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https://gitea.wildfiregames.com/0ad/0ad.git
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df5cdbe8f1
Because its a function `GenerateMap` is renamed to `generateMap`. Allows to rewrite the libraries as modules and to remove the costum `Engine.LoadLibrary` mechanism in the future.
397 lines
10 KiB
JavaScript
397 lines
10 KiB
JavaScript
Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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export function* generateMap(mapSettings)
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{
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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const tForestFloor2 = g_Terrains.forestFloor2;
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const tCliff = g_Terrains.cliff;
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const tTier1Terrain = g_Terrains.tier1Terrain;
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const tTier2Terrain = g_Terrains.tier2Terrain;
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const tTier3Terrain = g_Terrains.tier3Terrain;
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const tHill = g_Terrains.hill;
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const tRoad = g_Terrains.road;
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const tRoadWild = g_Terrains.roadWild;
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const tTier4Terrain = g_Terrains.tier4Terrain;
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const oTree1 = g_Gaia.tree1;
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const oTree2 = g_Gaia.tree2;
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const oTree3 = g_Gaia.tree3;
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const oTree4 = g_Gaia.tree4;
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const oTree5 = g_Gaia.tree5;
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const oFruitBush = g_Gaia.fruitBush;
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const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
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const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
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const oStoneLarge = g_Gaia.stoneLarge;
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const oStoneSmall = g_Gaia.stoneSmall;
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const oMetalLarge = g_Gaia.metalLarge;
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const oWoodTreasure = "gaia/treasure/wood";
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const oFoodTreasure = "gaia/treasure/food_bin";
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const aGrass = g_Decoratives.grass;
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const aGrassShort = g_Decoratives.grassShort;
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const aRockLarge = g_Decoratives.rockLarge;
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const aRockMedium = g_Decoratives.rockMedium;
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const aBushMedium = g_Decoratives.bushMedium;
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const aBushSmall = g_Decoratives.bushSmall;
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const aTree = g_Decoratives.tree;
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const pForest1 = [
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tForestFloor2 + TERRAIN_SEPARATOR + oTree1,
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tForestFloor2 + TERRAIN_SEPARATOR + oTree2,
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tForestFloor2
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];
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const pForest2 = [
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tForestFloor1 + TERRAIN_SEPARATOR + oTree4,
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tForestFloor1 + TERRAIN_SEPARATOR + oTree5,
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tForestFloor1
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];
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const heightLand = 3;
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const heightHill = 30;
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globalThis.g_Map = new RandomMap(heightHill, tMainTerrain);
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const numPlayers = getNumPlayers();
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const mapSize = g_Map.getSize();
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const mapCenter = g_Map.getCenter();
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const clPlayer = g_Map.createTileClass();
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const clHill = g_Map.createTileClass();
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const clHill2 = g_Map.createTileClass();
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const clForest = g_Map.createTileClass();
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const clDirt = g_Map.createTileClass();
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const clRock = g_Map.createTileClass();
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const clMetal = g_Map.createTileClass();
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const clFood = g_Map.createTileClass();
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const clBaseResource = g_Map.createTileClass();
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const clLand = g_Map.createTileClass();
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const playerCanyonRadius = scaleByMapSize(18, 32);
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const [playerIDs, playerPosition] = playerPlacementCircle(fractionToTiles(0.35));
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g_Map.log("Reserving space for the players, their initial forests and some less space therein " +
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"without trees");
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for (let i = 0; i < numPlayers; ++i)
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for (let j = 1; j <= 2; ++j)
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createArea(
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new ClumpPlacer(diskArea(playerCanyonRadius / j), 0.65, 0.1, Infinity,
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playerPosition[i]),
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[
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new TerrainPainter(tMainTerrain),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 2),
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new TileClassPainter(j == 1 || isNomad() ? clLand : clPlayer)
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]);
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g_Map.log("Creating center area");
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createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.16)), 0.7, 0.1, Infinity, mapCenter),
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[
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new TerrainPainter(tMainTerrain),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 3),
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new TileClassPainter(clLand)
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]);
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createArea(
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new ClumpPlacer(150, 0.6, 0.3, Infinity, mapCenter),
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new TileClassPainter(clHill));
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g_Map.log("Creating hills");
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for (let i = 0; i < scaleByMapSize(9, 16); ++i)
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createArea(
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new PathPlacer(
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new Vector2D(randIntExclusive(1, mapSize), randIntExclusive(1, mapSize)),
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new Vector2D(randIntExclusive(1, mapSize), randIntExclusive(1, mapSize)),
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scaleByMapSize(11, 16),
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0.4,
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3 * scaleByMapSize(1, 4),
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0.1,
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0),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightHill, 3),
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new TileClassPainter(clHill2)
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],
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avoidClasses(clPlayer, 6, clHill2, 3, clHill, 2));
