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Polishing the Random Maps: Fortress, Gear, Guadalquivir River
This was SVN commit r13622.
This commit is contained in:
@@ -1,50 +1,50 @@
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RMS.LoadLibrary("rmgen");
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var tGrass = ["temp_grass_aut", "temp_grass_aut", "temp_grass_d_aut"];
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var tGrassPForest = "temp_grass_aut";
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var tGrassDForest = "temp_grass_aut";
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var tGrassA = "temp_grass_plants_aut";
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var tGrassB = "temp_plants_bog_aut";
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var tGrassC = ["temp_grass_b_aut", "temp_grass_c_aut"];
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var tDirt = ["temp_plants_bog_aut", "temp_mud_a"];
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var tHill = ["temp_highlands_aut", "temp_grass_long_b_aut"];
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var tCliff = ["temp_cliff_a", "temp_cliff_b"];
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var tRoad = "temp_road_aut";
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var tRoadWild = "temp_road_overgrown_aut";
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var tGrassPatch = "temp_grass_plants_aut";
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var tShoreBlend = "temp_grass_plants_aut";
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var tShore = "temp_plants_bog_aut";
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var tWater = "temp_mud_a";
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const tGrass = ["temp_grass_aut", "temp_grass_aut", "temp_grass_d_aut"];
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const tForestFloor = "temp_grass_aut";
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const tGrassA = "temp_grass_plants_aut";
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const tGrassB = "temp_grass_b_aut";
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const tGrassC = "temp_grass_c_aut";
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const tDirt = ["temp_plants_bog_aut", "temp_mud_a"];
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const tHill = ["temp_highlands_aut", "temp_grass_long_b_aut"];
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const tCliff = ["temp_cliff_a", "temp_cliff_b"];
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const tRoad = "temp_road_aut";
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const tRoadWild = "temp_road_overgrown_aut";
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const tGrassPatch = "temp_grass_plants_aut";
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const tShoreBlend = "temp_grass_plants_aut";
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const tShore = "temp_plants_bog_aut";
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const tWater = "temp_mud_a";
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// gaia entities
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var oBeech = "gaia/flora_tree_euro_beech_aut";
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var oOak = "gaia/flora_tree_oak_aut";
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var oPine = "gaia/flora_tree_pine";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oFish = "gaia/fauna_fish";
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var oSheep = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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var oStoneSmall = "gaia/geology_stone_temperate";
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var oMetalLarge = "gaia/geology_metal_temperate_slabs";
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var oWood = "gaia/special_treasure_wood";
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var oFood = "gaia/special_treasure_food_bin";
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var oMetal = "gaia/special_treasure_metal";
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var oStone = "gaia/special_treasure_stone";
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const oBeech = "gaia/flora_tree_euro_beech_aut";
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const oOak = "gaia/flora_tree_oak_aut";
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const oPine = "gaia/flora_tree_pine";
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const oChicken = "gaia/fauna_chicken";
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const oDeer = "gaia/fauna_deer";
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const oFish = "gaia/fauna_fish";
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const oSheep = "gaia/fauna_rabbit";
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const oBerryBush = "gaia/flora_bush_berry";
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const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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const oStoneSmall = "gaia/geology_stone_temperate";
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const oMetalLarge = "gaia/geology_metal_temperate_slabs";
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const oWood = "gaia/special_treasure_wood";
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const oFood = "gaia/special_treasure_food_bin";
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const oMetal = "gaia/special_treasure_metal";
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const oStone = "gaia/special_treasure_stone";
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aReeds = "actor|props/flora/reeds_pond_dry.xml";
