1 | RMS.LoadLibrary("rmgen");
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2 |
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3 | var tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
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4 | var tGrassPForest = "temp_plants_bog";
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5 | var tGrassDForest = "temp_plants_bog";
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6 | var tGrassA = "temp_grass_plants";
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7 | var tGrassB = "temp_plants_bog";
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8 | var tGrassC = ["temp_grass_b", "temp_grass_c"];
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9 | var tDirt = ["temp_plants_bog", "temp_mud_a"];
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10 | var tHill = ["temp_highlands", "temp_grass_long_b"];
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11 | var tCliff = ["temp_cliff_a", "temp_cliff_b"];
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12 | var tRoad = "temp_road";
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13 | var tRoadWild = "temp_road_overgrown";
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14 | var tGrassPatch = "temp_grass_plants";
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15 | var tShoreBlend = "temp_grass_plants";
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16 | var tShore = "temp_plants_bog";
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17 | var tWater = "temp_mud_a";
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18 |
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19 | // gaia entities
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20 | var oBeech = "gaia/flora_tree_euro_beech";
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21 | var oOak = "gaia/flora_tree_oak";
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22 | var oBerryBush = "gaia/flora_bush_berry";
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23 | var oChicken = "gaia/fauna_chicken";
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24 | var oDeer = "gaia/fauna_deer";
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25 | var oFish = "gaia/fauna_fish";
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26 | var oSheep = "gaia/fauna_rabbit";
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27 | var oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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28 | var oStoneSmall = "gaia/geology_stone_temperate";
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29 | var oMetalLarge = "gaia/geology_metal_temperate_slabs";
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30 | var oWood = "gaia/special_treasure_wood";
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31 | var oFood = "gaia/special_treasure_food_bin";
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32 | var oMetal = "gaia/special_treasure_metal";
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33 | var oStone = "gaia/special_treasure_stone";
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34 |
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35 | // decorative props
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36 | var aGrass = "actor|props/flora/grass_soft_small_tall.xml";
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37 | var aGrassShort = "actor|props/flora/grass_soft_large.xml";
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38 | var aRockLarge = "actor|geology/stone_granite_med.xml";
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39 | var aRockMedium = "actor|geology/stone_granite_med.xml";
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40 | var aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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41 | var aLillies = "actor|props/flora/water_lillies.xml";
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42 | var aBushMedium = "actor|props/flora/bush_medit_me.xml";
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43 | var aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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44 |
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45 | var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
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46 | var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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47 | const BUILDING_ANGlE = -PI/4;
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48 |
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49 | // initialize map
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50 |
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51 | log("Initializing map...");
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52 |
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53 | InitMap();
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54 |
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55 | var numPlayers = getNumPlayers();
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56 | var mapSize = getMapSize();
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57 | var mapArea = mapSize*mapSize;
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58 |
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59 | // create tile classes
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60 |
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61 | var clPlayer = createTileClass();
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62 | var clHill = createTileClass();
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63 | var clForest = createTileClass();
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64 | var clWater = createTileClass();
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65 | var clDirt = createTileClass();
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66 | var clRock = createTileClass();
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67 | var clMetal = createTileClass();
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68 | var clFood = createTileClass();
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69 | var clBaseResource = createTileClass();
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70 | var clSettlement = createTileClass();
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71 |
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72 |
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73 | // randomize player order
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74 | var playerIDs = [];
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75 | for (var i = 0; i < numPlayers; i++)
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76 | {
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77 | playerIDs.push(i+1);
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78 | }
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79 | playerIDs = sortPlayers(playerIDs);
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80 |
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81 | // place players
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82 |
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83 | var playerX = new Array(numPlayers);
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84 | var playerZ = new Array(numPlayers);
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85 | var playerAngle = new Array(numPlayers);
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86 | var baseRadius = 30;
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87 |
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88 | var startAngle = randFloat(0, TWO_PI);
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89 | for (var i = 0; i < numPlayers; i++)
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90 | {
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91 | playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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92 | playerX[i] = mapSize*(0.5 + 0.35*cos(playerAngle[i]));
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93 | playerZ[i] = mapSize*(0.5 + 0.35*sin(playerAngle[i]));
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94 | }
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95 |
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96 | for (var i=0; i < numPlayers; i++)
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97 | {
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98 | var civ = g_MapSettings.PlayerData[i].Civ;
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99 | var startEntities = getStartingEntities(i);
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100 | // Place starting entities
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101 | createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities, BUILDING_ANGlE)
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102 | var uDist = 8;
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103 | var uSpace = 2;
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104 | for (var j = 1; j < startEntities.length - 1; ++j)
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105 | {
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106 | var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
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107 | var count = (startEntities[j].Count !== undefined ? startEntities[j].Count : 1);
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108 | for (var numberofentities = 0; numberofentities < count; numberofentities++)
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109 | {
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110 | var ux = playerX[i] + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2));
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111 | var uz = playerZ[i] + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2));
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112 | placeObject(ux, uz, startEntities[j].Template, i+1, uAngle);
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113 | }
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114 | }
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115 | // create resources
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116 | var bbAngle = BUILDING_ANGlE;
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117 | var bbDist = 10;
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118 | var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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119 | var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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120 | var group = new SimpleGroup(
