Applying the new improvements: Aegean Sea, Lake, Rivers

This was SVN commit r14623.
This commit is contained in:
Spahbod
2014-01-19 15:38:02 +00:00
parent 8b2037e5ee
commit 72ad5467e8
4 changed files with 302 additions and 710 deletions
@@ -269,97 +269,44 @@ paintTerrainBasedOnHeight(1, 2, 0, tShore);
RMS.SetProgress(40);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 12),
scaleByMapSize(100, 200)
);
// calculate desired number of trees for map (based on size)
const MIN_TREES = 500;
const MAX_TREES = 2500;
const P_FOREST = 0.5;
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
createBumps(avoidClasses(clWater, 2, clPlayer, 20));
// create forests
log("Creating forests...");
var num = scaleByMapSize(10,30);
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
painter = new TerrainPainter([tForestFloor, pForest]);
createAreas(placer, [painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 10, clWater, 2, clBaseResource, 3),
num, 10
createForests(
[tForestFloor, tForestFloor, tForestFloor, pForest, pForest],
avoidClasses(clPlayer, 20, clForest, 17, clWater, 2, clBaseResource, 3),
clForest
);
RMS.SetProgress(50);
// create hills
log("Creating hills...");
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
var terrainPainter = new LayeredPainter(
[tCliff, tHill], // terrains
[2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 16, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3),
scaleByMapSize(1, 4) * numPlayers, 1
);
if (randInt(1,2) == 1)
createHills([tGrass, tCliff, tHill], avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
else
createMountains(tCliff, avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1),
scaleByMapSize(15, 45)
);
}
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]],
[1,1],
avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1)
);
RMS.SetProgress(55);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], // terrains
[1,1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1),
scaleByMapSize(15, 45)
);
}
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]],
[1,1,1],
avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1)
);
RMS.SetProgress(60);
@@ -395,149 +342,113 @@ paintTerrainBasedOnHeight(-3, -2, 2, tCorals2);
paintTerrainBasedOnHeight(-2, -1.5, 2, tCorals1);
log("Creating island stone mines...");
// create island 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,
stayClasses(clIsland, 4),
scaleByMapSize(4,16), 100
);
// create island small stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
createObjectGroups(group, 0,
stayClasses(clIsland, 4),
scaleByMapSize(4,16), 100
);
// create island stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
stayClasses(clIsland, 4)
)
log("Creating island metal mines...");
// create island large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
stayClasses(clIsland, 4),
scaleByMapSize(4,16), 100
);
// create island metal quarries
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
stayClasses(clIsland, 4),
clMetal
)
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, 20, clRock, 10, clWater, 1, 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(clForest, 1, clPlayer, 20, clRock, 10, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
// create stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clWater, 1, clHill, 1)
)
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, 20, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
scaleByMapSize(4,16), 100
);
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
clMetal
)
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 1),
scaleByMapSize(16, 262), 50
);
// create shrubs
log("Creating shrubs...");
group = new SimpleGroup(
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 2, clPlayer, 0, clHill, 1),
scaleByMapSize(40, 360), 50
createDecoration
(
[[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
[new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(40, 360)
],
avoidClasses(clWater, 2, clForest, 0, clPlayer, 0, clHill, 1)
);
RMS.SetProgress(70);
// create fish
log("Creating fish...");
group = new SimpleGroup([new SimpleObject(oFish, 1,3, 2,6)], true, clFood);
createObjectGroups(group, 0,
[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)],
3*scaleByMapSize(5,20), 50
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
3*scaleByMapSize(5,20)
],
[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)]
);
// create sheeps
log("Creating sheeps...");
group = new SimpleGroup([new SimpleObject(oSheep, 5,7, 0,4)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 8, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
// create animals
createFood
(
[
[new SimpleObject(oSheep, 5,7, 0,4)],
[new SimpleObject(oGoat, 2,4, 0,3)],
[new SimpleObject(oDeer, 2,4, 0,2)]
],
[
scaleByMapSize(5,20),
scaleByMapSize(5,20),
scaleByMapSize(5,20)
],
avoidClasses(clForest, 0, clPlayer, 8, clWater, 1, clFood, 10, clHill, 1)
);
// create goats
log("Creating goats...");
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create deers
log("Creating deers...");
group = new SimpleGroup([new SimpleObject(oDeer, 2,4, 0,2)], true, clFood);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
scaleByMapSize(5,20), 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
// create fruits
createFood
(
[
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
RMS.SetProgress(90);
// create straggler trees
log("Creating straggler trees...");
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clWater, 2, clPlayer, 8, clMetal, 1, clHill, 1),
num
);
}
createStragglerTrees(types, avoidClasses(clForest, 0, clWater, 2, clPlayer, 8, clMetal, 1, clHill, 1));