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var aLillies = "actor|props/flora/water_lillies.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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const aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml";
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const aGrassShort = "actor|props/flora/grass_soft_dry_large.xml";
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const aRockLarge = "actor|geology/stone_granite_med.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aReeds = "actor|props/flora/reeds_pond_dry.xml";
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const aLillies = "actor|props/flora/water_lillies.xml";
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const aBushMedium = "actor|props/flora/bush_medit_me_dry.xml";
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const aBushSmall = "actor|props/flora/bush_medit_sm_dry.xml";
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
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var pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest];
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const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oBeech, tForestFloor];
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const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
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const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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@@ -54,9 +54,9 @@ log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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const numPlayers = getNumPlayers();
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const mapSize = getMapSize();
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const mapArea = mapSize*mapSize;
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// create tile classes
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@@ -97,7 +97,6 @@ for (var i = 0; i < numPlayers; i++)
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for (var i=0; i < numPlayers; i++)
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{
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var civ = g_MapSettings.PlayerData[i].Civ;
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var startEntities = getStartingEntities(i);
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// Place starting entities
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createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities, BUILDING_ANGlE)
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@@ -153,8 +152,26 @@ for (var i=0; i < numPlayers; i++)
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createObjectGroup(group, 0);
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// Base texture
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var placer = new ClumpPlacer(PI*baseRadius*baseRadius/4, 1/2, 1/8, 10, playerX[i], playerZ[i]);
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createArea(placer,[new TerrainPainter(tRoad), paintClass(clPlayer)]);
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var civ = g_MapSettings.PlayerData[i].Civ;
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var tilesSize = (civ == "cart" ? 27 : 22);
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const minBoundX = (playerX[i] > tilesSize ? playerX[i] - tilesSize : 0);
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const minBoundY = (playerZ[i] > tilesSize ? playerZ[i] - tilesSize : 0);
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const maxBoundX = (playerX[i] < mapSize - tilesSize ? playerX[i] + tilesSize : mapSize);
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const maxBoundY = (playerZ[i] < mapSize - tilesSize ? playerZ[i] + tilesSize : mapSize);
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for (var tx = minBoundX; tx < maxBoundX; ++tx)
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{
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for (var ty = minBoundY; ty < maxBoundY; ++ty)
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{
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var unboundSumOfXY = tx + ty - minBoundX - minBoundY;
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if ((unboundSumOfXY > tilesSize) && (unboundSumOfXY < 3 * tilesSize) && (tx - ty + minBoundY - minBoundX < tilesSize) && (ty - tx - minBoundY + minBoundX < tilesSize))
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{
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placeTerrain(floor(tx), floor(ty), tRoad);
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addToClass(floor(tx), floor(ty), clPlayer);
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}
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}
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}
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// Place custom fortress
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if (civ == "brit" || civ == "celt" || civ == "gaul" || civ == "iber")
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@@ -264,9 +281,9 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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[[tGrassDForest, tGrass, pForestO], [tGrassDForest, pForestO]],
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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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[[tForestFloor, tGrass, pForestD], [tForestFloor, pForestD]],
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[[tForestFloor, tGrass, pForestO], [tForestFloor, pForestO]],
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[[tForestFloor, tGrass, pForestP], [tForestFloor, pForestP]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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@@ -401,6 +418,17 @@ createObjectGroups(group, 0,
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3 * numPlayers, 50
