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New random map "Island Stronghold" by _kali, reworked by niektb. Refs #3455.
This was SVN commit r17734.
This commit is contained in:
BIN
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function decayErrodeHeightmap(strength, heightmap)
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{
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strength = strength || 0.9; // 0 to 1
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heightmap = heightmap || g_Map.height;
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let referenceHeightmap = deepcopy(heightmap);
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// let map = [[1, 0], [0, 1], [-1, 0], [0, -1]]; // faster
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let map = [[1, 0], [1, 1], [0, 1], [-1, 1], [-1, 0], [-1, -1], [0, -1], [1, -1]]; // smoother
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let max_x = heightmap.length;
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let max_y = heightmap[0].length;
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for (let x = 0; x < max_x; ++x)
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for (let y = 0; y < max_y; ++y)
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for (let i = 0; i < map.length; ++i)
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heightmap[x][y] += strength / map.length * (referenceHeightmap[(x + map[i][0] + max_x) % max_x][(y + map[i][1] + max_y) % max_y] - referenceHeightmap[x][y]); // Not entirely sure if scaling with map.length is perfect but tested values seam to indicate it is
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}
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RMS.LoadLibrary("rmgen");
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// Random terrain textures, exclude african biome
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let random_terrain;
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do
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random_terrain = randomizeBiome();
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while (random_terrain == 6);
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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const tForestFloor2 = rBiomeT3();
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const tCliff = rBiomeT4();
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const tTier1Terrain = rBiomeT5();
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const tTier2Terrain = rBiomeT6();
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const tTier3Terrain = rBiomeT7();
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const tHill = rBiomeT8();
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const tTier4Terrain = rBiomeT12();
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const tShore = rBiomeT14();
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const tWater = rBiomeT15();
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// gaia entities
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const oTree1 = rBiomeE1();
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const oTree2 = rBiomeE2();
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const oTree3 = rBiomeE3();
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const oTree4 = rBiomeE4();
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const oTree5 = rBiomeE5();
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const oFruitBush = rBiomeE6();
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const oChicken = rBiomeE7();
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const oMainHuntableAnimal = rBiomeE8();
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const oFish = rBiomeE9();
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const oSecondaryHuntableAnimal = rBiomeE10();
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const oStoneLarge = rBiomeE11();
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const oStoneSmall = rBiomeE12();
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const oMetalLarge = rBiomeE13();
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const oWhale = "gaia/fauna_whale_humpback";
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const oShipwreck = "other/special_treasure_shipwreck";
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const oShipDebris = "other/special_treasure_shipwreck_debris";
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const oObelisk = "other/obelisk";
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// decorative props
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const aGrass = rBiomeA1();
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const aGrassShort = rBiomeA2();
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const aRockLarge = rBiomeA5();
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const aRockMedium = rBiomeA6();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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log("Initializing map...");
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InitMap();
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const numPlayers = getNumPlayers();
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const mapSize = getMapSize();
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// create tile classes
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let clPlayer = createTileClass();
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let clHill = createTileClass();
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let clForest = createTileClass();
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let clDirt = createTileClass();
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let clRock = createTileClass();
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let clMetal = createTileClass();
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let clFood = createTileClass();
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let clBaseResource = createTileClass();
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let clLand = createTileClass();
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for (let ix = 0; ix < mapSize; ++ix)
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for (let iz = 0; iz < mapSize; ++iz)
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placeTerrain(ix, iz, tWater);
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// some constants
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let radius = scaleByMapSize(15, 25);
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let fx = fractionToTiles(0.5);
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let fz = fractionToTiles(0.5);
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let startAngle = randFloat(0, TWO_PI);
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// Group players by team
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let teams = [];
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for (let i = 0; i < numPlayers; ++i)
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{
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let team = getPlayerTeam(i);
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if (team == -1)
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continue;
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if (!teams[team])
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teams[team] = [];
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teams[team].push(i+1);
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}
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// Players without a team get a custom index
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for (let i = 0; i < numPlayers; ++i)
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{
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let team = getPlayerTeam(i);
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if (team != -1)
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continue;
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let unusedIndex = teams.findIndex(team => !team);
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if (unusedIndex != -1)
