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https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-21 14:43:52 +00:00
Added new random maps. Tweaked some existing ones. Added tree actors to randombiome.js. Added new functions.
This was SVN commit r11347.
This commit is contained in:
@@ -0,0 +1,567 @@
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RMS.LoadLibrary("rmgen");
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var rt = randInt(1,2);
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if (rt == 1)
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{
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var tGrass = ["alpine_dirt_grass_50"];
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var tGrassPForest = "alpine_forrestfloor";
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var tGrassDForest = "alpine_forrestfloor";
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var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
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var tGrassA = "alpine_grass_rocky";
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var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
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var tGrassC = ["alpine_snow_a", "alpine_snow_b"];
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var tDirt = ["alpine_dirt", "alpine_grass_d"];
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tShore = "alpine_shore_rocks_grass_50";
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var tWater = "alpine_shore_rocks";
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// gaia entities
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var oPine = "gaia/flora_tree_pine";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oGoat = "gaia/fauna_goat";
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var oFish = "gaia/fauna_fish";
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var oRabbit = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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}
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else
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{
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var tGrass = ["alpine_snow_a", "alpine_snow_b"];
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var tGrassPForest = "alpine_forrestfloor_snow";
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var tGrassDForest = "alpine_forrestfloor_snow";
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var tCliff = ["alpine_cliff_a", "alpine_cliff_b"];
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var tGrassA = "alpine_grass_snow_50";
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var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
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var tGrassC = ["alpine_snow_rocky"];
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var tDirt = ["alpine_dirt_snow", "alpine_snow_a"];
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var tRoad = "new_alpine_citytile";
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var tRoadWild = "new_alpine_citytile";
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var tShore = "alpine_shore_rocks_icy";
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var tWater = "alpine_shore_rocks";
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// gaia entities
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var oPine = "gaia/flora_tree_pine_w";
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var oBerryBush = "gaia/flora_bush_berry";
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var oChicken = "gaia/fauna_chicken";
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var oDeer = "gaia/fauna_deer";
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var oGoat = "gaia/fauna_goat";
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var oFish = "gaia/fauna_fish";
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var oRabbit = "gaia/fauna_rabbit";
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var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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var oStoneSmall = "gaia/geology_stone_alpine_a";
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var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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}
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// decorative props
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var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
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var aGrassShort = "actor|props/flora/grass_soft_large.xml";
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var aRockLarge = "actor|geology/stone_granite_med.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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var aLillies = "actor|props/flora/water_lillies.xml";
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var aBushMedium = "actor|props/flora/bush_medit_me.xml";
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var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oPine, tGrassDForest];
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var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest];
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const BUILDING_ANGlE = 0.75*PI;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clPass = createTileClass();
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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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placeTerrain(ix, iz, tGrass);
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}
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}
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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ix = round(fx);
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iz = round(fz);
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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 the city patch
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var cityRadius = radius/3;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// get civ specific starting entities
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var civEntities = getStartingEntities(id-1);
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// create starting units
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createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,3)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBerryBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = radius - 4;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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var hillSize = PI * radius * radius;
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// create starting straggler trees
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var num = hillSize / 100;
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for (var j = 0; j < num; j++)
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{
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var tAngle = randFloat(0, TWO_PI);
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var tDist = randFloat(6, radius - 2);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oPine, 1,3, 0,2)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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// create grass tufts
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var num = hillSize / 250;
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for (var j = 0; j < num; j++)
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{
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var gAngle = randFloat(0, TWO_PI);
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var gDist = radius - (5 + randInt(7));
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var gX = round(fx + gDist * cos(gAngle));
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var gZ = round(fz + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gZ
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);
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createObjectGroup(group, 0);
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}
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}
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RMS.SetProgress(20);
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for (var i = 0; i < scaleByMapSize(15,40); i++)
