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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.
480 lines
14 KiB
JavaScript
480 lines
14 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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TILE_CENTERED_HEIGHT_MAP = true;
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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.mainTerrain;
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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 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 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 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 heightIsland = 20;
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const heightSeaGround = -5;
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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 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 playerIslandRadius = scaleByMapSize(15, 30);
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const islandBetweenPlayerAndCenterDist = 0.16;
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const islandBetweenPlayerAndCenterRadius = 0.81;
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const centralIslandRadius = 0.36;
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const [playerIDs, playerPosition, playerAngle, startAngle] =
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playerPlacementCircle(fractionToTiles(0.35));
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let numIslands = 0;
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const isConnected = [];
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const islandPos = [];
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function initIsConnected()
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{
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for (let m = 0; m < numIslands; ++m)
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{
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isConnected[m] = [];
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for (let n = 0; n < numIslands; ++n)
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isConnected[m][n] = 0;
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}
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}
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function createIsland(islandID, size, tileClass)
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{
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createArea(
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new ClumpPlacer(size * diskArea(playerIslandRadius), 0.95, 0.6, Infinity,
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islandPos[islandID]),
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[
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new TerrainPainter(tHill),
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new SmoothElevationPainter(ELEVATION_SET, heightIsland, 2),
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new TileClassPainter(tileClass)
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]);
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}
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function createIslandAtRadialLocation(playerID, islandID, playerIDOffset, distFromCenter,
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islandRadius)
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{
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const angle = startAngle + (playerID * 2 + playerIDOffset) * Math.PI / numPlayers;
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islandPos[islandID] = Vector2D.add(mapCenter,
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new Vector2D(fractionToTiles(distFromCenter), 0).rotate(-angle)).round();
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createIsland(islandID, islandRadius, clLand);
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}
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function createSnowflakeSearockWithCenter([tertiaryIslandDist, tertiaryIslandRadius,
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islandBetweenPlayersDist, islandBetweenPlayersRadius])
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{
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const islandID_center = 4 * numPlayers;
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numIslands = islandID_center + 1;
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initIsConnected();
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g_Map.log("Creating central island");
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islandPos[islandID_center] = mapCenter;
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createIsland(islandID_center, centralIslandRadius, clLand);
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for (let playerID = 0; playerID < numPlayers; ++playerID)
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{
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const playerID_neighbor = playerID + 1 < numPlayers ? playerID + 1 : 0;
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const islandID_player = playerID;
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const islandID_playerNeighbor = playerID_neighbor;
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const islandID_betweenPlayers = playerID + numPlayers;
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const islandID_betweenPlayerAndCenter = playerID + 2 * numPlayers;
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const islandID_betweenPlayerAndCenterNeighbor = playerID_neighbor + 2 * numPlayers;
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const islandID_tertiary = playerID + 3 * numPlayers;
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g_Map.log("Creating island between the player and their neighbor");
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isConnected[islandID_betweenPlayers][islandID_player] = 1;
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isConnected[islandID_betweenPlayers][islandID_playerNeighbor] = 1;
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createIslandAtRadialLocation(playerID, islandID_betweenPlayers, 1,
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islandBetweenPlayersDist, islandBetweenPlayersRadius);
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g_Map.log("Creating an island between the player and the center");
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isConnected[islandID_betweenPlayerAndCenter][islandID_player] = 1;
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isConnected[islandID_betweenPlayerAndCenter][islandID_center] = 1;
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isConnected[islandID_betweenPlayerAndCenter][islandID_betweenPlayerAndCenterNeighbor] = 1;
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createIslandAtRadialLocation(playerID, islandID_betweenPlayerAndCenter, 0,
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islandBetweenPlayerAndCenterDist, islandBetweenPlayerAndCenterRadius);
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g_Map.log("Creating tertiary island, at the map border");
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isConnected[islandID_tertiary][islandID_betweenPlayers] = 1;
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createIslandAtRadialLocation(playerID, islandID_tertiary, 1, tertiaryIslandDist,
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tertiaryIslandRadius);
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}
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}
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/**
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* Creates one island in front of every player and connects it with the
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* neighbors.