log("Creating straggler island trees...");
var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
var num = 10*floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
createObjectGroups(group, 0,
stayClasses(clIsland, 4),
num
);
}
g_numStragglerTrees *= 10;
createStragglerTrees(types, stayClasses(clIsland, 4));
setWaterWaviness(10);
// Set environment
setSkySet("cumulus");
@@ -548,5 +459,13 @@ setWaterWaviness(10);
setWaterMurkiness(0.49);
setWaterReflectionTintStrength(0.0);
setFogFactor(0.3);
setFogThickness(0.25);
setPPEffect("hdr");
setPPContrast(0.62);
setPPSaturation(0.51);
setPPBloom(0.12);
// Export map data
ExportMap();
+91 -240
View File
@@ -14,7 +14,7 @@ const tHill = rBiomeT8();
const tDirt = rBiomeT9();
const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTie4Terrain = rBiomeT12();
const tTier4Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
const tShore = rBiomeT14();
const tWater = rBiomeT15();
@@ -266,285 +266,136 @@ for (var i = 0; i < numPlayers; ++i)
}
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 20),
scaleByMapSize(100, 200)
);
createBumps(avoidClasses(clWater, 2, clPlayer, 20));
// create hills
log("Creating hills...");
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
terrainPainter = new LayeredPainter(
[tMainTerrain, tCliff, tHill], // terrains
[1, 2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 20, clHill, 15, clWater, 2),
scaleByMapSize(1, 4) * numPlayers
);
// calculate desired number of trees for map (based on size)
if (random_terrain == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0;
}
else if (random_terrain == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.52;
}
if (randInt(1,2) == 1)
createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
else
{
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;
var numStragglers = totalTrees * (1.0 - P_FOREST);
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
// create forests
log("Creating forests...");
var types = [
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
createForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
clForest,
1.0,
random_terrain
);
if (random_terrain != 6)
{
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
num
);
}
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new LayeredPainter(
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
[1,1],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
// create grass patches
log("Creating grass patches...");
var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
painter = new TerrainPainter(tTie4Terrain);
createAreas(
placer,
painter,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tTie4Terrain,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
RMS.SetProgress(55);
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, 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, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
)
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, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
);
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
clMetal
)
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create decoration
var planetm = 1;
if (random_terrain==7)
planetm = 8;
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
createDecoration
(
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)],
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(8, 131),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200)
],
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
);
RMS.SetProgress(70);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
true, clFood
// create animals
createFood
(
[
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
RMS.SetProgress(75);
// 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 sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
createFood
(
[
[new SimpleObject(oFruitBush, 5,7, 0,4)]
],
[
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
25 * numPlayers, 60
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
25 * numPlayers
],
[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup(
[new SimpleObject(types[i], 1,1, 0,3)],
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
var planetm = 1;
if (random_terrain==7)
{
planetm = 8;
}
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
planetm * scaleByMapSize(13, 200), 50
);
random_terrain = randInt(1,3)
if (random_terrain==1){
setSkySet("cirrus");
}
else if (random_terrain ==2){
setSkySet("cumulus");
}
else if (random_terrain ==3){
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
setWaterWaviness(10);
// Export map data
@@ -14,7 +14,7 @@ const tHill = rBiomeT8();
const tDirt = rBiomeT9();
const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTie4Terrain = rBiomeT12();
const tTier4Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
const tShore = rBiomeT14();
const tWater = rBiomeT15();
+99 -277
View File
@@ -16,8 +16,8 @@ const tRoad = rBiomeT10();
const tRoadWild = rBiomeT11();
const tTier4Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
const tShore = rBiomeT14();
const tWater = rBiomeT15();
var tShore = rBiomeT14();
var tWater = rBiomeT15();
if (random_terrain == 7)
{
tShore = "tropic_dirt_b_plants";
@@ -395,314 +395,136 @@ for (var ix = 0; ix < mapSize; ix++)
RMS.SetProgress(40);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 2, clPlayer, 10),
scaleByMapSize(100, 200)
);
if ((random_terrain == 7)||(random_terrain == 5))
{
// create river bumbs
log("Creating river bumps...");
placer = new ClumpPlacer(scaleByMapSize(4, 6), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_SET, -1, 2);