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{
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var ix = randInt(1, mapSize - 1);
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var iz = randInt(1, mapSize - 1);
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var ix2 = randInt(1, mapSize - 1);
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var iz2 = randInt(1, mapSize - 1);
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var placer = new PathPlacer(ix, iz, ix2, iz2, scaleByMapSize(9,15), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
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var terrainPainter = new LayeredPainter(
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[tCliff, tGrass], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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25, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 15));
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}
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for (var i = 0; i < numPlayers; i++)
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{
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if (i+1 == numPlayers)
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{
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var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), scaleByMapSize(12,25), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
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}
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else
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{
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var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), scaleByMapSize(12,25), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
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}
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var terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[1] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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3, // elevation
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3 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clPass)], null);
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}
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// create lakes
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log("Creating lakes...");
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placer = new ClumpPlacer(scaleByMapSize(160, 700), 0.2, 0.1, 1);
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terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1, 3] // widths
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);
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elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clWater)],
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avoidClasses(clPlayer, 12, clWater, 8, clPass, 4),
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scaleByMapSize(5, 16)
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);
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paintTerrainBasedOnHeight(3.1, 20, 0, tCliff);
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paintTerrainBasedOnHeight(20, 21, 1, tGrass);
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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, 10),
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scaleByMapSize(100, 200)
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);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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terrainPainter = new LayeredPainter(
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[tGrass, tCliff, tGrass], // terrains
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[1, 2] // widths
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);
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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)],
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avoidClasses(clPlayer, 12, clHill, 15, clWater, 2, clPass, 1),
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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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var MIN_TREES = 500;
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var MAX_TREES = 3000;
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var P_FOREST = 0.7;
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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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// create forests
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log("Creating forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2, clPass, 1),
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num
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);
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}
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RMS.SetProgress(60);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // 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(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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// create grass patches
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log("Creating grass patches...");
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var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new TerrainPainter(tGrassB);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
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scaleByMapSize(15, 45)
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);
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}
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RMS.SetProgress(65);
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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(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, 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(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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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(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
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(oDeer, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create rabbit
|
||||
log("Creating rabbit...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oRabbit, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, 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)],
|
||||
11 * numPlayers, 60
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oPine, oPine]; // 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
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
//create small grass tufts
|
||||
log("Creating small grass tufts...");
|
||||
var planetm = 1;
|
||||
|
||||
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
|
||||
);
|
||||
|
||||
|
||||
|
||||
var rt = randInt(1,3)
|
||||
if (rt==1){
|
||||
setSkySet("cirrus");
|
||||
}
|
||||
else if (rt ==2){
|
||||
setSkySet("cumulus");
|
||||
}
|
||||
else if (rt ==3){
|
||||
setSkySet("sunny");
|
||||
}
|
||||
setSunRotation(randFloat(0, TWO_PI));
|
||||
setSunElevation(randFloat(PI/ 5, PI / 3));
|
||||
setWaterTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterMurkiness(1.0);
|
||||
setWaterReflectionTintStrength(0.677);
|
||||
|
||||
// Export map data
|
||||
|
||||
ExportMap();
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Alpine Lakes",
|
||||
"Script" : "alpine_lakes.js",
|
||||
"Description" : "High mountains bordering deep valleys strung with mountain streams and broader finger-like lakes.",
|
||||
"BaseTerrain" : ["alpine_dirt_grass_50"],
|
||||
"BaseHeight" : 3,
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,589 @@
|
||||
RMS.LoadLibrary("rmgen");
|
||||
|
||||
TILE_CENTERED_HEIGHT_MAP = true;
|
||||
var rt = randInt(1,2);
|
||||
if (rt == 1)
|
||||
{
|
||||
var tGrass = ["alpine_dirt_grass_50"];
|
||||
var tGrassPForest = "alpine_forrestfloor";
|
||||
var tGrassDForest = "alpine_forrestfloor";
|
||||
var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
|
||||
var tGrassA = "alpine_grass_rocky";
|
||||
var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
|
||||
var tGrassC = ["alpine_snow_a", "alpine_snow_b"];
|
||||
var tDirt = ["alpine_dirt", "alpine_grass_d"];
|
||||
var tRoad = "new_alpine_citytile";
|
||||
var tRoadWild = "new_alpine_citytile";
|
||||
var tShore = "alpine_shore_rocks_grass_50";
|
||||
var tWater = "alpine_shore_rocks";
|
||||
|
||||
// gaia entities
|
