forked from mirrors/0ad
68e8b34d39
Patch By: (-_-) aka smiley Differential Revision: https://code.wildfiregames.com/D1417 This was SVN commit r21663.
291 lines
8.0 KiB
JavaScript
291 lines
8.0 KiB
JavaScript
Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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setSelectedBiome();
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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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var tShore = g_Terrains.shore;
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var tWater = g_Terrains.water;
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if (currentBiome() == "generic/tropic")
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{
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tShore = "tropic_dirt_b_plants";
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tWater = "tropic_dirt_b";
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}
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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 aGrass = g_Decoratives.grass;
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const aGrassShort = g_Decoratives.grassShort;
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const aReeds = g_Decoratives.reeds;
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const aLillies = g_Decoratives.lillies;
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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 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const heightSeaGround = -3;
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const heightShallows = -1;
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const heightLand = 1;
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var g_Map = new RandomMap(heightLand, tMainTerrain);
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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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var clPlayer = g_Map.createTileClass();
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var clHill = g_Map.createTileClass();
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var clForest = g_Map.createTileClass();
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var clWater = g_Map.createTileClass();
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var clDirt = g_Map.createTileClass();
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var clRock = g_Map.createTileClass();
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var clMetal = g_Map.createTileClass();
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var clFood = g_Map.createTileClass();
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var clBaseResource = g_Map.createTileClass();
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var clShallow = g_Map.createTileClass();
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var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
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placePlayerBases({
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"PlayerPlacement": [playerIDs, playerPosition],
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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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"Chicken": {
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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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"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": aGrassShort
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}
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});
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g_Map.log("Creating central lake");
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.075)), 0.7, 0.1, Infinity, mapCenter),
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[
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new LayeredPainter([tShore, tWater], [1]),
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new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
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new TileClassPainter(clWater)
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]);
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g_Map.log("Creating rivers between opponents");
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let numRivers = isNomad() ? randIntInclusive(4, 8) : numPlayers;
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let rivers = distributePointsOnCircle(numRivers, startAngle + Math.PI / numRivers, fractionToTiles(0.5), mapCenter)[0];
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for (let i = 0; i < numRivers; ++i)
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{
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if (isNomad() ? randBool() : areAllies(playerIDs[i], playerIDs[(i + 1) % numPlayers]))
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continue;
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let shallowLocation = randFloat(0.2, 0.7);
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let shallowWidth = randFloat(0.12, 0.21);
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paintRiver({
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"parallel": true,
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"start": rivers[i],
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"end": mapCenter,
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"width": scaleByMapSize(10, 30),
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"fadeDist": 5,
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"deviation": 0,
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"heightLand": heightLand,
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"heightRiverbed": heightSeaGround,
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"minHeight": heightSeaGround,
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"meanderShort": 10,
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"meanderLong": 0,
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"waterFunc": (position, height, riverFraction) => {
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clWater.add(position);
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let isShallow = height < heightShallows &&
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riverFraction > shallowLocation &&
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riverFraction < shallowLocation + shallowWidth;
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let newHeight = isShallow ? heightShallows : Math.max(height, heightSeaGround);
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if (g_Map.getHeight(position) < newHeight)
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return;
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g_Map.setHeight(position, newHeight);
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createTerrain(height >= 0 ? tShore : tWater).place(position);
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if (isShallow)
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clShallow.add(position);
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}
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});
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}
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Engine.SetProgress(40);
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createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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if (randBool())
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createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
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else
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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
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var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
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clForest,
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forestTrees);
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Engine.SetProgress(50);
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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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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
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[1,1],
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avoidClasses(clWater, 3, 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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tTier4Terrain,
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45),
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clDirt);
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Engine.SetProgress(55);
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g_Map.log("Creating stone mines");
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
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clRock);
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g_Map.log("Creating metal mines");
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1,1, 0,4)]
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],
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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clMetal
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);
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Engine.SetProgress(65);
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var planetm = 1;
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if (currentBiome() == "generic/tropic")
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planetm = 8;
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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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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200)
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],
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0));
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createDecoration(
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[
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[new SimpleObject(aReeds, 1, 3, 0, 1)],
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[new SimpleObject(aLillies, 1, 2, 0, 1)]
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],
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[
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scaleByMapSize(800, 12800),
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scaleByMapSize(800, 12800)
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],
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stayClasses(clShallow, 0));
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Engine.SetProgress(70);
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createFood(
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[
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[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
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[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
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clFood);
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createFood(
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[
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[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
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],
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[
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3 * numPlayers
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],
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
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clFood);
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createFood(
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[
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[new SimpleObject(oFish, 2, 3, 0, 2)]
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],
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[
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25 * numPlayers
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],
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[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
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clFood);
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Engine.SetProgress(85);
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createStragglerTrees(
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[oTree1, oTree2, oTree4, oTree3],
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avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6),
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clForest,
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stragglerTrees);
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placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clFood, 2, clHill, 4));
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setWaterWaviness(3.0);
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setWaterType("lake");
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g_Map.ExportMap();
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