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for (let g = 0; g < scaleByMapSize(5, 30); ++g)
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{
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const position =
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new Vector2D(randIntInclusive(1, mapSize - 1), randIntInclusive(1, mapSize - 1));
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const newarea = createArea(
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new ClumpPlacer(diskArea(fractionToTiles(0.06)), 0.7, 0.1, Infinity, position),
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[
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new TerrainPainter(tMainTerrain),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 3),
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new TileClassPainter(clLand)
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],
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avoidClasses(clLand, 6));
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if (newarea !== null)
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{
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const distances = [];
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let d1 = 9999;
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let d2 = 9999;
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let p1 = -1;
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let p2 = 0;
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for (let i = 0; i < numPlayers; ++i)
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distances.push(position.distanceTo(playerPosition[i]));
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for (let a = 0; a < numPlayers; ++a)
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{
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if (d1 >= distances[a])
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{
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d2 = d1;
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d1 = distances[a];
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p2 = p1;
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p1 = a;
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}
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else if (d2 >= distances[a])
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{
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d2 = distances[a];
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p2 = a;
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}
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}
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for (const playerID of [p1, p2])
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if (playerPosition[playerID])
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createArea(
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new PathPlacer(position, playerPosition[playerID],
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scaleByMapSize(11, 17), 0.4, scaleByMapSize(3, 12), 0.1, 0.1),
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[
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new TerrainPainter(tMainTerrain),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 3),
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new TileClassPainter(clLand)
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]);
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}
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}
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g_Map.log("Creating paths from players to neighbor and center");
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for (let i = 0; i < numPlayers; ++i)
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{
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const neighbor = i + 1 < numPlayers ? i + 1 : 0;
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for (const position of [playerPosition[neighbor], mapCenter])
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createArea(
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new PathPlacer(
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playerPosition[i],
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position,
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scaleByMapSize(8, 13),
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0.4,
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3 * scaleByMapSize(1, 4),
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0.1,
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0),
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[
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new LayeredPainter([tRoadWild, tRoad], [1]),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 2),
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new TileClassPainter(clLand),
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new TileClassPainter(clHill)
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]);
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}
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g_Map.log("Painting center place");
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createArea(
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new ClumpPlacer(150, 0.6, 0.3, Infinity, mapCenter),
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new TerrainPainter(tRoad));
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placePlayerBases({
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"PlayerPlacement": [playerIDs, playerPosition],
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// PlayerTileClass already marked above
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"BaseResourceClass": clBaseResource,
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"CityPatch": {
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"outerTerrain": tRoad,
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"innerTerrain": tRoad,
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"radius": playerCanyonRadius / 3
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},
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"StartingAnimal": {
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},
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"Berries": {
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"template": oFruitBush
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},
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"Mines": {
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"types": [
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{ "template": oMetalLarge },
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{ "template": oStoneLarge }
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],
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"distance": 11
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},
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"Trees": {
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"template": oTree1
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},
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"Decoratives": {
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"template": aGrassShort
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}
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});
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yield 20;
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paintTerrainBasedOnHeight(3.1, 29, 0, tCliff);
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paintTileClassBasedOnHeight(3.1, 32, 0, clHill2);
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createBumps([avoidClasses(clPlayer, 2), stayClasses(clLand, 2)]);
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createHills([tCliff, tCliff, tHill], [avoidClasses(clPlayer, 2, clHill, 8, clHill2, 8),
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stayClasses(clLand, 5)], clHill, scaleByMapSize(10, 40));
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// create hills outside the canyon
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createHills([tCliff, tCliff, tMainTerrain], avoidClasses(clLand, 1, clHill, 1), clHill,
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scaleByMapSize(20, 150), undefined, undefined, undefined, undefined, 40);
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const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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[avoidClasses(clPlayer, 1, clForest, 15, clHill, 1, clHill2, 0), stayClasses(clLand, 4)],
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clForest,
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forestTrees);
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yield 50;
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g_Map.log("Creating dirt patches");