||||
var oPine = "gaia/flora_tree_pine";
|
||||
var oBerryBush = "gaia/flora_bush_berry";
|
||||
var oChicken = "gaia/fauna_chicken";
|
||||
var oDeer = "gaia/fauna_deer";
|
||||
var oGoat = "gaia/fauna_goat";
|
||||
var oFish = "gaia/fauna_fish";
|
||||
var oRabbit = "gaia/fauna_rabbit";
|
||||
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
|
||||
var oStoneSmall = "gaia/geology_stone_alpine_a";
|
||||
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
|
||||
}
|
||||
else
|
||||
{
|
||||
var tGrass = ["alpine_snow_a", "alpine_snow_b"];
|
||||
var tGrassPForest = "alpine_forrestfloor_snow";
|
||||
var tGrassDForest = "alpine_forrestfloor_snow";
|
||||
var tCliff = ["alpine_cliff_a", "alpine_cliff_b"];
|
||||
var tGrassA = "alpine_grass_snow_50";
|
||||
var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"];
|
||||
var tGrassC = ["alpine_snow_rocky"];
|
||||
var tDirt = ["alpine_dirt_snow", "alpine_snow_a"];
|
||||
var tRoad = "new_alpine_citytile";
|
||||
var tRoadWild = "new_alpine_citytile";
|
||||
var tShore = "alpine_shore_rocks_icy";
|
||||
var tWater = "alpine_shore_rocks";
|
||||
|
||||
// gaia entities
|
||||
var oPine = "gaia/flora_tree_pine_w";
|
||||
var oBerryBush = "gaia/flora_bush_berry";
|
||||
var oChicken = "gaia/fauna_chicken";
|
||||
var oDeer = "gaia/fauna_deer";
|
||||
var oGoat = "gaia/fauna_goat";
|
||||
var oFish = "gaia/fauna_fish";
|
||||
var oRabbit = "gaia/fauna_rabbit";
|
||||
var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
|
||||
var oStoneSmall = "gaia/geology_stone_alpine_a";
|
||||
var oMetalLarge = "gaia/geology_metal_alpine_slabs";
|
||||
}
|
||||
// decorative props
|
||||
var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
|
||||
var aGrassShort = "actor|props/flora/grass_soft_large.xml";
|
||||
var aRockLarge = "actor|geology/stone_granite_med.xml";
|
||||
var aRockMedium = "actor|geology/stone_granite_med.xml";
|
||||
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
|
||||
var aLillies = "actor|props/flora/water_lillies.xml";
|
||||
var aBushMedium = "actor|props/flora/bush_medit_me.xml";
|
||||
var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
|
||||
|
||||
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oPine, tGrassDForest];
|
||||
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest];
|
||||
const BUILDING_ANGlE = 0.75*PI;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
|
||||
var numPlayers = getNumPlayers();
|
||||
var mapSize = getMapSize();
|
||||
var mapArea = mapSize*mapSize;
|
||||
|
||||
// create tile classes
|
||||
|
||||
var clPlayer = createTileClass();
|
||||
var clHill = createTileClass();
|
||||
var clForest = createTileClass();
|
||||
var clWater = createTileClass();
|
||||
var clDirt = createTileClass();
|
||||
var clRock = createTileClass();
|
||||
var clMetal = createTileClass();
|
||||
var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
var clPass = createTileClass();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
for (var iz = 0; iz < mapSize; iz++)
|
||||
{
|
||||
var x = ix / (mapSize + 1.0);
|
||||
var z = iz / (mapSize + 1.0);
|
||||
placeTerrain(ix, iz, tGrass);
|
||||
}
|
||||
}
|
||||
|
||||
// randomize player order
|
||||
var playerIDs = [];
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerIDs.push(i+1);
|
||||
}
|
||||
playerIDs = sortPlayers(playerIDs);
|
||||
|
||||
// place players
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
var id = playerIDs[i];
|
||||
log("Creating base for player " + id + "...");
|
||||
|
||||
// some constants
|
||||
var radius = scaleByMapSize(15,25);
|
||||
var cliffRadius = 2;
|
||||
var elevation = 20;
|
||||
|
||||
// get the x and z in tiles
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
ix = round(fx);
|
||||
iz = round(fz);
|
||||
addToClass(ix, iz, clPlayer);
|
||||
addToClass(ix+5, iz, clPlayer);
|
||||
addToClass(ix, iz+5, clPlayer);
|
||||
addToClass(ix-5, iz, clPlayer);
|
||||
addToClass(ix, iz-5, clPlayer);
|
||||
|
||||
// create the city patch
|
||||
var cityRadius = radius/3;
|
||||
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||||
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// get civ specific starting entities
|
||||
var civEntities = getStartingEntities(id-1);
|
||||
|
||||
// create starting units
|
||||
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
{
|
||||
var aAngle = randFloat(0, TWO_PI);
|
||||
var aDist = 7;
|
||||
var aX = round(fx + aDist * cos(aAngle));
|
||||
var aZ = round(fz + aDist * sin(aAngle));
|
||||
var group = new SimpleGroup(
|
||||
[new SimpleObject(oChicken, 5,5, 0,3)],
|
||||
true, clBaseResource, aX, aZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
|
||||
// create berry bushes
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
var bbDist = 12;
|
||||
var bbX = round(fx + bbDist * cos(bbAngle));
|
||||
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBerryBush, 5,5, 0,3)],
|
||||
true, clBaseResource, bbX, bbZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create metal mine
|
||||
var mAngle = bbAngle;
|
||||
while(abs(mAngle - bbAngle) < PI/3)
|
||||
{
|
||||
mAngle = randFloat(0, TWO_PI);
|
||||
}
|
||||
var mDist = radius - 4;
|
||||
var mX = round(fx + mDist * cos(mAngle));
|
||||
var mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create stone mines
|
||||
mAngle += randFloat(PI/8, PI/4);
|
||||
mX = round(fx + mDist * cos(mAngle));
|
||||
mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting straggler trees
|
||||
var num = hillSize / 100;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(6, radius - 2);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oPine, 1,3, 0,2)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
}
|
||||
|
||||
// create grass tufts
|
||||
var num = hillSize / 250;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var gAngle = randFloat(0, TWO_PI);
|
||||
var gDist = radius - (5 + randInt(7));
|
||||
var gX = round(fx + gDist * cos(gAngle));
|
||||
var 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);
|
||||
}
|
||||
}
|
||||
|
||||
RMS.SetProgress(20);
|
||||
|
||||
//create hills
|
||||
log ("Creating hills...");
|
||||
for (var i = 0; i < scaleByMapSize(15,40); i++)
|
||||
{
|
||||
var ix = randInt(1, mapSize - 1);
|
||||
var iz = randInt(1, mapSize - 1);
|
||||
var ix2 = randInt(1, mapSize - 1);
|
||||
var iz2 = randInt(1, mapSize - 1);
|
||||
var placer = new PathPlacer(ix, iz, ix2, iz2, scaleByMapSize(7,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tCliff, tGrass], // terrains
|
||||
[3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
20, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 15));
|
||||
}
|
||||
|
||||
//create passages
|
||||
log ("Creating passages...");
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
if (i+1 == numPlayers)
|
||||
{
|
||||
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), scaleByMapSize(12,25), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), scaleByMapSize(12,25), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
||||
}
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[1] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPass)], null);
|
||||
}
|
||||
|
||||
//create rivers
|
||||
log ("Creating rivers...");
|
||||
for (var m = 0; m < scaleByMapSize(1,3)*randInt(3,4); m++)
|
||||
{
|
||||
var tang = randFloat(0, TWO_PI);
|
||||
var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tShore, tWater, tWater], // terrains
|
||||
[1, 3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
-4, // elevation
|
||||
4 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 15));
|
||||
placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)));
|
||||
var painter = new LayeredPainter([tWater, tWater], [1]);
|
||||
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 4);
|
||||
createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 15));
|
||||
}
|
||||
paintTerrainBasedOnHeight(3.1, 20, 0, tCliff);
|
||||
paintTerrainBasedOnHeight(20, 21, 1, tGrass);
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
if (i+1 == numPlayers)
|
||||
{
|
||||
passageMaker(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), 6, -2, -2, 2)
|
||||
}
|
||||
else
|
||||
{
|
||||
passageMaker(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), 6, -2, -2, 2)
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
);
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tGrass, tCliff, tGrass], // terrains
|
||||
[1, 2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, paintClass(clHill)],
|
||||