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);
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// create berry bush
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log("Creating berry bush...");
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,7, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
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randInt(1, 4) * numPlayers + 2, 50
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);
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RMS.SetProgress(80);
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// create straggler trees
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@@ -3,51 +3,51 @@ RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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//random terrain textures
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var rt = randomizeBiome();
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var random_terrain = randomizeBiome();
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var tGrass = rBiomeT1();
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var tGrassPForest = rBiomeT2();
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var tGrassDForest = rBiomeT3();
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var tCliff = rBiomeT4();
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var tGrassA = rBiomeT5();
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var tGrassB = rBiomeT6();
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var tGrassC = rBiomeT7();
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var tHill = rBiomeT1();
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var tDirt = rBiomeT9();
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var tRoad = rBiomeT10();
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var tRoadWild = rBiomeT11();
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var tGrassPatch = rBiomeT12();
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var tShoreBlend = rBiomeT13();
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var tShore = rBiomeT14();
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var tWater = rBiomeT15();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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const tForestFloor2 = rBiomeT3();
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const tCliff = rBiomeT4();
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const tTier1Terrain = rBiomeT5();
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const tTier2Terrain = rBiomeT6();
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const tTier3Terrain = rBiomeT7();
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const tHill = rBiomeT1();
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const tDirt = rBiomeT9();
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const tRoad = rBiomeT10();
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const tRoadWild = rBiomeT11();
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const tTier4Terrain = rBiomeT12();
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const tShoreBlend = rBiomeT13();
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const tShore = rBiomeT14();
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const tWater = rBiomeT15();
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// gaia entities
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var oOak = rBiomeE1();
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var oOakLarge = rBiomeE2();
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var oApple = rBiomeE3();
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var oPine = rBiomeE4();
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var oAleppoPine = rBiomeE5();
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var oBerryBush = rBiomeE6();
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var oChicken = rBiomeE7();
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var oDeer = rBiomeE8();
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var oFish = rBiomeE9();
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var oSheep = rBiomeE10();
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var oStoneLarge = rBiomeE11();
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var oStoneSmall = rBiomeE12();
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var oMetalLarge = rBiomeE13();
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const oTree1 = rBiomeE1();
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const oTree2 = rBiomeE2();
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const oTree3 = rBiomeE3();
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const oTree4 = rBiomeE4();
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const oTree5 = rBiomeE5();
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const oFruitBush = rBiomeE6();
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const oChicken = rBiomeE7();
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const oMainHuntableAnimal = rBiomeE8();
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const oFish = rBiomeE9();
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const oSecondaryHuntableAnimal = rBiomeE10();
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const oStoneLarge = rBiomeE11();
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const oStoneSmall = rBiomeE12();
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const oMetalLarge = rBiomeE13();
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// decorative props
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var aGrass = rBiomeA1();
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var aGrassShort = rBiomeA2();
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var aReeds = rBiomeA3();
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var aLillies = rBiomeA4();
