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Applying the new improvements: Aegean Sea, Lake, Rivers
This was SVN commit r14623.
This commit is contained in:
@@ -269,97 +269,44 @@ paintTerrainBasedOnHeight(1, 2, 0, tShore);
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RMS.SetProgress(40);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 2, clPlayer, 12),
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scaleByMapSize(100, 200)
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);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 500;
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const MAX_TREES = 2500;
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const P_FOREST = 0.5;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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// create forests
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log("Creating forests...");
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var num = scaleByMapSize(10,30);
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
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painter = new TerrainPainter([tForestFloor, pForest]);
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createAreas(placer, [painter, paintClass(clForest)],
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avoidClasses(clPlayer, 20, clForest, 10, clWater, 2, clBaseResource, 3),
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num, 10
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createForests(
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[tForestFloor, tForestFloor, tForestFloor, pForest, pForest],
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avoidClasses(clPlayer, 20, clForest, 17, clWater, 2, clBaseResource, 3),
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clForest
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);
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RMS.SetProgress(50);
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// create hills
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log("Creating hills...");
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placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
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var terrainPainter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 16, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3),
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scaleByMapSize(1, 4) * numPlayers, 1
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);
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if (randInt(1,2) == 1)
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createHills([tGrass, tCliff, tHill], avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
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else
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createMountains(tCliff, avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
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painter = new LayeredPainter(
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[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
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[1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1),
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scaleByMapSize(15, 45)
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);
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}
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]],
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[1,1],
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avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1)
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);
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RMS.SetProgress(55);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
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painter = new LayeredPainter(
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[tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], // terrains
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[1,1,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1),
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scaleByMapSize(15, 45)
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);
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}
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]],
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[1,1,1],
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avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1)
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);
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RMS.SetProgress(60);
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@@ -395,149 +342,113 @@ paintTerrainBasedOnHeight(-3, -2, 2, tCorals2);
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paintTerrainBasedOnHeight(-2, -1.5, 2, tCorals1);
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log("Creating island stone mines...");
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// create island large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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stayClasses(clIsland, 4),
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scaleByMapSize(4,16), 100
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);
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// create island small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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stayClasses(clIsland, 4),
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scaleByMapSize(4,16), 100
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);
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// create island stone quarries
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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stayClasses(clIsland, 4)
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)
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log("Creating island metal mines...");
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// create island large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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stayClasses(clIsland, 4),
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scaleByMapSize(4,16), 100
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);
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// create island metal quarries
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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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stayClasses(clIsland, 4),
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clMetal
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)
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clWater, 1, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clWater, 1, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create stone quarries
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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],
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avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clWater, 1, clHill, 1)
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)
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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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(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clWater, 1, clHill, 1),
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clMetal
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)
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RMS.SetProgress(65);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 1),
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scaleByMapSize(16, 262), 50
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);
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// create shrubs
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log("Creating shrubs...");
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group = new SimpleGroup(
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[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)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 2, clPlayer, 0, clHill, 1),
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scaleByMapSize(40, 360), 50
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createDecoration
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(
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[[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
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[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)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(40, 360)
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],
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avoidClasses(clWater, 2, clForest, 0, clPlayer, 0, clHill, 1)
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);
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RMS.SetProgress(70);
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// create fish
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log("Creating fish...");
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group = new SimpleGroup([new SimpleObject(oFish, 1,3, 2,6)], true, clFood);
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createObjectGroups(group, 0,
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[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)],
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3*scaleByMapSize(5,20), 50
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createFood
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(
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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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3*scaleByMapSize(5,20)
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],
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[avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)]
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);
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// create sheeps
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log("Creating sheeps...");
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group = new SimpleGroup([new SimpleObject(oSheep, 5,7, 0,4)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 8, clWater, 1, clFood, 10, clHill, 1),
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scaleByMapSize(5,20), 50
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// create animals
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createFood
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(
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[
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[new SimpleObject(oSheep, 5,7, 0,4)],
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[new SimpleObject(oGoat, 2,4, 0,3)],
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[new SimpleObject(oDeer, 2,4, 0,2)]
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],
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[
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scaleByMapSize(5,20),
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scaleByMapSize(5,20),
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scaleByMapSize(5,20)
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],
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avoidClasses(clForest, 0, clPlayer, 8, clWater, 1, clFood, 10, clHill, 1)
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);
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// create goats
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log("Creating goats...");
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group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
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scaleByMapSize(5,20), 50
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);
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// create deers
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log("Creating deers...");
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group = new SimpleGroup([new SimpleObject(oDeer, 2,4, 0,2)], true, clFood);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1),
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scaleByMapSize(5,20), 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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// create fruits
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createFood
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(
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[
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[new SimpleObject(oBerryBush, 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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);
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RMS.SetProgress(90);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
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createObjectGroups(group, 0,
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avoidClasses(clForest, 0, clWater, 2, clPlayer, 8, clMetal, 1, clHill, 1),
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num
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);
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}
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createStragglerTrees(types, avoidClasses(clForest, 0, clWater, 2, clPlayer, 8, clMetal, 1, clHill, 1));
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log("Creating straggler island trees...");
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var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation
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var num = 10*floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true);
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createObjectGroups(group, 0,
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stayClasses(clIsland, 4),
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num
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);
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}
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g_numStragglerTrees *= 10;
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createStragglerTrees(types, stayClasses(clIsland, 4));
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setWaterWaviness(10);
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// Set environment
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setSkySet("cumulus");
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@@ -548,5 +459,13 @@ setWaterWaviness(10);
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setWaterMurkiness(0.49);
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setWaterReflectionTintStrength(0.0);
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setFogFactor(0.3);
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setFogThickness(0.25);
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setPPEffect("hdr");
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setPPContrast(0.62);
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setPPSaturation(0.51);
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setPPBloom(0.12);
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// Export map data
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ExportMap();
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@@ -14,7 +14,7 @@ const tHill = rBiomeT8();
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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 tTie4Terrain = rBiomeT12();
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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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@@ -266,285 +266,136 @@ for (var i = 0; i < numPlayers; ++i)
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}
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// create bumps
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log("Creating bumps...");
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||||
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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||||
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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createAreas(
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placer,
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||||
painter,
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||||
avoidClasses(clWater, 2, clPlayer, 20),
|
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scaleByMapSize(100, 200)
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);
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createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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// create hills
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log("Creating hills...");
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placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
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||||
terrainPainter = new LayeredPainter(
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||||
[tMainTerrain, tCliff, tHill], // terrains
|
||||
[1, 2] // widths
|
||||
);
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||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
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||||
createAreas(
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||||
placer,
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||||
[terrainPainter, elevationPainter, paintClass(clHill)],
|
||||
avoidClasses(clPlayer, 20, clHill, 15, clWater, 2),
|
||||
scaleByMapSize(1, 4) * numPlayers
|
||||
);
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||||
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|
||||
// calculate desired number of trees for map (based on size)
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||||
if (random_terrain == 6)
|
||||
{
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||||
var MIN_TREES = 200;
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||||
var MAX_TREES = 1250;
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var P_FOREST = 0;
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||||
}
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else if (random_terrain == 7)
|
||||
{
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||||
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();
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user