avoidClasses(clPlayer, 12, clHill, 15, clWater, 2, clPass, 1),
|
||||
scaleByMapSize(1, 4) * numPlayers
|
||||
);
|
||||
|
||||
|
||||
// calculate desired number of trees for map (based on size)
|
||||
|
||||
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);
|
||||
|
||||
// create forests
|
||||
log("Creating forests...");
|
||||
var types = [
|
||||
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
||||
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
||||
]; // some variation
|
||||
|
||||
|
||||
|
||||
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, 12, clForest, 10, clHill, 0, clWater, 2, clPass, 1),
|
||||
num
|
||||
);
|
||||
}
|
||||
|
||||
RMS.SetProgress(60);
|
||||
|
||||
// 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(
|
||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
// 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(tGrassB);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
RMS.SetProgress(65);
|
||||
|
||||
|
||||
log("Creating stone mines...");
|
||||
// create large stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
// create small stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
log("Creating metal mines...");
|
||||
// create large metal quarries
|
||||
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
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(oDeer, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create rabbit
|
||||
log("Creating rabbit...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oRabbit, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, 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)],
|
||||
11 * numPlayers, 60
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oPine, oPine]; // 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
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
//create small grass tufts
|
||||
log("Creating small grass tufts...");
|
||||
var planetm = 1;
|
||||
|
||||
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
|
||||
);
|
||||
|
||||
|
||||
|
||||
var rt = randInt(1,3)
|
||||
if (rt==1){
|
||||
setSkySet("cirrus");
|
||||
}
|
||||
else if (rt ==2){
|
||||
setSkySet("cumulus");
|
||||
}
|
||||
else if (rt ==3){
|
||||
setSkySet("sunny");
|
||||
}
|
||||
setSunRotation(randFloat(0, TWO_PI));
|
||||
setSunElevation(randFloat(PI/ 5, PI / 3));
|
||||
setWaterTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterMurkiness(1.0);
|
||||
setWaterReflectionTintStrength(0.677);
|
||||
|
||||
// Export map data
|
||||
|
||||
ExportMap();
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Alpine Valley",
|
||||
"Script" : "alpine_valley.js",
|
||||
"Description" : "High mountains bordering deep valleys",
|
||||
"BaseTerrain" : ["alpine_dirt_grass_50"],
|
||||
"BaseHeight" : 3,
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,544 @@
|
||||
RMS.LoadLibrary("rmgen");
|
||||
|
||||
TILE_CENTERED_HEIGHT_MAP = true;
|
||||
//random terrain textures
|
||||
var rt = randomizeBiome();
|
||||
|
||||
var tGrass = rBiomeT1();
|
||||
var tGrassPForest = rBiomeT2();
|
||||
var tGrassDForest = rBiomeT3();
|
||||
var tCliff = rBiomeT4();
|
||||
var tGrassA = rBiomeT5();
|
||||
var tGrassB = rBiomeT6();
|
||||
var tGrassC = rBiomeT7();
|
||||
var tHill = rBiomeT8();
|
||||
var tDirt = rBiomeT9();
|
||||
var tRoad = rBiomeT10();
|
||||
var tRoadWild = rBiomeT11();
|
||||
var tGrassPatch = rBiomeT12();
|
||||
var tShoreBlend = rBiomeT13();
|
||||
var tShore = rBiomeT14();
|
||||
var tWater = rBiomeT15();
|
||||
if (rt == 2)
|
||||
{
|
||||
tShore = "alpine_shore_rocks_icy";
|
||||
tWater = "alpine_shore_rocks";
|
||||
}
|
||||
|
||||
// gaia entities
|
||||
var oOak = rBiomeE1();
|
||||
var oOakLarge = rBiomeE2();
|
||||
var oApple = rBiomeE3();
|
||||
var oPine = rBiomeE4();
|
||||
var oAleppoPine = rBiomeE5();
|
||||
var oBerryBush = rBiomeE6();
|
||||
var oChicken = rBiomeE7();
|
||||
var oDeer = rBiomeE8();
|
||||
var oFish = rBiomeE9();
|
||||
var oSheep = rBiomeE10();
|
||||
var oStoneLarge = rBiomeE11();
|
||||
var oStoneSmall = rBiomeE12();
|
||||
var oMetalLarge = rBiomeE13();
|
||||
var oWood = "gaia/special_treasure_wood";
|
||||
|
||||
// decorative props
|
||||
var aGrass = rBiomeA1();
|
||||
var aGrassShort = rBiomeA2();
|
||||
var aReeds = rBiomeA3();
|
||||
var aLillies = rBiomeA4();
|
||||
var aRockLarge = rBiomeA5();
|
||||
var aRockMedium = rBiomeA6();
|
||||
var aBushMedium = rBiomeA7();
|
||||
var aBushSmall = rBiomeA8();
|
||||
|
||||
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
|
||||
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
|
||||
const BUILDING_ANGlE = 0.75*PI;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
|
||||
var numPlayers = getNumPlayers();
|
||||
var mapSize = getMapSize();
|
||||
var mapArea = mapSize*mapSize;
|
||||
|
||||
// create tile classes
|
||||
|
||||
var clPlayer = createTileClass();
|
||||
var clHill = createTileClass();
|
||||
var clForest = createTileClass();
|
||||
var clWater = createTileClass();
|
||||
var clDirt = createTileClass();
|
||||
var clRock = createTileClass();
|
||||
var clMetal = createTileClass();
|
||||
var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
var clLand = createTileClass();
|
||||
|
||||
|
||||
|
||||
// randomize player order
|
||||
var playerIDs = [];
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerIDs.push(i+1);
|
||||
}
|
||||
playerIDs = sortPlayers(playerIDs);
|
||||
|
||||
// place players
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
var id = playerIDs[i];
|
||||
log("Creating base for player " + id + "...");
|
||||
|
||||
// some constants
|
||||
var radius = scaleByMapSize(17,29);
|
||||
var shoreRadius = 4;
|
||||
var elevation = 3;
|
||||
|
||||
var hillSize = PI * radius * radius;
|
||||
// get the x and z in tiles
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
var ix = round(fx);
|
||||
var iz = round(fz);
|
||||
// create the hill
|
||||
var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass , tGrass, tGrass], // terrains
|
||||
[1, shoreRadius] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
elevation, // elevation
|
||||
shoreRadius // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
|
||||
|
||||
// get civ specific starting entities
|
||||
var civEntities = getStartingEntities(id-1);
|
||||
|
||||
// create starting units
|
||||
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
{
|
||||
var aAngle = randFloat(0, TWO_PI);
|
||||
var aDist = 7;
|
||||
var aX = round(fx + aDist * cos(aAngle));
|
||||
var aZ = round(fz + aDist * sin(aAngle));
|
||||
var group = new SimpleGroup(
|
||||
[new SimpleObject(oChicken, 5,5, 0,3)],
|
||||
true, clBaseResource, aX, aZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
|
||||
// create berry bushes
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
var bbDist = 12;
|
||||
var bbX = round(fx + bbDist * cos(bbAngle));
|
||||
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBerryBush, 5,5, 0,3)],
|
||||
true, clBaseResource, bbX, bbZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create woods
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
var bbDist = 13;
|
||||
var bbX = round(fx + bbDist * cos(bbAngle));
|
||||
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oWood, 7,7, 0,3)],
|
||||
true, clBaseResource, bbX, bbZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create metal mine
|
||||
var mAngle = bbAngle;
|
||||
while(abs(mAngle - bbAngle) < PI/3)
|
||||
{
|
||||
mAngle = randFloat(0, TWO_PI);
|
||||
}
|
||||
var mDist = radius - 4;
|
||||
var mX = round(fx + mDist * cos(mAngle));
|
||||
var mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create stone mines
|
||||
mAngle += randFloat(PI/8, PI/4);
|
||||
mX = round(fx + mDist * cos(mAngle));
|
||||
mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting straggler trees
|
||||
var num = hillSize / 100;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(6, radius - 2);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oOak, 1,3, 0,2)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
}
|
||||
|
||||
// create grass tufts
|
||||
var num = hillSize / 250;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var gAngle = randFloat(0, TWO_PI);
|
||||
var gDist = radius - (5 + randInt(7));
|
||||
var gX = round(fx + gDist * cos(gAngle));
|
||||
var 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);
|
||||
}
|
||||
}
|
||||
|
||||
// create islands
|
||||
log("Creating islands...");
|
||||
placer = new ClumpPlacer(floor(hillSize*randFloat(0.8,1.2)), 0.80, 0.1, 10);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, paintClass(clLand)],