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var aRockLarge = rBiomeA5();
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var aRockMedium = rBiomeA6();
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var aBushMedium = rBiomeA7();
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var aBushSmall = rBiomeA8();
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const aGrass = rBiomeA1();
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const aGrassShort = rBiomeA2();
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const aReeds = rBiomeA3();
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const aLillies = rBiomeA4();
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const aRockLarge = rBiomeA5();
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const aRockMedium = rBiomeA6();
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const aBushMedium = rBiomeA7();
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const aBushSmall = rBiomeA8();
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
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const pForestD = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForestP = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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@@ -57,9 +57,9 @@ log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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const numPlayers = getNumPlayers();
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const mapSize = getMapSize();
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const mapArea = mapSize*mapSize;
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log(mapSize);
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@@ -81,16 +81,14 @@ for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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placeTerrain(ix, iz, tGrass);
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placeTerrain(ix, iz, tMainTerrain);
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}
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}
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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var ix = round(fx);
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var iz = round(fz);
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var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 8))));
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@@ -158,7 +156,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
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// create animals
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for (var j = 0; j < 2; ++j)
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@@ -180,7 +178,7 @@ for (var i = 0; i < numPlayers; i++)
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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[new SimpleObject(oFruitBush, 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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@@ -217,7 +215,7 @@ for (var i = 0; i < numPlayers; i++)
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oOak, num, num, 0,3)],
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[new SimpleObject(oTree1, num, num, 0,3)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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@@ -241,27 +239,59 @@ for (var i = 0; i < numPlayers; i++)
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RMS.SetProgress(20);
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var split = 1;
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if ((mapSize / 64 == 2)&&(numPlayers <= 2))
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if ((mapSize == 128)&&(numPlayers <= 2))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 3)&&(numPlayers <= 3))
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else if ((mapSize == 192)&&(numPlayers <= 3))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 4)&&(numPlayers <= 4))
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else if ((mapSize == 256)&&(numPlayers <= 3))
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{
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split = 3;
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}
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else if ((mapSize == 256)&&(numPlayers <= 4))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 5)&&(numPlayers <= 4))
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else if ((mapSize == 320)&&(numPlayers <= 3))
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{
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split = 3;
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}
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else if ((mapSize == 320)&&(numPlayers <= 4))
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{
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split = 2;
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}
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else if ((mapSize / 64 == 6)&&(numPlayers <= 5))
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else if ((mapSize == 384)&&(numPlayers <= 3))
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{
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split = 4;
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}
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else if ((mapSize == 384)&&(numPlayers <= 4))
|
||||
{
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split = 3;
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}
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else if ((mapSize == 384)&&(numPlayers <= 5))
|
||||
{
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||||
split = 2;
|
||||
}
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else if ((mapSize / 64 == 7)&&(numPlayers <= 6))