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teams[unusedIndex] = [i+1];
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else
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teams.push([i+1]);
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}
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// Get number of used team IDs
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let numTeams = teams.filter(team => team).length;
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RMS.SetProgress(10);
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let shoreRadius = 6;
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let elevation = 3;
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let teamNo = 0;
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for (let i = 0; i < teams.length; ++i)
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{
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if (!teams[i])
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continue;
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++teamNo;
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let teamAngle = startAngle + teamNo*TWO_PI/numTeams;
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let fractionX = 0.5 + 0.3 * cos(teamAngle);
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let fractionZ = 0.5 + 0.3 * sin(teamAngle);
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let teamX = fractionToTiles(fractionX);
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let teamZ = fractionToTiles(fractionZ);
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for (let p = 0; p < teams[i].length; ++p)
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{
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log("Creating base for player " + teams[i][p] + " on team " + i + "...");
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let playerAngle = startAngle + (p+1)*TWO_PI/teams[i].length;
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// get the x and z in tiles
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let fx = fractionToTiles(fractionX + 0.05 * cos(playerAngle));
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let fz = fractionToTiles(fractionZ + 0.05 * sin(playerAngle));
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let ix = round(fx);
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let iz = round(fz);
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// mark a small area around the player's starting coordinates with the clPlayer class
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addToClass(ix, iz, clPlayer);
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addToClass(ix+5, iz, clPlayer);
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addToClass(ix, iz+5, clPlayer);
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addToClass(ix-5, iz, clPlayer);
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addToClass(ix, iz-5, clPlayer);
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// create an island
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let placer = new ChainPlacer(2, floor(scaleByMapSize(5, 11)), floor(scaleByMapSize(60, 250)), 1, ix, iz, 0, [floor(mapSize * 0.01)]);
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let terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain, tMainTerrain], // terrains
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[1, shoreRadius] // widths
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);
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let elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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elevation, // elevation
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shoreRadius // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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// create starting units
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placeCivDefaultEntities(fx, fz, teams[i][p], BUILDING_ANGlE, { "iberWall": false });
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// create initial chicken
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for (let j = 0; j < 2; ++j)
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{
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let aAngle = randFloat(0, TWO_PI);
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let aDist = 7;
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let aX = round(fx + aDist * cos(aAngle));
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let aZ = round(fz + aDist * sin(aAngle));
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let group = new SimpleGroup(
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[new SimpleObject(oChicken, 5, 5, 0, 2)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0, [stayClasses(clLand, 5)]);
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}
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// create initial metal and stone mines
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let initialMines = 1;
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let mAngle = randFloat(PI, TWO_PI);
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let mDist = 16;
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let mX = round(fx + mDist * cos(mAngle));
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let mZ = round(fz + mDist * sin(mAngle));
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let sX = round(fx + mDist * cos(mAngle + PI/4));
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let sZ = round(fz + mDist * sin(mAngle + PI/4));
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let group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, initialMines, initialMines, 0, 4)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 2), stayClasses(clLand, 2)]);
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, initialMines, initialMines, 0, 4)],
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true, clBaseResource, sX, sZ
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);
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createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 2), stayClasses(clLand, 2)]);
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// create initial berry bushes
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let bbAngle = randFloat(PI, PI*1.5);
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let bbDist = 10;
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let bbX = round(fx + bbDist * cos(bbAngle));
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let bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 5, 5, 0, 3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0, [avoidClasses(clBaseResource, 4, clPlayer, 2), stayClasses(clLand, 5)]);
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// create initial trees
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let tries = 10;
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let tDist = 16;
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let num = 50;
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for (let x = 0; x < tries; ++x)
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{
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let tAngle = randFloat(0, TWO_PI);
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let tX = round(fx + tDist * cos(tAngle));
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let tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oTree2, num, num, 0, 7)],
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true, clBaseResource, tX, tZ
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);
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if (createObjectGroup(group, 0, [avoidClasses(clBaseResource, 6, clPlayer, 2), stayClasses(clLand, 4)]) )
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break;
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}
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// create huntable animals
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group = new SimpleGroup(
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[new SimpleObject(oMainHuntableAnimal, 2 * numPlayers / numTeams, 2 * numPlayers / numTeams, 0, floor(mapSize * 0.2))],