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*/
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function createSnowflakeSearockWithoutCenter()
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{
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numIslands = 2 * numPlayers;
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initIsConnected();
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for (let playerID = 0; playerID < numPlayers; ++playerID)
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{
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const playerID_neighbor = playerID + 1 < numPlayers ? playerID + 1 : 0;
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const islandID_player = playerID;
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const islandID_playerNeighbor = playerID_neighbor;
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const islandID_inFrontOfPlayer = playerID + numPlayers;
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const islandID_inFrontOfPlayerNeighbor = playerID_neighbor + numPlayers;
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isConnected[islandID_player][islandID_playerNeighbor] = 1;
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isConnected[islandID_player][islandID_inFrontOfPlayer] = 1;
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isConnected[islandID_inFrontOfPlayer][islandID_inFrontOfPlayerNeighbor] = 1;
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createIslandAtRadialLocation(playerID, islandID_inFrontOfPlayer, 0,
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islandBetweenPlayerAndCenterDist, islandBetweenPlayerAndCenterRadius);
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}
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}
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function createSnowflakeSearockTiny()
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{
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numIslands = numPlayers + 1;
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initIsConnected();
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const islandID_center = numPlayers;
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g_Map.log("Creating central island");
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islandPos[islandID_center] = mapCenter;
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createIsland(numPlayers, 1, clLand);
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for (let playerID = 0; playerID < numPlayers; ++playerID)
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{
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const islandID_player = playerID;
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isConnected[islandID_player][islandID_center] = 1;
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}
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}
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const islandSizes = {
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"medium": [0.41, 0.49, 0.26, 1],
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"large1": [0.41, 0.49, 0.24, 1],
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"large2": [0.41, 0.36, 0.28, 0.81]
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};
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if (mapSize <= 128)
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{
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createSnowflakeSearockTiny();
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}
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else if (mapSize <= 192)
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{
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createSnowflakeSearockWithoutCenter();
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}
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else if (mapSize <= 256)
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{
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if (numPlayers < 6)
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createSnowflakeSearockWithCenter(islandSizes.medium);
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else
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createSnowflakeSearockWithoutCenter();
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}
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else if (mapSize <= 320)
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{
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if (numPlayers < 8)
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createSnowflakeSearockWithCenter(islandSizes.medium);
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else
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createSnowflakeSearockWithoutCenter();
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}
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else
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createSnowflakeSearockWithCenter(islandSizes["large" + (numPlayers < 6 ? "1" : "2")]);
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g_Map.log("Creating player islands");
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for (let i = 0; i < numPlayers; ++i)
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{
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islandPos[i] = playerPosition[i];
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createIsland(i, 1, isNomad() ? clLand : clPlayer);
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}
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g_Map.log("Creating connectors");
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for (let i = 0; i < numIslands; ++i)
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for (let j = 0; j < numIslands; ++j)
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if (isConnected[i][j])
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createArea(
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new PathPlacer(islandPos[i], islandPos[j], 11, 0, 1, 0, 0, Infinity),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightIsland, 2),
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new TerrainPainter(tHill),
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new TileClassPainter(clLand)
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]);
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g_Map.log("Painting cliffs");
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createArea(
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new MapBoundsPlacer(),
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new TerrainPainter(tCliff),
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new SlopeConstraint(2, Infinity));
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yield 30;
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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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"baseResourceConstraint": stayClasses(clPlayer, 4),
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"Walls": "towers",
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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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"distance": playerIslandRadius - 4
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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": playerIslandRadius - 4
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},
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"Trees": {
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"template": oTree1,
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"count": scaleByMapSize(10, 50),
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"minDist": 11,
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"maxDist": 11
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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 40;
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g_Map.log("Creating forests");
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const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
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const types = [
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[[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
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[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
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];
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const forestSize = forestTrees / (scaleByMapSize(2, 8) * numPlayers) *
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(currentBiome() == "generic/savanna" ? 2 : 1);
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const num = Math.floor(forestSize / types.length);
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for (const type of types)
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createAreas(
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new ClumpPlacer(forestTrees / num, 0.1, 0.1, Infinity),
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[
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new LayeredPainter(type, [2]),
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new TileClassPainter(clForest)
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],
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[avoidClasses(clPlayer, 6, clForest, 10), stayClasses(clLand, 4)],
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num);
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yield 55;
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g_Map.log("Creating stone mines");