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else if ((mapSize == 448)&&(numPlayers <= 2))
|
||||
{
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||||
split = 5;
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||||
}
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||||
else if ((mapSize == 448)&&(numPlayers <= 3))
|
||||
{
|
||||
split = 4;
|
||||
}
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||||
else if ((mapSize == 448)&&(numPlayers <= 4))
|
||||
{
|
||||
split = 4;
|
||||
}
|
||||
else if ((mapSize == 448)&&(numPlayers <= 5))
|
||||
{
|
||||
split = 3;
|
||||
}
|
||||
else if ((mapSize == 448)&&(numPlayers <= 6))
|
||||
{
|
||||
split = 2;
|
||||
}
|
||||
@@ -282,15 +312,15 @@ for (var m = 0; m < numPlayers*split; m++)
|
||||
4 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
|
||||
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/5), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
|
||||
placer = new ClumpPlacer(floor(PI*scaleByMapSize(14,40)*scaleByMapSize(14,40)/4), 1, 0, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
|
||||
var painter = new LayeredPainter([tWater, tWater], [1]);
|
||||
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 0);
|
||||
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4);
|
||||
createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5));
|
||||
|
||||
var tang = startAngle + (m)*TWO_PI/(numPlayers*split);
|
||||
var placer = new PathPlacer(fractionToTiles(0.5 + 0.05*cos(tang)), fractionToTiles(0.5 + 0.05*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(10,40), 0.0, 3*(scaleByMapSize(1,3)), 0.2, 0.05);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tWater, tShore, tGrass], // terrains
|
||||
[tWater, tShore, tMainTerrain], // terrains
|
||||
[1, 3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
@@ -352,7 +382,7 @@ createArea(placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], nu
|
||||
|
||||
var placer = new ClumpPlacer(scaleByMapSize(6, 18)*scaleByMapSize(6, 18)*22, 1, 1, 10, ix, iz);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[tMainTerrain, tMainTerrain], // terrains
|
||||
[1] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
@@ -364,7 +394,7 @@ createArea(placer, [terrainPainter, elevationPainter], null);
|
||||
|
||||
paintTerrainBasedOnHeight(-6, 1, 1, tWater);
|
||||
paintTerrainBasedOnHeight(1, 2, 1, tShore);
|
||||
paintTerrainBasedOnHeight(2, 5, 1, tGrass);
|
||||
paintTerrainBasedOnHeight(2, 5, 1, tMainTerrain);
|
||||
|
||||
paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
|
||||
unPaintTileClassBasedOnHeight(0.5, 10, 1, clWater)
|
||||
@@ -387,36 +417,36 @@ for (var i = 0; i < numPlayers; i++)
|
||||
log("Creating hills...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tGrass, tCliff, tHill], // terrains
|
||||
[tMainTerrain, tCliff, tHill], // terrains
|
||||
[1, 2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, paintClass(clHill)],
|
||||
avoidClasses(clPlayer, 12, clHill, 15, clWater, 2),
|
||||
avoidClasses(clPlayer, 20, clHill, 15, clWater, 2),
|
||||
scaleByMapSize(1, 4) * numPlayers
|
||||
);
|
||||
|
||||
|
||||
// calculate desired number of trees for map (based on size)
|
||||
if (rt == 6)
|
||||
if (random_terrain == 6)
|
||||
{
|
||||
var MIN_TREES = 200;
|
||||
var MAX_TREES = 1250;
|
||||
var P_FOREST = 0.02;
|
||||
var MIN_TREES = 200;
|
||||
var MAX_TREES = 1250;
|
||||
var P_FOREST = 0.02;
|
||||
}
|
||||
else if (rt == 7)
|
||||
else if (random_terrain == 7)
|
||||
{
|
||||
var MIN_TREES = 1000;
|
||||
var MAX_TREES = 6000;
|
||||
var P_FOREST = 0.6;
|
||||
var MIN_TREES = 1000;
|
||||
var MAX_TREES = 6000;
|
||||
var P_FOREST = 0.6;
|
||||
}
|
||||
else
|
||||
{
|
||||
var MIN_TREES = 500;
|
||||
var MAX_TREES = 3000;
|
||||
var P_FOREST = 0.7;
|
||||
var MIN_TREES = 500;
|
||||
var MAX_TREES = 3000;
|
||||
var P_FOREST = 0.7;
|
||||
}
|
||||
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
|
||||
var numForest = totalTrees * P_FOREST;
|
||||
@@ -425,17 +455,17 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
|
||||
// create forests
|
||||
log("Creating forests...");
|
||||
var types = [
|
||||
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
||||
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
||||
[[tForestFloor2, tMainTerrain, pForestD], [tForestFloor2, pForestD]],
|
||||
[[tForestFloor1, tMainTerrain, pForestP], [tForestFloor1, pForestP]]
|
||||
]; // some variation
|
||||
|
||||
if (rt == 6)
|
||||
if (random_terrain == 6)
|
||||
{
|
||||
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
|
||||
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
|
||||
}
|
||||
else
|
||||
{
|
||||
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
|
||||
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
|
||||
}
|
||||
var num = floor(size / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
@@ -448,7 +478,7 @@ for (var i = 0; i < types.length; ++i)
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clForest)],
|
||||
avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2),
|
||||
avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2),
|
||||
num
|
||||
);
|
||||
}
|
||||
@@ -462,7 +492,7 @@ for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
painter = new LayeredPainter(
|
||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||||
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
@@ -479,7 +509,7 @@ var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
painter = new TerrainPainter(tGrassPatch);
|
||||
painter = new TerrainPainter(tTier4Terrain);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
@@ -494,14 +524,14 @@ log("Creating stone mines...");
|
||||
// create large stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
// create small stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
@@ -509,7 +539,7 @@ log("Creating metal mines...");
|
||||
// create large metal quarries
|
||||