|
||||
null,
|
||||
scaleByMapSize(10, 50)
|
||||
);
|
||||
|
||||
paintTerrainBasedOnHeight(1, 3, 0, tShore);
|
||||
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
var ix = round(fx);
|
||||
var iz = round(fz);
|
||||
// create the city patch
|
||||
var cityRadius = radius/3;
|
||||
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||||
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
|
||||
createArea(placer, painter, null);
|
||||
}
|
||||
|
||||
// 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, 0), stayClasses(clLand, 3)],
|
||||
scaleByMapSize(100, 200)
|
||||
);
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tCliff, tHill], // terrains
|
||||
[2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, paintClass(clHill)],
|
||||
[avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)],
|
||||
scaleByMapSize(8, 25)
|
||||
);
|
||||
|
||||
|
||||
// calculate desired number of trees for map (based on size)
|
||||
if (rt == 6)
|
||||
{
|
||||
var MIN_TREES = 200;
|
||||
var MAX_TREES = 1250;
|
||||
var P_FOREST = 0.02;
|
||||
}
|
||||
else if (rt == 7)
|
||||
{
|
||||
var MIN_TREES = 1000;
|
||||
var MAX_TREES = 6000;
|
||||
var P_FOREST = 0.6;
|
||||
}
|
||||
else
|
||||
{
|
||||
var MIN_TREES = 500;
|
||||
var MAX_TREES = 3000;
|
||||
var P_FOREST = 0.7;
|
||||
}
|
||||
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
|
||||
var numForest = totalTrees * P_FOREST;
|
||||
var numStragglers = totalTrees * (1.0 - P_FOREST);
|
||||
|
||||
// create forests
|
||||
log("Creating forests...");
|
||||
var types = [
|
||||
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
||||
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
||||
]; // some variation
|
||||
|
||||
if (rt == 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, 0, clForest, 10, clHill, 0), stayClasses(clLand, 4)],
|
||||
num
|
||||
);
|
||||
}
|
||||
|
||||
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(
|
||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
// 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(tGrassPatch);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
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(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 3)],
|
||||
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, 0, clRock, 10, clHill, 1), stayClasses(clLand, 3)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
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, 0, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 3)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
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), stayClasses(clLand, 3)],
|
||||
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), stayClasses(clLand, 3)],
|
||||
scaleByMapSize(8, 131), 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(70);
|
||||
|
||||
// create deer
|
||||
log("Creating deer...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oDeer, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 2)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(75);
|
||||
|
||||
// create sheep
|
||||
log("Creating sheep...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oSheep, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 2)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create fish
|
||||
log("Creating fish...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oFish, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clLand, 4, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20),
|
||||
25 * numPlayers, 60
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oOak, oOakLarge, oPine, oApple]; // 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, 1, clForest, 1, clHill, 1, clPlayer, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 4)],
|
||||
num
|
||||
);
|
||||
}
|
||||
|
||||
var planetm = 1;
|
||||
if (rt==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), stayClasses(clLand, 3)],
|
||||
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), stayClasses(clLand, 3)],
|
||||
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, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)],
|
||||
planetm * scaleByMapSize(13, 200), 50
|
||||
);
|
||||
|
||||
rt = randInt(1,3)
|
||||
if (rt==1){
|
||||
setSkySet("cirrus");
|
||||
}
|
||||
else if (rt ==2){
|
||||
setSkySet("cumulus");
|
||||
}
|
||||
else if (rt ==3){
|
||||
setSkySet("sunny");
|
||||
}
|
||||
setSunRotation(randFloat(0, TWO_PI));
|
||||
setSunElevation(randFloat(PI/ 5, PI / 3));
|
||||
setWaterTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterMurkiness(1.0);
|
||||
setWaterReflectionTintStrength(0.677);
|
||||
|
||||
// Export map data
|
||||
ExportMap();
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Archipelago",
|
||||
"Script" : "archipelago.js",
|
||||
"Description" : "Players start in small islands in the western part of the map. There is a big continent in the west ready for expansion.",
|
||||
"BaseTerrain" : ["medit_sand_wet"],
|
||||
"BaseHeight" : -5,
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,719 @@
|
||||
RMS.LoadLibrary("rmgen");
|
||||
|
||||
|
||||
//random terrain textures
|
||||
var rt = randomizeBiome();
|
||||
|
||||
var tGrass = rBiomeT1();
|
||||
var tGrassPForest = rBiomeT2();
|
||||
var tGrassDForest = rBiomeT3();
|
||||
var tCliff = rBiomeT4();
|
||||
var tGrassA = rBiomeT5();
|
||||
var tGrassB = rBiomeT6();
|
||||
var tGrassC = rBiomeT7();
|
||||
var tHill = rBiomeT8();
|
||||
var tDirt = rBiomeT9();
|
||||
var tRoad = rBiomeT10();
|
||||
var tRoadWild = rBiomeT11();
|
||||
var tGrassPatch = rBiomeT12();
|
||||
var tShoreBlend = rBiomeT13();
|
||||
var tShore = rBiomeT14();
|
||||
var tWater = rBiomeT15();
|
||||
|
||||
// gaia entities
|
||||
var oOak = rBiomeE1();
|
||||
var oOakLarge = rBiomeE2();
|
||||
var oApple = rBiomeE3();
|
||||
var oPine = rBiomeE4();
|
||||
var oAleppoPine = rBiomeE5();
|
||||
var oBerryBush = rBiomeE6();
|
||||
var oChicken = rBiomeE7();
|
||||
var oDeer = rBiomeE8();
|
||||
var oFish = rBiomeE9();
|
||||
var oSheep = rBiomeE10();
|
||||
var oStoneLarge = rBiomeE11();
|
||||
var oStoneSmall = rBiomeE12();
|
||||
var oMetalLarge = rBiomeE13();
|
||||
var oWood = "gaia/special_treasure_wood";
|
||||
var oFood = "gaia/special_treasure_food_bin";
|
||||
|
||||
// decorative props
|
||||
var aGrass = rBiomeA1();
|
||||
var aGrassShort = rBiomeA2();
|
||||
var aReeds = rBiomeA3();
|
||||
var aLillies = rBiomeA4();
|
||||
var aRockLarge = rBiomeA5();
|
||||
var aRockMedium = rBiomeA6();
|
||||
var aBushMedium = rBiomeA7();
|
||||
var aBushSmall = rBiomeA8();
|
||||
var aTree = rBiomeA9();
|
||||
|
||||
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
|
||||
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
|
||||
const BUILDING_ANGlE = 0.75*PI;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
|
||||
var numPlayers = getNumPlayers();
|
||||
var mapSize = getMapSize();
|
||||
var mapArea = mapSize*mapSize;
|
||||
|
||||
// create tile classes
|
||||
|
||||
var clPlayer = createTileClass();
|
||||
var clHill = createTileClass();
|
||||
var clHill2 = createTileClass();
|
||||
var clForest = createTileClass();
|
||||
var clWater = createTileClass();
|
||||
var clDirt = createTileClass();
|
||||
var clRock = createTileClass();
|
||||
var clMetal = createTileClass();
|
||||
var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
var clLand = createTileClass();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
for (var iz = 0; iz < mapSize; iz++)
|
||||
{
|
||||
var x = ix / (mapSize + 1.0);
|
||||
var z = iz / (mapSize + 1.0);
|
||||
placeTerrain(ix, iz, tGrass);
|
||||
}
|
||||
}
|
||||
|
||||
var fx = fractionToTiles(0.5);
|
||||
var fz = fractionToTiles(0.5);
|
||||
ix = round(fx);
|
||||
iz = round(fz);
|
||||
|
||||
var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
|
||||
|
||||
var placer = new ClumpPlacer(mapArea * 0.065 * lSize, 0.7, 0.1, 10, ix, iz);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
||||
|
||||
// randomize player order
|
||||
var playerIDs = [];
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerIDs.push(i+1);
|
||||
}
|
||||
playerIDs = sortPlayers(playerIDs);
|
||||
|
||||
// place players
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
var id = playerIDs[i];
|
||||
log("Creating base for player " + id + "...");
|
||||
|
||||
// some constants
|
||||
var radius = scaleByMapSize(18,32);
|
||||
var cliffRadius = 2;
|
||||
var elevation = 20;
|
||||