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]],
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[1, 1],
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[
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avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0),
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stayClasses(clLand, 3)
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],
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scaleByMapSize(15, 45),
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clDirt);
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g_Map.log("Creating grass patches");
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tTier4Terrain,
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[
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avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0),
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stayClasses(clLand, 3)
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],
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scaleByMapSize(15, 45),
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clDirt);
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g_Map.log("Creating stone mines");
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createMines(
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[
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[
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new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1),
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new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)
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],
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[new SimpleObject(oStoneSmall, 2, 5, 1, 3)]
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],
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[
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avoidClasses(clForest, 1, clPlayer, 3, clRock, 10, clHill, 1, clHill2, 1),
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stayClasses(clLand, 2)
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],
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clRock);
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g_Map.log("Creating metal mines");
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1, 1, 0, 4)]
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],
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[
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avoidClasses(clForest, 1, clPlayer, 3, clMetal, 10, clRock, 5, clHill, 1, clHill2, 1),
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stayClasses(clLand, 2)
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],
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clMetal
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);
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yield 65;
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let planetm = 1;
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if (currentBiome() == "generic/india")
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planetm = 8;
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createDecoration(
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[
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[new SimpleObject(aRockMedium, 1, 3, 0, 1)],
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[new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
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[new SimpleObject(aGrassShort, 1, 2, 0, 1)],
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[new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)],
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[new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
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],
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[
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3 * scaleByMapAreaAbsolute(16),
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3 * scaleByMapAreaAbsolute(8),
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planetm * scaleByMapAreaAbsolute(13),
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planetm * scaleByMapAreaAbsolute(13),
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planetm * scaleByMapAreaAbsolute(13)
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],
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avoidClasses(clForest, 0, clPlayer, 0, clHill, 0));
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g_Map.log("Creating actor trees");
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const group = new SimpleGroup(
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[new SimpleObject(aTree, 1, 1, 0, 1)],
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true
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);
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createObjectGroupsDeprecated(
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group, 0,
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avoidClasses(clLand, 5),
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scaleByMapSize(200, 800), 50
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);
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yield 70;
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createFood(
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[
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[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
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[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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],
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[
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avoidClasses(clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1),
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stayClasses(clLand, 3)
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],
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clFood);
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createFood(
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[
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[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
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],
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[
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3 * numPlayers
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],
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[
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avoidClasses(clForest, 0, clPlayer, 4, clHill, 1, clFood, 10, clHill2, 1),
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stayClasses(clLand, 3)
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],
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clFood);
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yield 85;
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createStragglerTrees(
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[oTree1, oTree2, oTree4, oTree3],
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[
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avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6, clHill2, 1),
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stayClasses(clLand, 3)
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],
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clForest,
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stragglerTrees);
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g_Map.log("Creating treasures");
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for (let i = 0; i < randIntInclusive(3, 8); ++i)
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for (const template of [oFoodTreasure, oWoodTreasure])
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g_Map.placeEntityPassable(
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template,
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0,
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Vector2D.add(mapCenter, new Vector2D(randFloat(0, 7), 0).rotate(randomAngle())),
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randomAngle());
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placePlayersNomad(
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clPlayer,
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[
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stayClasses(clLand, 4),
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avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clHill2, 4, clFood, 2)
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]);
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return g_Map;
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}
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