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true, clBaseResource, teamX, teamZ
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);
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createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]);
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group = new SimpleGroup(
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[new SimpleObject(oSecondaryHuntableAnimal, 4 * numPlayers / numTeams, 4 * numPlayers / numTeams, 0, floor(mapSize * 0.2))],
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true, clBaseResource, teamX, teamZ
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);
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createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]);
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}
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}
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RMS.SetProgress(40);
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log("Creating expansion islands...");
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let landAreas = [];
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let playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12, 16)));
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let landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12, 16)));
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for (let x = 0; x < mapSize; ++x)
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for (let z = 0; z < mapSize; ++z)
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if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
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landAreas.push([x, z]);
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log("Creating big islands...");
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let chosenPoint;
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let landAreaLen;
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let numIslands = scaleByMapSize(4, 14);
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for (let i = 0; i < numIslands; ++i)
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{
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landAreaLen = landAreas.length;
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if (!landAreaLen)
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break;
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chosenPoint = landAreas[randInt(landAreaLen)];
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// create big islands
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let placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(30, 70));
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let terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[2] // widths
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);
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let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6);
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let newIsland = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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avoidClasses(clLand, 3, clPlayer, 3),
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1, 1
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);
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if (!newIsland || !newIsland.length)
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continue;
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let n = 0;
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for (let j = 0; j < landAreaLen; ++j)
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{
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let x = landAreas[j][0];
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let z = landAreas[j][1];
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if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
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landAreas[n++] = landAreas[j];
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}
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landAreas.length = n;
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}
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playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9, 12)));
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landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9, 12)));
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log("Creating small islands...");
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numIslands = scaleByMapSize(6, 18) * scaleByMapSize(1, 3);
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for (let i = 0; i < numIslands; ++i)
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{
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landAreaLen = landAreas.length;
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if (!landAreaLen)
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break;
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chosenPoint = landAreas[randInt(0, landAreaLen)];
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let placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(22, 40));
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let terrainPainter = new LayeredPainter(
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[tMainTerrain, tMainTerrain], // terrains
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[2] // widths
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);
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let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6);
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let newIsland = createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clLand)],
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avoidClasses(clLand, 3, clPlayer, 3),
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1, 1
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);
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if (newIsland === undefined)
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continue;
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let temp = [];
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for (let j = 0; j < landAreaLen; ++j)
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{
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let x = landAreas[j][0];
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let z = landAreas[j][1];
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if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
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temp.push([x, z]);
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}
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landAreas = temp;
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}
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RMS.SetProgress(70);
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log("Smoothing heightmap...");
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for (let i = 0; i < 5; ++i)
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decayErrodeHeightmap(0.5);
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// repaint clLand to compensate for smoothing
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unPaintTileClassBasedOnHeight(-10, 10, 3, clLand);
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paintTileClassBasedOnHeight(0, 5, 3, clLand);
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RMS.SetProgress(85);
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createBumps();
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1, 1, 3, (numPlayers * 2) + 1)]
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],
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[avoidClasses(clForest, 1, clPlayer, 40, clRock, 20, clHill, 5), stayClasses(clLand, 4)],
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clMetal
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);
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createMines(
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[