var hillSize = PI * radius * radius;
|
||||
// get the x and z in tiles
|
||||
fx = fractionToTiles(playerX[i]);
|
||||
fz = fractionToTiles(playerZ[i]);
|
||||
ix = round(fx);
|
||||
iz = round(fz);
|
||||
// create the hill
|
||||
var placer = new ClumpPlacer(hillSize, 0.65, 0.1, 10, ix, iz);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[cliffRadius] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
cliffRadius // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
||||
|
||||
|
||||
|
||||
// get civ specific starting entities
|
||||
var civEntities = getStartingEntities(id-1);
|
||||
|
||||
// create starting units
|
||||
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
{
|
||||
var aAngle = randFloat(0, TWO_PI);
|
||||
var aDist = 7;
|
||||
var aX = round(fx + aDist * cos(aAngle));
|
||||
var aZ = round(fz + aDist * sin(aAngle));
|
||||
var group = new SimpleGroup(
|
||||
[new SimpleObject(oChicken, 5,5, 0,3)],
|
||||
true, clBaseResource, aX, aZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
|
||||
// create berry bushes
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
var bbDist = 12;
|
||||
var bbX = round(fx + bbDist * cos(bbAngle));
|
||||
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBerryBush, 5,5, 0,3)],
|
||||
true, clBaseResource, bbX, bbZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create metal mine
|
||||
var mAngle = bbAngle;
|
||||
while(abs(mAngle - bbAngle) < PI/3)
|
||||
{
|
||||
mAngle = randFloat(0, TWO_PI);
|
||||
}
|
||||
var mDist = radius - 7;
|
||||
var mX = round(fx + mDist * cos(mAngle));
|
||||
var mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create stone mines
|
||||
mAngle += randFloat(PI/8, PI/4);
|
||||
mX = round(fx + mDist * cos(mAngle));
|
||||
mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting straggler trees
|
||||
var num = hillSize / 100;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(6, radius - 2);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oOak, 1,3, 0,2)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
}
|
||||
|
||||
// create grass tufts
|
||||
var num = hillSize / 250;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var gAngle = randFloat(0, TWO_PI);
|
||||
var gDist = radius - (5 + randInt(7));
|
||||
var gX = round(fx + gDist * cos(gAngle));
|
||||
var 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);
|
||||
}
|
||||
|
||||
// create the city patch
|
||||
var cityRadius = radius/2;
|
||||
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]));
|
||||
var painter = new LayeredPainter([tGrass, tGrass], [1]);
|
||||
createArea(placer, [painter, paintClass(clPlayer)], null);
|
||||
|
||||
}
|
||||
|
||||
placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5));
|
||||
var painter = new LayeredPainter([tRoad, tRoad], [1]);
|
||||
createArea(placer, [painter, paintClass(clHill)], null);
|
||||
|
||||
for (var i = 0; i < scaleByMapSize(9,16); i++)
|
||||
{
|
||||
var ix = randInt(1, mapSize - 1);
|
||||
var iz = randInt(1, mapSize - 1);
|
||||
var ix2 = randInt(1, mapSize - 1);
|
||||
var iz2 = randInt(1, mapSize - 1);
|
||||
var placer = new PathPlacer(ix, iz, ix2, iz2, scaleByMapSize(11,16), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
30, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill2)], avoidClasses(clPlayer, 6, clHill2, 3, clHill, 2));
|
||||
}
|
||||
|
||||
for (var g = 0; g < scaleByMapSize(20,80); g++)
|
||||
{
|
||||
var tx = randInt(1, mapSize - 1);
|
||||
var tz = randInt(1, mapSize - 1);
|
||||
|
||||
placer = new ClumpPlacer(mapArea * 0.01 * lSize, 0.7, 0.1, 10, tx, tz);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[3] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
var newarea = createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 6));
|
||||
if (newarea !== null)
|
||||
{
|
||||
var distances = new Array(0);
|
||||
var d1 = 9999;
|
||||
var d2 = 9999;
|
||||
var p1 = -1;
|
||||
var p2 = 0;
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
distances.push(sqrt((tx-mapSize*playerX[i])*(tx-mapSize*playerX[i])+(tz-mapSize*playerZ[i])*(tz-mapSize*playerZ[i])));
|
||||
}
|
||||
for (var a = 0; a < numPlayers; a++)
|
||||
{
|
||||
if (d1 >= distances[a])
|
||||
{
|
||||
d2 = d1;
|
||||
d1 = distances[a];
|
||||
p2 = p1;
|
||||
p1 = a;
|
||||
}
|
||||
else if (d2 >= distances[a])
|
||||
{
|
||||
d2 = distances[a];
|
||||
p2 = a;
|
||||
}
|
||||
}
|
||||
|
||||
var placer = new PathPlacer(tx, tz, mapSize*playerX[p1], mapSize*playerZ[p1], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
||||
|
||||
var placer = new PathPlacer(tx, tz, mapSize*playerX[p2], mapSize*playerZ[p2], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tGrass, tGrass], // terrains
|
||||
[3] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
if (i+1 == numPlayers)
|
||||
{
|
||||
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
||||
}
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tRoadWild, tRoad], // terrains
|
||||
[1] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null);
|
||||
|
||||
var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(0.5), fractionToTiles(0.5), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
|
||||
var terrainPainter = new LayeredPainter(
|
||||
[tRoadWild, tRoad], // terrains
|
||||
[1] // widths
|
||||
);
|
||||
var elevationPainter = new SmoothElevationPainter(
|
||||
ELEVATION_SET, // type
|
||||
3, // elevation
|
||||
3 // blend radius
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null);
|
||||
|
||||
}
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
// create the city patch
|
||||
var cityRadius = radius/3;
|
||||
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]));
|
||||
var painter = new LayeredPainter([tRoad, tRoad], [1]);
|
||||
createArea(placer, [painter, paintClass(clPlayer)], null);
|
||||
}
|
||||
|
||||
placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5));
|
||||
var painter = new LayeredPainter([tRoad, tRoad], [1]);
|
||||
createArea(placer, [painter, paintClass(clHill)], null);
|
||||
|
||||
RMS.SetProgress(20);
|
||||
|
||||
paintTerrainBasedOnHeight(3.1, 29, 0, tCliff);
|
||||
paintTileClassBasedOnHeight(3.1, 32, 0, clHill2);
|
||||
|
||||
// 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, 2), stayClasses(clLand, 2)],
|
||||
scaleByMapSize(100, 200)
|
||||
);
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tCliff, tHill], // terrains
|
||||
[2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, paintClass(clHill)],
|
||||
[avoidClasses(clPlayer, 2, clHill, 8, clHill2, 8), stayClasses(clLand, 5)],
|
||||
scaleByMapSize(1, 4) * numPlayers
|
||||
);
|
||||
|
||||
// create hills
|
||||
log("Creating hills...");
|
||||
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
|
||||
terrainPainter = new LayeredPainter(
|
||||
[tCliff, tGrass], // terrains
|
||||
[2] // widths
|
||||
);
|
||||
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 40, 2);
|
||||
createAreas(
|
||||
placer,
|
||||
[terrainPainter, elevationPainter, paintClass(clHill)],
|
||||
avoidClasses(clLand, 1, clHill, 1),
|
||||
scaleByMapSize(20, 150)
|
||||
);
|
||||
|
||||
// calculate desired number of trees for map (based on size)
|
||||
if (rt == 6)
|
||||
{
|
||||
var MIN_TREES = 200;
|
||||
var MAX_TREES = 1250;
|
||||
var P_FOREST = 0.02;
|
||||
}
|
||||
else if (rt == 7)
|
||||
{
|
||||
var MIN_TREES = 1000;
|
||||
var MAX_TREES = 6000;
|
||||
var P_FOREST = 0.6;
|
||||
}
|
||||
else
|
||||
{
|
||||
var MIN_TREES = 500;
|
||||
var MAX_TREES = 3000;
|
||||
var P_FOREST = 0.7;
|
||||
}
|
||||
var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
|
||||
var numForest = totalTrees * P_FOREST;
|
||||
var numStragglers = totalTrees * (1.0 - P_FOREST);
|
||||
|
||||
// create forests
|
||||
log("Creating forests...");
|
||||
var types = [
|
||||
[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
|
||||
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
|
||||
]; // some variation
|
||||
|
||||
if (rt == 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, 1, clForest, 5, clHill, 1, clHill2, 0), stayClasses(clLand, 4)],
|
||||
num
|
||||
);
|
||||
}
|
||||
|
||||
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(
|
||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
// 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(tGrassPatch);
|
||||
createAreas(
|
||||
placer,
|
||||
painter,
|
||||
[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)],
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