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
@@ -545,11 +575,11 @@ RMS.SetProgress(70);
|
||||
// create deer
|
||||
log("Creating deer...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oDeer, 5,7, 0,4)],
|
||||
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
@@ -558,18 +588,28 @@ RMS.SetProgress(75);
|
||||
// create sheep
|
||||
log("Creating sheep...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oSheep, 2,3, 0,2)],
|
||||
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create fruits
|
||||
log("Creating fruits...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oFruitBush, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oOak, oOakLarge, oPine, oApple]; // some variation
|
||||
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
|
||||
var num = floor(numStragglers / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
{
|
||||
@@ -584,7 +624,7 @@ for (var i = 0; i < types.length; ++i)
|
||||
}
|
||||
|
||||
var planetm = 1;
|
||||
if (rt==7)
|
||||
if (random_terrain==7)
|
||||
{
|
||||
planetm = 8;
|
||||
}
|
||||
@@ -623,15 +663,15 @@ createObjectGroups(group, 0,
|
||||
);
|
||||
|
||||
|
||||
rt = randInt(1,3)
|
||||
if (rt==1){
|
||||
setSkySet("cirrus");
|
||||
random_terrain = randInt(1,3)
|
||||
if (random_terrain==1){
|
||||
setSkySet("cirrus");
|
||||
}
|
||||
else if (rt ==2){
|
||||
setSkySet("cumulus");
|
||||
else if (random_terrain ==2){
|
||||
setSkySet("cumulus");
|
||||
}
|
||||
else if (rt ==3){
|
||||
setSkySet("sunny");
|
||||
else if (random_terrain ==3){
|
||||
setSkySet("sunny");
|
||||
}
|
||||
setSunRotation(randFloat(0, TWO_PI));
|
||||
setSunElevation(randFloat(PI/ 5, PI / 3));
|
||||
|
||||
@@ -1,50 +1,48 @@
|
||||
RMS.LoadLibrary("rmgen");
|
||||
|
||||
var tGrass = ["medit_grass_field_a", "medit_grass_field_b"];
|
||||
var tGrassPForest = "medit_plants_dirt";
|
||||
var tGrassDForest = "medit_grass_shrubs";
|
||||
var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
|
||||
var tGrassA = "medit_grass_field_b";
|
||||
var tGrassB = "medit_grass_field_brown";
|
||||
var tGrassC = "medit_grass_field_dry";
|
||||
var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
|
||||
var tDirt = ["medit_dirt", "medit_dirt_b"];
|
||||
var tRoad = "medit_city_tile";
|
||||
var tRoadWild = "medit_city_tile";
|
||||
var tGrassPatch = "medit_grass_wild";
|
||||
var tShoreBlend = "medit_sand";
|
||||
var tShore = "sand_grass_25";
|
||||
var tWater = "medit_sand_wet";
|
||||
const tGrass = ["medit_grass_field_a", "medit_grass_field_b"];;
|
||||
const tForestFloorC = "medit_plants_dirt";
|
||||
const tForestFloorP = "medit_grass_shrubs";
|
||||
const tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"];
|
||||
const tGrassA = "medit_grass_field_b";
|
||||
const tGrassB = "medit_grass_field_brown";
|
||||
const tGrassC = "medit_grass_field_dry";
|
||||
const tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
|
||||
const tDirt = ["medit_dirt", "medit_dirt_b"];
|
||||
const tRoad = "medit_city_tile";
|
||||
const tRoadWild = "medit_city_tile";
|
||||
const tGrassPatch = "medit_grass_shrubs";
|
||||
const tShoreBlend = "medit_sand";
|
||||
const tShore = "sand_grass_25";
|
||||
const tWater = "medit_sand_wet";
|
||||
|
||||
// gaia entities
|
||||
var oOak = "gaia/flora_tree_poplar";
|
||||
var oOakLarge = "gaia/flora_tree_poplar";
|
||||
var oApple = "gaia/flora_tree_apple";
|
||||
var oPine = "gaia/flora_tree_carob";
|
||||
var oAleppoPine = "gaia/flora_tree_carob";
|
||||
var oBerryBush = "gaia/flora_bush_berry";
|
||||
var oChicken = "gaia/fauna_chicken";
|
||||
var oDeer = "gaia/fauna_deer";
|
||||
var oFish = "gaia/fauna_fish";
|
||||
var oSheep = "gaia/fauna_sheep";
|
||||
var oStoneLarge = "gaia/geology_stonemine_medit_quarry";
|
||||
var oStoneSmall = "gaia/geology_stone_mediterranean";
|
||||
var oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
|
||||
const oPoplar = "gaia/flora_tree_poplar";
|
||||
const oApple = "gaia/flora_tree_apple";
|
||||
const oCarob = "gaia/flora_tree_carob";
|
||||
const oBerryBush = "gaia/flora_bush_berry";
|
||||
const oChicken = "gaia/fauna_chicken";
|
||||
const oDeer = "gaia/fauna_deer";
|
||||
const oFish = "gaia/fauna_fish";
|
||||
const oSheep = "gaia/fauna_sheep";
|
||||
const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
|
||||
const oStoneSmall = "gaia/geology_stone_mediterranean";
|
||||
const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
|
||||
|
||||
// decorative props
|
||||
var aGrass = "actor|props/flora/grass_soft_large_tall.xml";
|
||||
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
|
||||
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
|
||||
var aLillies = "actor|props/flora/pond_lillies_large.xml";
|
||||
var aRockLarge = "actor|geology/stone_granite_large.xml";
|
||||
var aRockMedium = "actor|geology/stone_granite_med.xml";
|
||||
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
|
||||
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
|
||||
const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
|
||||
const aGrassShort = "actor|props/flora/grass_soft_large.xml";
|
||||
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
|
||||
const aLillies = "actor|props/flora/pond_lillies_large.xml";
|
||||
const aRockLarge = "actor|geology/stone_granite_large.xml";
|
||||
const aRockMedium = "actor|geology/stone_granite_med.xml";
|
||||
const aBushMedium = "actor|props/flora/bush_medit_me.xml";
|
||||
const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
|
||||
|
||||
// terrain + entity (for painting)
|
||||
|
||||
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
|
||||
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
|
||||
const pForestP = [tForestFloorP + TERRAIN_SEPARATOR + oPoplar, tForestFloorP];
|
||||
const pForestC = [tForestFloorC + TERRAIN_SEPARATOR + oCarob, tForestFloorC];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