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[new SimpleObject(oStoneLarge, 1, 1, 3, (numPlayers * 2) + 1)], [new SimpleObject(oStoneSmall, 2, 2, 2, (numPlayers * 2) + 1)]
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],
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[avoidClasses(clForest, 1, clPlayer, 40, clMetal, 20, clHill, 5), stayClasses(clLand, 4)],
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clRock
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);
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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[avoidClasses(clPlayer, 10, clForest, 20, clHill, 10, clBaseResource, 5, clRock, 4, clMetal, 4), stayClasses(clLand, 3)],
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clForest,
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1.0,
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random_terrain
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);
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log("Creating hills...");
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let placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
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let painter = new LayeredPainter(
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[tCliff, tHill], // terrains
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[2] // widths
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);
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let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
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createAreas(
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placer,
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[painter, elevationPainter, paintClass(clHill)],
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[avoidClasses(clBaseResource, 20, clHill, 15, clRock, 4, clMetal, 4), stayClasses(clLand, 0)],
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scaleByMapSize(4, 13)
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);
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for (let i = 0; i < 3; ++i)
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decayErrodeHeightmap(0.2);
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createStragglerTrees(
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[oTree1, oTree2, oTree4, oTree3],
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[avoidClasses(clForest, 10, clPlayer, 20, clMetal, 1, clRock, 1, clHill, 1),
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stayClasses(clLand, 4)]
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);
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createFood(
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[
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[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
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[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
|
||||
],
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[3 * numPlayers, 3 * numPlayers],
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||||
[avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clRock, 4, clMetal, 4), stayClasses(clLand, 2)]
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||||
);
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||||
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createFood(
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[
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||||
[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
|
||||
],
|
||||
[3 * numPlayers],
|
||||
[avoidClasses(clForest, 0, clPlayer, 15, clHill, 1, clFood, 4, clRock, 4, clMetal, 4), stayClasses(clLand, 2)]
|
||||
);
|
||||
|
||||
if (random_terrain == 3)
|
||||
{
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log("Creating obelisks");
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let group = new SimpleGroup(
|
||||
[new SimpleObject(oObelisk, 1, 1, 0, 1)],
|
||||
true
|
||||
);
|
||||
createObjectGroups(
|
||||
group, 0,
|
||||
[avoidClasses(clBaseResource, 0, clHill, 0, clRock, 0, clMetal, 0, clFood, 0), stayClasses(clLand, 1)],
|
||||
scaleByMapSize(3, 8), 1000
|
||||
);
|
||||
}
|
||||
|
||||
log("Creating dirt patches...");
|
||||
let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
|
||||
let numb = random_terrain == 6 ? 3 : 1;
|
||||
|
||||
for (let 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(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
|
||||
numb*scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
log("Creating grass patches...");
|
||||
sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
|
||||
for (let i = 0; i < sizes.length; ++i)
|
||||
{
|
||||
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
|
||||
painter = new TerrainPainter(tTier4Terrain);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
|
||||
numb * scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
log("Creating small decorative rocks...");
|
||||
let group = new SimpleGroup(
|
||||
[new SimpleObject(aRockMedium, 1, 3, 0, 1)],
|
||||
true
|
||||
);
|
||||
createObjectGroups(
|
||||
group, 0,
|
||||
[avoidClasses(clForest, 0, clHill, 0), stayClasses(clLand, 2)],
|
||||
scaleByMapSize(16, 262), 50
|
||||
);
|
||||
|
||||
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(clForest, 0, clHill, 0), stayClasses(clLand, 2)],
|
||||
scaleByMapSize(8, 131), 50
|
||||
);
|
||||
|
||||
log("Creating fish...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oFish, 2, 3, 0, 2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clLand, 4, clFood, 20),
|
||||
25 * numPlayers, 60
|
||||
);
|
||||
|
||||
log("Creating Whales...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oWhale, 1, 1, 0, 3)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
|
||||
scaleByMapSize(5, 20), 100
|
||||
);
|
||||
|
||||
log("Creating shipwrecks...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oShipwreck, 1, 1, 0, 1)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
|
||||
scaleByMapSize(12, 16), 100
|
||||
);
|
||||
|
||||
log("Creating shipwreck debris...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oShipDebris, 1, 1, 0, 1)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
|
||||
scaleByMapSize(10, 20), 100
|
||||
);
|
||||
|
||||
log("Creating grass tufts...");
|
||||
let num = (PI * radius * radius) / 250;
|
||||
for (let j = 0; j < num; ++j)
|
||||
{
|
||||
let gAngle = randFloat(0, TWO_PI);
|
||||
let gDist = radius - (5 + randInt(7));
|
||||
let gX = round(fx + gDist * cos(gAngle));
|
||||
let gZ = round(fz + gDist * sin(gAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aGrassShort, 2, 5, 0, 1, -PI / 8, PI / 8)],
|
||||
false, clBaseResource, gX, gZ
|
||||
);
|
||||
createObjectGroup(group, 0, [stayClasses(clLand, 5)]);
|
||||
}
|
||||
|
||||
log("Creating small grass tufts...");
|
||||
let planetm = random_terrain == 7 ? 8 : 1;
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aGrassShort, 1, 2, 0, 1, -PI / 8, PI / 8)]
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)],
|
||||
planetm * scaleByMapSize(13, 200)
|
||||
);
|
||||
|
||||
RMS.SetProgress(95);
|
||||
|
||||
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(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
|
||||
planetm * scaleByMapSize(13, 200)
|
||||
);
|
||||
|
||||
paintTerrainBasedOnHeight(1, 2, 0, tShore);
|
||||
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
||||
|
||||
setSkySet(shuffleArray(["cloudless", "cumulus", "overcast"])[0]);
|
||||
|
||||
setSunRotation(randFloat(0, TWO_PI));
|
||||
setSunElevation(randFloat(PI/5, PI/3));
|
||||
setWaterWaviness(2);
|
||||
|
||||
RMS.SetProgress(100);
|
||||
|
||||
ExportMap();
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Island Stronghold",
|
||||
"Script" : "island_stronghold.js",
|
||||
"Description" : "Teams start off with nearly adjacent town centers on a small island, offering a fortified base from which to expand.",
|
||||
"BaseTerrain" : ["medit_sand_wet"],
|
||||
"BaseHeight" : -5,
|
||||
"Keywords": ["naval"],
|
||||
"Preview" : "island_stronghold.png",
|
||||
"CircularMap" : true
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user