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(clForest, 1, clPlayer, 3, clRock, 10, clHill, 1, clHill2, 1), stayClasses(clLand, 2)],
|
||||
scaleByMapSize(6,24), 100
|
||||
);
|
||||
|
||||
// create small stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clForest, 1, clPlayer, 3, clRock, 10, clHill, 1, clHill2, 1), stayClasses(clLand, 2)],
|
||||
scaleByMapSize(6,24), 100
|
||||
);
|
||||
|
||||
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, 3, clMetal, 10, clRock, 5, clHill, 1, clHill2, 1), stayClasses(clLand, 2)],
|
||||
scaleByMapSize(6,24), 100
|
||||
);
|
||||
|
||||
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),
|
||||
3*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),
|
||||
3*scaleByMapSize(8, 131), 50
|
||||
);
|
||||
|
||||
// create actor trees
|
||||
log("Creating actor trees...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aTree, 1,1, 0,1)],
|
||||
true
|
||||
);
|
||||
createObjectGroups(
|
||||
group, 0,
|
||||
avoidClasses(clLand, 5),
|
||||
scaleByMapSize(200, 800), 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(70);
|
||||
|
||||
// create deer
|
||||
log("Creating deer...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oDeer, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create berries
|
||||
log("Creating berries...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBerryBush, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(75);
|
||||
|
||||
// create sheep
|
||||
log("Creating sheep...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oSheep, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)],
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oOak, oOakLarge, oPine, oApple]; // 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, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clHill2, 1), stayClasses(clLand, 3)],
|
||||
num
|
||||
);
|
||||
}
|
||||
|
||||
var planetm = 1;
|
||||
if (rt==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), stayClasses(clLand, 3)],
|
||||
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), stayClasses(clLand, 3)],
|
||||
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, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)],
|
||||
planetm * scaleByMapSize(13, 200), 50
|
||||
);
|
||||
|
||||
// create treasures
|
||||
var fx = fractionToTiles(0.5);
|
||||
var fz = fractionToTiles(0.5);
|
||||
for (var i = 0; i < randInt(3,8); i++)
|
||||
{
|
||||
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oWood, 0, randFloat(0, TWO_PI))
|
||||
}
|
||||
for (var i = 0; i < randInt(3,8); i++)
|
||||
{
|
||||
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oFood, 0, randFloat(0, TWO_PI))
|
||||
}
|
||||
|
||||
rt = randInt(1,3)
|
||||
if (rt==1){
|
||||
setSkySet("cirrus");
|
||||
}
|
||||
else if (rt ==2){
|
||||
setSkySet("cumulus");
|
||||
}
|
||||
else if (rt ==3){
|
||||
setSkySet("sunny");
|
||||
}
|
||||
setSunRotation(randFloat(0, TWO_PI));
|
||||
setSunElevation(randFloat(PI/ 5, PI / 3));
|
||||
setWaterTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown
|
||||
setWaterMurkiness(1.0);
|
||||
setWaterReflectionTintStrength(0.677);
|
||||
|
||||
// Export map data
|
||||
ExportMap();
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Canyon",
|
||||
"Script" : "canyon.js",
|
||||
"Description" : "Players start around the map in deep canyons.",
|
||||
"BaseTerrain" : ["medit_sea_depths"],
|
||||
"BaseHeight" : 30,
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
||||
@@ -34,6 +34,7 @@ var oSheep = rBiomeE10();
|
||||
var oStoneLarge = rBiomeE11();
|
||||
var oStoneSmall = rBiomeE12();
|
||||
var oMetalLarge = rBiomeE13();
|
||||
var oWood = "gaia/special_treasure_wood";
|
||||
|
||||
// decorative props
|
||||
var aGrass = rBiomeA1();
|
||||
@@ -182,6 +183,17 @@ for (var i = 0; i < numPlayers; i++)
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create woods
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
var bbDist = 13;
|
||||
var bbX = round(fx + bbDist * cos(bbAngle));
|
||||
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oWood, 7,7, 0,3)],
|
||||
true, clBaseResource, bbX, bbZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create metal mine
|
||||
var mAngle = bbAngle;
|
||||
while(abs(mAngle - bbAngle) < PI/3)
|
||||
@@ -208,7 +220,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createObjectGroup(group, 0);
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting straggler trees
|
||||
var num = hillSize / 50;
|
||||
var num = hillSize / 100;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
"settings" : {
|
||||
"Name" : "Migration",
|
||||
"Script" : "migration.js",
|
||||
"Description" : "Players start in small islands in the western part of the map. There is a big continent in the west ready for expansion.",
|
||||
"Description" : "Players start in small islands in the eastern part of the map. There is a big continent in the west ready for expansion.",
|
||||
"BaseTerrain" : ["medit_sand_wet"],
|
||||
"BaseHeight" : -5,
|
||||
"CircularMap" : true,
|
||||
|
||||
@@ -508,12 +508,29 @@ function addToClass(x, z, id)
|
||||
}
|
||||
}
|
||||
|
||||
// Remove point from the given class by id
|
||||
function removeFromClass(x, z, id)
|
||||
{
|
||||
var tileClass = getTileClass(id);
|
||||
|
||||
if (tileClass !== null)
|
||||
{
|
||||
tileClass.remove(x, z);
|
||||
}
|
||||
}
|
||||
|
||||
// Create a painter for the given class
|
||||
function paintClass(id)
|
||||
{
|
||||
return new TileClassPainter(getTileClass(id));
|
||||
}
|
||||
|
||||
// Create a painter for the given class
|
||||
function unPaintClass(id)
|
||||
{
|
||||
return new TileClassUnPainter(getTileClass(id));
|
||||
}
|
||||
|
||||
// Create an avoid constraint for the given classes by the given distances
|
||||
function avoidClasses(/*class1, dist1, class2, dist2, etc*/)
|
||||
{
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -410,3 +410,27 @@ TileClassPainter.prototype.paint = function(area)
|
||||
this.tileClass.add(pt.x, pt.z);
|
||||
}
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// TileClassUnPainter
|
||||
//
|
||||
// Class for unpainting tileClasses over an area
|
||||
//
|
||||
// tileClass: TileClass object
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
function TileClassUnPainter(tileClass)
|
||||
{
|
||||
this.tileClass = tileClass;
|
||||
}
|
||||
|
||||
TileClassUnPainter.prototype.paint = function(area)
|
||||
{
|
||||
var length = area.points.length;
|
||||
for (var i=0; i < length; i++)
|
||||
{
|
||||
var pt = area.points[i];
|
||||
this.tileClass.remove(pt.x, pt.z);
|
||||
}
|
||||
};
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -0,0 +1,346 @@
|
||||
RMS.LoadLibrary("rmgen");
|
||||
|
||||
var tCity = "desert_city_tile";
|
||||
var tCityPlaza = "desert_city_tile_plaza";
|
||||
var tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
|
||||
var tDunes = "desert_sand_dunes_100";
|
||||
var tFineSand = "desert_sand_smooth";
|
||||
var tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"];
|
||||
var tForestFloor = "desert_forestfloor_palms";
|
||||
var tGrass = "desert_dirt_rough_2";
|
||||
var tGrassSand50 = "desert_sand_dunes_50";
|
||||
var tGrassSand25 = "desert_dirt_rough";
|
||||
var tDirt = "desert_dirt_rough";
|
||||
var tDirtCracks = "desert_dirt_cracks";
|
||||
var tShore = "desert_shore_stones";
|
||||
var tWaterDeep = "desert_shore_stones_wet";
|
||||
var tLush = "desert_grass_a";
|
||||
var tSLush = "desert_grass_a_sand";
|
||||
var tSDry = "desert_plants_b";
|
||||
// gaia entities
|
||||
var oBerryBush = "gaia/flora_bush_berry";
|
||||
var oChicken = "gaia/fauna_chicken";
|
||||
var oCamel = "gaia/fauna_camel";
|
||||
var oFish = "gaia/fauna_fish";
|
||||
var oGazelle = "gaia/fauna_gazelle";
|
||||
var oGiraffe = "gaia/fauna_giraffe";
|
||||
var oGoat = "gaia/fauna_goat";
|
||||
var oWildebeest = "gaia/fauna_wildebeest";
|
||||
var oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
|
||||
var oStoneSmall = "gaia/geology_stone_desert_small";
|
||||
var oMetalLarge = "gaia/geology_metal_desert_slabs";
|
||||
var oDatePalm = "gaia/flora_tree_date_palm";
|
||||
var oSDatePalm = "gaia/flora_tree_cretan_date_palm_short";
|
||||
var eObelisk = "other/obelisk";
|
||||
var ePyramid = "other/pyramid_minor";
|
||||
var oWood = "gaia/special_treasure_wood";
|
||||
var oFood = "gaia/special_treasure_food_bin";
|
||||
|
||||
// decorative props
|
||||
var aBush1 = "actor|props/flora/bush_desert_a.xml";
|
||||
var aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
|
||||
var aBush3 = "actor|props/flora/bush_medit_sm_dry.xml";