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let group = new SimpleGroup(
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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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], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10), stayClasses(clLand, 5)],
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5*scaleByMapSize(4, 16), 100
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);
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g_Map.log("Creating small stone quarries");
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2, 5, 1, 3)], true, clRock);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clRock, 10), stayClasses(clLand, 5)],
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5*scaleByMapSize(4, 16), 100
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);
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g_Map.log("Creating metal mines");
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1, 1, 0, 4)], true, clMetal);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5), stayClasses(clLand, 5)],
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5*scaleByMapSize(4, 16), 100
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);
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yield 65;
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g_Map.log("Creating dirt patches");
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for (const size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
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createAreas(
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new ClumpPlacer(size, 0.3, 0.06, 0.5),
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[
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new LayeredPainter(
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[
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[tMainTerrain, tTier1Terrain],
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[tTier1Terrain, tTier2Terrain],
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[tTier2Terrain, tTier3Terrain]
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],
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[1, 1]),
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new TileClassPainter(clDirt)
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],
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[avoidClasses(clForest, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
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scaleByMapSize(15, 45));
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g_Map.log("Creating grass patches");
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for (const size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
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createAreas(
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new ClumpPlacer(size, 0.3, 0.06, 0.5),
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new TerrainPainter(tTier4Terrain),
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[avoidClasses(clForest, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
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scaleByMapSize(15, 45));
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g_Map.log("Creating small decorative rocks");
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group = new SimpleGroup(
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[new SimpleObject(aRockMedium, 1, 3, 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(clForest, 0, clPlayer, 0), stayClasses(clLand, 4)],
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scaleByMapSize(16, 262), 50
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);
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g_Map.log("Creating large decorative rocks");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
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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(clForest, 0, clPlayer, 0), stayClasses(clLand, 4)],
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scaleByMapSize(8, 131), 50
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);
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yield 70;
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g_Map.log("Creating deer");
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group = new SimpleGroup(
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[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
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true, clFood
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);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 0, clPlayer, 10, clFood, 20), stayClasses(clLand, 4)],
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3 * numPlayers, 50
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);
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yield 75;
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g_Map.log("Creating sheep");
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group = new SimpleGroup(
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[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)],
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true, clFood
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);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 0, clPlayer, 10, clFood, 20), stayClasses(clLand, 4)],
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3 * numPlayers, 50
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);
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g_Map.log("Creating fruits");
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group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 5, 7, 0, 4)],
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true, clFood
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);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clForest, 0, clPlayer, 10, clFood, 20), stayClasses(clLand, 4)],
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3 * numPlayers, 50
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);
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yield 85;
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createStragglerTrees(
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[oTree1, oTree2, oTree4, oTree3],
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[avoidClasses(clForest, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 4)],
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clForest,
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stragglerTrees);
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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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g_Map.log("Creating small grass tufts");
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1, 2, 0, 1, -Math.PI / 8, Math.PI / 8)]
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);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clPlayer, 2, clDirt, 0), stayClasses(clLand, 4)],
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planetm * scaleByMapSize(13, 200)
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);
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yield 90;
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g_Map.log("Creating large grass tufts");
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group = new SimpleGroup(
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[
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new SimpleObject(aGrass, 2, 4, 0, 1.8, -Math.PI / 8, Math.PI / 8),
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new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5, -Math.PI / 8, Math.PI / 8)
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]
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);
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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 4)],
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planetm * scaleByMapSize(13, 200)
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);
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yield 95;
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g_Map.log("Creating bushes");
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group = new SimpleGroup(
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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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createObjectGroupsDeprecated(group, 0,
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[avoidClasses(clPlayer, 1, clDirt, 1), stayClasses(clLand, 4)],
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planetm * scaleByMapSize(13, 200), 50
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);
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placePlayersNomad(
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clPlayer,
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[
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stayClasses(clLand, 8),
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avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clFood, 2)
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|
]);
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|
|
|
setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
|
|
setSunRotation(randomAngle());
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|
setSunElevation(Math.PI * randFloat(1/5, 1/3));
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|
|
|
return g_Map;
|
|
}
|