createAreas(
placer,
painter,
stayClasses(clWater, 3),
scaleByMapSize(500, 700)
);
}
createBumps(avoidClasses(clWater, 2, clPlayer, 20));
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
[tMainTerrain, tCliff, tHill], // terrains
[1, 2] // widths
);
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 20, clHill, 15, clWater, 2),
scaleByMapSize(1, 4) * numPlayers
);
// calculate desired number of trees for map (based on size)
if (random_terrain == 6)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (random_terrain == 7)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
var P_FOREST = 0.6;
}
if (randInt(1,2) == 1)
createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
else
{
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;
var numStragglers = totalTrees * (1.0 - P_FOREST);
createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
// create forests
log("Creating forests...");
var types = [
[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
createForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
clForest,
1.0,
random_terrain
);
if (random_terrain == 6)
{
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
else
{
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
}
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
);
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2),
num
);
}
RMS.SetProgress(60);
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
for (var i = 0; i < sizes.length; i++)
{
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
painter = new LayeredPainter(
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
[1,1] // widths
);
createAreas(
placer,
[painter, paintClass(clDirt)],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
[1,1],
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
// create grass patches
log("Creating grass patches...");
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(tTier4Terrain);
createAreas(
placer,
painter,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(15, 45)
);
}
RMS.SetProgress(65);
createPatches(
[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
tTier4Terrain,
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
);
RMS.SetProgress(55);
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, 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, 20, clRock, 10, clHill, 1),
scaleByMapSize(4,16), 100
);
// create stone quarries
createMines(
[
[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
[new SimpleObject(oStoneSmall, 2,5, 1,3)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)
)
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, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(4,16), 100
createMines(
[
[new SimpleObject(oMetalLarge, 1,1, 0,4)]
],
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
clMetal
)
RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain==7)
planetm = 8;
createDecoration
(
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)],
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
],
[
scaleByMapSize(16, 262),
scaleByMapSize(8, 131),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200),
planetm * scaleByMapSize(13, 200)
],
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
);
RMS.SetProgress(70);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(75);
// create deer
log("Creating deer...");
group = new SimpleGroup(
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// create sheep
log("Creating sheep...");
group = new SimpleGroup(
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
3 * numPlayers, 50
);
// create fish
log("Creating fish...");
group = new SimpleGroup(
[new SimpleObject(oFish, 2,3, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
25 * numPlayers, 60
// create animals
createFood
(
[
[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
],
[
3 * numPlayers,
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)
);
// create fruits
log("Creating fruits...");
group = new SimpleGroup(
[new SimpleObject(oFruitBush, 5,7, 0,4)],
true, clFood
createFood
(
[
[new SimpleObject(oFruitBush, 5,7, 0,4)]
],
[
3 * numPlayers
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
3 * numPlayers, 50
// create fish
createFood
(
[
[new SimpleObject(oFish, 2,3, 0,2)]
],
[
25 * numPlayers
],
[avoidClasses(clFood, 20), stayClasses(clWater, 6)]
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree1, oTree2, oTree4, oTree3]; // some variation
var num = floor(numStragglers / types.length);
for (var i = 0; i < types.length; ++i)
{
group = new SimpleGroup(
[new SimpleObject(types[i], 1,1, 0,3)],
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}
createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
//create small grass tufts
log("Creating small grass tufts...");
var planetm = 1;
if (random_terrain==7)
{
planetm = 8;
}
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(90);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
planetm * scaleByMapSize(13, 200)
);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
planetm * scaleByMapSize(13, 200), 50
);
// create shallow flora
log("Creating shallow flora...");
group = new SimpleGroup(
[new SimpleObject(aLillies, 1,2, 0,2), new SimpleObject(aReeds, 2,4, 0,2)]
);
createObjectGroups(group, 0,
stayClasses(clShallow, 1),
60 * scaleByMapSize(13, 200), 80
);
random_terrain = randInt(1,3)
if (random_terrain==1){
setSkySet("cirrus");
}
else if (random_terrain ==2){
setSkySet("cumulus");
}
else if (random_terrain ==3){
setSkySet("sunny");
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
setWaterWaviness(3);
// Export map data