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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.
292 lines
7.4 KiB
JavaScript
292 lines
7.4 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 tShore = g_Terrains.shore;
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const tWater = g_Terrains.water;
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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 oFish = g_Gaia.fish;
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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 oMetalSmall = g_Gaia.metalSmall;
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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 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 heightSeaGround = -5;
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const heightLand = 3;
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globalThis.g_Map = new RandomMap(heightSeaGround, tWater);
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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 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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g_Map.log("Creating continent");
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createArea(
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new ChainPlacer(
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2,
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Math.floor(scaleByMapSize(5, 12)),
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Math.floor(scaleByMapSize(60, 700)),
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Infinity,
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mapCenter,
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0,
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[Math.floor(fractionToTiles(0.33))]),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
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new TileClassPainter(clLand)
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]);
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const [playerIDs, playerPosition] =
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playerPlacementByPattern(
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mapSettings.PlayerPlacement,
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fractionToTiles(0.25),
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fractionToTiles(0.1),
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randomAngle(),
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undefined);
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g_Map.log("Ensuring initial player land");
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for (let i = 0; i < numPlayers; ++i)
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createArea(
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new ChainPlacer(
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2,
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Math.floor(scaleByMapSize(5, 9)),
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Math.floor(scaleByMapSize(5, 20)),
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Infinity,
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playerPosition[i],
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0,
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[Math.floor(scaleByMapSize(23, 50))]),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
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new TileClassPainter(clLand)
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]);
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yield 20;
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paintTerrainBasedOnHeight(3, 4, 3, tMainTerrain);
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paintTerrainBasedOnHeight(1, 3, 0, tShore);
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paintTerrainBasedOnHeight(-8, 1, 2, tWater);
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placePlayerBases({
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"PlayerPlacement": [playerIDs, playerPosition],
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"PlayerTileClass": clPlayer,
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"BaseResourceClass": clBaseResource,
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"CityPatch": {
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"outerTerrain": tRoadWild,
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"innerTerrain": tRoad
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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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},
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"Trees": {
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"template": oTree1,
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"count": 2
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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 30;
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createBumps([avoidClasses(clPlayer, 10), stayClasses(clLand, 5)]);
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if (randBool())
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createHills([tMainTerrain, tCliff, tHill],
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[avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)],
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clHill,
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scaleByMapSize(1, 4) * numPlayers);
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else
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createMountains(tCliff,
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[avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)],
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clHill,
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scaleByMapSize(1, 4) * numPlayers);
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const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
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createDefaultForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clBaseResource, 2), 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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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
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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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[avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
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scaleByMapSize(15, 45),
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clDirt);
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yield 55;
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g_Map.log("Creating metal mines");
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createBalancedMetalMines(
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oMetalSmall,
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oMetalLarge,
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clMetal,
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[
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stayClasses(clLand, 6),
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avoidClasses(clForest, 1, clPlayer, scaleByMapSize(20, 35), clHill, 1)
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]
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);
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g_Map.log("Creating stone mines");
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createBalancedStoneMines(
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oStoneSmall,
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oStoneLarge,
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clRock,
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[
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stayClasses(clLand, 6),
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avoidClasses(clForest, 1, clPlayer, scaleByMapSize(20, 35), clHill, 1, clMetal, 10)
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]
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);
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yield 65;
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// create decoration
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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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scaleByMapAreaAbsolute(16),
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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), stayClasses(clLand, 5)]);
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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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[avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
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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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[avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), stayClasses(clLand, 5)],
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clFood);
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createFood(
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[
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[new SimpleObject(oFish, 2, 3, 0, 2)]
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],
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[
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50 * numPlayers
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],
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avoidClasses(clLand, 2, clFood, 10),
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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, 7, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6),
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stayClasses(clLand, 7)
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],
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clForest,
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stragglerTrees);
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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, clFood, 2)
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]);
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setWaterWaviness(1.0);
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setWaterType("ocean");
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return g_Map;
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}
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