@@ -53,9 +51,9 @@ log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
|
||||
var numPlayers = getNumPlayers();
|
||||
var mapSize = getMapSize();
|
||||
var mapArea = mapSize*mapSize;
|
||||
const numPlayers = getNumPlayers();
|
||||
const mapSize = getMapSize();
|
||||
const mapArea = mapSize*mapSize;
|
||||
|
||||
// create tile classes
|
||||
|
||||
@@ -70,6 +68,7 @@ var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
var clLand = createTileClass();
|
||||
var clUpperLand = createTileClass();
|
||||
var clRiver = createTileClass();
|
||||
//Create the continent body
|
||||
|
||||
@@ -80,6 +79,20 @@ var fz = fractionToTiles(0.7);
|
||||
var ix = round(fx);
|
||||
var iz = round(fz);
|
||||
|
||||
RectPlacer
|
||||
|
||||
var placer = new RectPlacer(0, floor(mapSize * 0.70), mapSize - 1, mapSize - 1);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tWater, tShore, tGrass], // terrains
|
||||
[4, 2] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
4 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clUpperLand)], null);
|
||||
|
||||
var placer = new ClumpPlacer(mapArea * 0.65, 0.75, 0.08, 10, ix, iz);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tWater, tShore, tGrass], // terrains
|
||||
@@ -201,7 +214,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oOak, num, num, 0,5)],
|
||||
[new SimpleObject(oPoplar, num, num, 0,5)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
@@ -284,6 +297,24 @@ for (var ix = 0; ix < mapSize; ix++)
|
||||
}
|
||||
}
|
||||
|
||||
// create shore jaggedness
|
||||
log("Creating shore jaggedness...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tCliff, tHill], // terrains
|
||||
[2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, unPaintClass(clLand)],
|
||||
[avoidClasses(clPlayer, 20, clRiver, 3, clUpperLand, 15), borderClasses(clLand, 7, 7)],
|
||||
scaleByMapSize(7, 130), 150
|
||||
);
|
||||
|
||||
paintTerrainBasedOnHeight(1, 3, 0, tShore);
|
||||
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
||||
|
||||
// create bumps
|
||||
log("Creating bumps...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
|
||||
@@ -291,7 +322,7 @@ painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
[avoidClasses(clWater, 2, clPlayer, 10, clRiver, 1), stayClasses(clLand, 3)],
|
||||
[avoidClasses(clWater, 2, clPlayer, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||||
scaleByMapSize(100, 200)
|
||||
);
|
||||
|
||||
@@ -309,8 +340,8 @@ var numStragglers = totalTrees * (1.0 - P_FOREST);
|
||||
// create forests
|
||||
log("Creating forests...");
|
||||
var types = [
|
||||
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
||||
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
||||
[[tForestFloorP, tGrass, pForestP], [tForestFloorP, pForestP]],
|
||||
[[tForestFloorC, tGrass, pForestC], [tForestFloorC, pForestC]]
|
||||
]; // some variation
|
||||
|
||||
|
||||
@@ -327,7 +358,7 @@ for (var i = 0; i < types.length; ++i)
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clForest)],
|
||||
[avoidClasses(clPlayer, 6, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||||
[avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||||
num
|
||||
);
|
||||
}
|
||||
@@ -335,7 +366,7 @@ for (var i = 0; i < types.length; ++i)
|
||||
RMS.SetProgress(50);
|
||||
// create dirt patches
|
||||
log("Creating dirt patches...");
|
||||
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
||||
var sizes = [scaleByMapSize(5, 48), scaleByMapSize(8, 84), scaleByMapSize(13, 128)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
@@ -346,14 +377,14 @@ for (var i = 0; i < sizes.length; i++)
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
// create grass patches
|
||||
log("Creating grass patches...");
|
||||
var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
|
||||
var sizes = [scaleByMapSize(3, 32), scaleByMapSize(6, 48), scaleByMapSize(9, 80)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
@@ -361,7 +392,7 @@ for (var i = 0; i < sizes.length; i++)
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)],
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 8, clRiver, 1), stayClasses(clLand, 7)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
@@ -372,14 +403,14 @@ log("Creating stone mines...");
|
||||
// create large stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
[avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
// create small stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
[avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
@@ -387,7 +418,7 @@ log("Creating metal mines...");
|
||||
// create large metal quarries
|
||||
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
[avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
@@ -427,7 +458,7 @@ group = new SimpleGroup(
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
@@ -440,7 +471,7 @@ group = new SimpleGroup(
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
@@ -455,12 +486,23 @@ createObjectGroups(group, 0,
|
||||
5 * numPlayers, 60
|
||||
);
|
||||
|
||||
// create berries
|
||||
log("Creating berries...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBerryBush, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 2, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRiver, 2), stayClasses(clLand, 4)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oOak, oOakLarge, oPine, oApple]; // some variation
|
||||
var types = [oPoplar, oCarob, oApple]; // some variation
|
||||
var num = floor(numStragglers / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
{
|
||||
@@ -514,7 +556,7 @@ setWaterColour(0.443,0.412,0.322);
|
||||
setWaterTint(0.647,0.82,0.949);
|
||||
setWaterReflectionTint(0.286,0.58,0.855);
|
||||
setWaterWaviness(2.5);
|
||||
setWaterMurkiness(1.00);
|
||||
setWaterMurkiness(0.70);
|
||||
setWaterReflectionTintStrength(0.25);
|
||||
|
||||
// Export map data
|
||||
|
||||
Reference in New Issue
Block a user