diff --git a/binaries/data/mods/public/maps/random/aegean_sea.js b/binaries/data/mods/public/maps/random/aegean_sea.js index 1d11e075c1..c213d14070 100644 --- a/binaries/data/mods/public/maps/random/aegean_sea.js +++ b/binaries/data/mods/public/maps/random/aegean_sea.js @@ -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(); diff --git a/binaries/data/mods/public/maps/random/lake.js b/binaries/data/mods/public/maps/random/lake.js index c97eae888d..7890f68fcf 100644 --- a/binaries/data/mods/public/maps/random/lake.js +++ b/binaries/data/mods/public/maps/random/lake.js @@ -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 diff --git a/binaries/data/mods/public/maps/random/mainland.js b/binaries/data/mods/public/maps/random/mainland.js index aac3481150..f73505daaf 100644 --- a/binaries/data/mods/public/maps/random/mainland.js +++ b/binaries/data/mods/public/maps/random/mainland.js @@ -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(); diff --git a/binaries/data/mods/public/maps/random/rivers.js b/binaries/data/mods/public/maps/random/rivers.js index b7d57824e7..b97cd604fc 100644 --- a/binaries/data/mods/public/maps/random/rivers.js +++ b/binaries/data/mods/public/maps/random/rivers.js @@ -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