|
||||
var aBush4 = "actor|props/flora/plant_desert_a.xml";
|
||||
var aBushes = [aBush1, aBush2, aBush3, aBush4];
|
||||
var aDecorativeRock = "actor|geology/stone_desert_med.xml";
|
||||
var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
|
||||
var aLillies = "actor|props/flora/water_lillies.xml";
|
||||
|
||||
// terrain + entity (for painting)
|
||||
var pForest = [tLush + TERRAIN_SEPARATOR + oDatePalm, tLush + TERRAIN_SEPARATOR + oSDatePalm, tLush];
|
||||
var pForestOasis = [tLush + TERRAIN_SEPARATOR + oDatePalm, tLush + TERRAIN_SEPARATOR + oSDatePalm, tLush];
|
||||
|
||||
var BUILDING_ANGlE = 0.75*PI;
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
|
||||
var numPlayers = getNumPlayers();
|
||||
var mapSize = getMapSize();
|
||||
var mapArea = mapSize*mapSize;
|
||||
|
||||
// create tile classes
|
||||
|
||||
var clPlayer = createTileClass();
|
||||
var clForest = createTileClass();
|
||||
var clWater = createTileClass();
|
||||
var clDirt = createTileClass();
|
||||
var clRock = createTileClass();
|
||||
var clMetal = createTileClass();
|
||||
var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
var clGrass = createTileClass();
|
||||
var clDesert = createTileClass();
|
||||
var clPond = createTileClass();
|
||||
var clShore = createTileClass();
|
||||
var clTreasure = createTileClass();
|
||||
|
||||
// randomize player order
|
||||
var playerIDs = [];
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerIDs.push(i+1);
|
||||
}
|
||||
playerIDs = sortPlayers(playerIDs);
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
var id = playerIDs[i];
|
||||
log("Creating base for player " + id + "...");
|
||||
|
||||
// some constants
|
||||
var radius = scaleByMapSize(15,25);
|
||||
var cliffRadius = 2;
|
||||
var elevation = 20;
|
||||
|
||||
// get the x and z in tiles
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
var ix = floor(fx);
|
||||
var iz = floor(fz);
|
||||
addToClass(ix, iz, clPlayer);
|
||||
|
||||
// create the city patch
|
||||
var cityRadius = radius/3;
|
||||
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
|
||||
var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// get civ specific starting entities
|
||||
var civEntities = getStartingEntities(id-1);
|
||||
|
||||
// create starting units
|
||||
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
{
|
||||
var aAngle = randFloat(0, TWO_PI);
|
||||
var aDist = 7;
|
||||
var aX = round(fx + aDist * cos(aAngle));
|
||||
var aZ = round(fz + aDist * sin(aAngle));
|
||||
var group = new SimpleGroup(
|
||||
[new SimpleObject(oChicken, 5,5, 0,3)],
|
||||
true, clBaseResource, aX, aZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
|
||||
// create berry bushes
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
var bbDist = 12;
|
||||
var bbX = round(fx + bbDist * cos(bbAngle));
|
||||
var bbZ = round(fz + bbDist * sin(bbAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBerryBush, 5,5, 0,3)],
|
||||
true, clBaseResource, bbX, bbZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create metal mine
|
||||
var mAngle = bbAngle;
|
||||
while(abs(mAngle - bbAngle) < PI/3)
|
||||
{
|
||||
mAngle = randFloat(0, TWO_PI);
|
||||
}
|
||||
var mDist = radius - 4;
|
||||
var mX = round(fx + mDist * cos(mAngle));
|
||||
var mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
|
||||
// create stone mines
|
||||
mAngle += randFloat(PI/8, PI/4);
|
||||
mX = round(fx + mDist * cos(mAngle));
|
||||
mZ = round(fz + mDist * sin(mAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oStoneLarge, 1,1, 0,2)],
|
||||
true, clBaseResource, mX, mZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting straggler trees
|
||||
var num = hillSize / 100;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(6, radius - 2);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oSDatePalm, 1,3, 0,2)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
}
|
||||
|
||||
// create grass tufts
|
||||
var num = hillSize / 250;
|
||||
for (var j = 0; j < num; j++)
|
||||
{
|
||||
var gAngle = randFloat(0, TWO_PI);
|
||||
var gDist = radius - (5 + randInt(7));
|
||||
var gX = round(fx + gDist * cos(gAngle));
|
||||
var gZ = round(fz + gDist * sin(gAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)],
|
||||
false, clBaseResource, gX, gZ
|
||||
);
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
}
|
||||
|
||||
RMS.SetProgress(30);
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
// create the oases
|
||||
log("Creating oases...");
|
||||
var oRadius = scaleByMapSize(15, 60);
|
||||
placer = new ClumpPlacer(PI*oRadius*oRadius*0.185, 0.6, 0.15, 0, mapSize*(0.5 + 0.18*cos(playerAngle[i]) + scaleByMapSize(1, 4)*cos(playerAngle[i])/100), mapSize*(0.5 + 0.18*sin(playerAngle[i]) + scaleByMapSize(1, 4)*sin(playerAngle[i])/100));
|
||||
painter = new LayeredPainter([tSLush ,[tLush, pForest], [tLush, pForestOasis], tShore, tShore, tWaterDeep], [2, 2, 1, 3, 1]);
|
||||
var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -3, 8);
|
||||
createArea(placer, [painter, elevationPainter, paintClass(clWater)], null);
|
||||
}
|
||||
|
||||
// create grass patches
|
||||
log("Creating grass 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(
|
||||
[[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
avoidClasses(clForest, 0, clGrass, 5, clPlayer, 0, clWater, 1, clDirt, 5, clShore, 1),
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
RMS.SetProgress(55);
|
||||
|
||||
// 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(
|
||||
[[tDirt,tDirtCracks],[tDirt,tFineSand], [tDirtCracks,tFineSand]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
avoidClasses(clForest, 0, clDirt, 5, clPlayer, 0, clWater, 1, clGrass, 5, clShore, 1),
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
RMS.SetProgress(60);
|
||||
|
||||
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, 12, clRock, 10, clWater, 1),
|
||||
2*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, 12, clRock, 10, clWater, 1),
|
||||
2*scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
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, 12, clMetal, 10, clRock, 5, clWater, 1),
|
||||
2*scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
// 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, clPond, 1),
|
||||
scaleByMapSize(16, 262), 50
|
||||
);
|
||||
|
||||
// create gazelles
|
||||
log("Creating gazelles...");
|
||||
group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood);
|
||||
createObjectGroups(group, 0,
|
||||
borderClasses(clWater, 8, 5),
|
||||
3*scaleByMapSize(5,20), 50
|
||||
);
|
||||
|
||||
// create goats
|
||||
log("Creating goats...");
|
||||
group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood);
|
||||
createObjectGroups(group, 0,
|
||||
borderClasses(clWater, 8, 5),
|
||||
3*scaleByMapSize(5,20), 50
|
||||
);
|
||||
|
||||
// create treasures
|
||||
log("Creating treasures...");
|
||||
group = new SimpleGroup([new SimpleObject(oFood, 1,1, 0,2)], true, clTreasure);
|
||||
createObjectGroups(group, 0,
|
||||
borderClasses(clWater, 8, 5),
|
||||
3*scaleByMapSize(5,20), 50
|
||||
);
|
||||
|
||||
group = new SimpleGroup([new SimpleObject(oWood, 1,1, 0,2)], true, clTreasure);
|
||||
createObjectGroups(group, 0,
|
||||
borderClasses(clWater, 8, 5),
|
||||
3*scaleByMapSize(5,20), 50
|
||||
);
|
||||
|
||||
// create camels
|
||||
log("Creating camels...");
|
||||
group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood);
|
||||
createObjectGroups(group, 0,
|
||||
borderClasses(clWater, 8, 5),
|
||||
3*scaleByMapSize(5,20), 50
|
||||
);
|
||||
|
||||
// Set environment
|
||||
setSkySet("sunny");
|
||||
setSunColour(0.711, 0.746, 0.574);
|
||||
setWaterColour(0.292, 0.347, 0.691);
|
||||
setWaterTint(0.550, 0.543, 0.437);
|
||||
setWaterReflectionTint(0.562, 0.511, 0.425);
|
||||
setWaterMurkiness(0.83);
|
||||
setWaterReflectionTintStrength(0.377);
|
||||
|
||||
// Export map data
|
||||
ExportMap();
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Saharan Oases",
|
||||
"Script" : "saharan_oases.js",
|
||||
"Description" : "Each players starts near an Oasis in a large, open desert",
|
||||
"BaseTerrain" : ["desert_sand_dunes_100"],
|
||||
"BaseHeight" : 1,
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,5 @@
|
||||
RMS.LoadLibrary("rmgen");
|
||||
|
||||
|
||||
var tCity = "desert_city_tile";
|
||||
var tCityPlaza = "desert_city_tile_plaza";
|
||||
var tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"];
|
||||
|
||||
Reference in New Issue
Block a user