PI / 8, Math.PI / 8),
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new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5, -Math.PI / 8, Math.PI / 8)
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]
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);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
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planetm * scaleByMapSize(13, 200)
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);
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yield 95;
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g_Map.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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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
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planetm * scaleByMapSize(13, 200), 50
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);
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placePlayersNomad(clPlayer,
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[
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stayClasses(clLand, 4),
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avoidClasses(clHill, 2, clForest, 1, clMetal, 4, clRock, 4, clFood, 2)
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]);
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setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
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setSunRotation(randomAngle());
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setSunElevation(randFloat(1/5, 1/3) * Math.PI);
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setWaterWaviness(2);
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return g_Map;
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}
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