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121 | [new SimpleObject(oFood, 5,5, 0,2)],
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122 | true, clBaseResource, bbX, bbZ
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123 | );
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124 | createObjectGroup(group, 0);
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125 |
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126 | bbAngle += PI/2;
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127 | var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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128 | var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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129 | group = new SimpleGroup(
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130 | [new SimpleObject(oWood, 5,5, 0,2)],
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131 | true, clBaseResource, bbX, bbZ
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132 | );
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133 | createObjectGroup(group, 0);
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134 |
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135 | bbAngle += PI/2;
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136 | var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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137 | var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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138 | group = new SimpleGroup(
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139 | [new SimpleObject(oMetal, 3,3, 0,2)],
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140 | true, clBaseResource, bbX, bbZ
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141 | );
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142 | createObjectGroup(group, 0);
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143 |
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144 | bbAngle += PI/2;
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145 | var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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146 | var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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147 | group = new SimpleGroup(
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148 | [new SimpleObject(oStone, 2,2, 0,2)],
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149 | true, clBaseResource, bbX, bbZ
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150 | );
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151 | createObjectGroup(group, 0);
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152 |
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153 | // Base texture
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154 | var placer = new ClumpPlacer(PI*baseRadius*baseRadius/4, 1/2, 1/8, 10, playerX[i], playerZ[i]);
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155 | createArea(placer,[new TerrainPainter(tRoad), paintClass(clPlayer)]);
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156 |
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157 | // Place custom fortress
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158 | if (civ == "celt" || civ == "iber")
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159 | {
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160 | var wall = ['entryTower', 'wall', 'wall',
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161 | 'cornerIn', 'wall', 'barracks', 'wall', 'gate', 'wall', 'house', 'wall',
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162 | 'cornerIn', 'wall', 'house', 'wall', 'entryTower', 'wall', 'house', 'wall',
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163 | 'cornerIn', 'wall', 'house', 'wall', 'gate', 'wall', 'house', 'wall',
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164 | 'cornerIn', 'wall', 'house', 'wall'];
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165 | }
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166 | else
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167 | {
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168 | var wall = ['entryTower', 'wall', 'wall',
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169 | 'cornerIn', 'wall', 'barracks', 'wall', 'gate', 'wall', 'wall',
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170 | 'cornerIn', 'wall', 'house', 'wall', 'entryTower', 'wall', 'wall',
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171 | 'cornerIn', 'wall', 'house', 'wall', 'gate', 'wall', 'wall',
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172 | 'cornerIn', 'wall', 'house', 'wall'];
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173 | };
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174 | placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1, BUILDING_ANGlE);
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175 | };
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176 |
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177 | // create lakes
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178 | log("Creating lakes...");
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179 | var numLakes = round(scaleByMapSize(1,4) * numPlayers);
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180 | var placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10);
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181 | var terrainPainter = new LayeredPainter(
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182 | [tShore, tWater, tWater], // terrains
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183 | [1,1] // widths
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184 | );
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185 | var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 3);
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186 | var waterAreas = createAreas(
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187 | placer,
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188 | [terrainPainter, elevationPainter, paintClass(clWater)],
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189 | avoidClasses(clPlayer, 7, clWater, 20),
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190 | numLakes
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191 | );
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192 |
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193 | RMS.SetProgress(15);
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194 |
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195 | // create reeds
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196 | log("Creating reeds...");
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197 | group = new SimpleGroup(
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198 | [new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 0,1, 0,4)], true
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199 | );
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200 | createObjectGroupsByAreas(group, 0,
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201 | [borderClasses(clWater, 3, 0), stayClasses(clWater, 1)],
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202 | numLakes, 100,
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203 | waterAreas
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204 | );
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205 |
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206 | RMS.SetProgress(20);
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207 |
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208 | // create fish
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209 | log("Creating fish...");
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210 | group = new SimpleGroup(
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211 | [new SimpleObject(oFish, 1,1, 0,1)],
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212 | true, clFood
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213 | );
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214 | createObjectGroupsByAreas(group, 0,
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215 | borderClasses(clWater, 2, 0), avoidClasses(clFood, 8),
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216 | numLakes, 50,
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217 | waterAreas
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218 | );
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219 | waterAreas = [];
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220 |
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221 | RMS.SetProgress(25);
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222 |
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223 | // create bumps
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224 | log("Creating bumps...");
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225 | placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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226 | var painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
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227 | createAreas(
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228 | placer,
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229 | painter,
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230 | avoidClasses(clWater, 2, clPlayer, 5),
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231 | scaleByMapSize(100, 200)
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232 | );
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233 |
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234 | RMS.SetProgress(30);
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235 |
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236 | // create hills
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237 | log("Creating hills...");
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238 | placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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239 | terrainPainter = new LayeredPainter(
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240 | [tCliff, tHill], // terrains
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241 | [2] // widths
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242 | );
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243 | elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
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244 | createAreas(
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245 | placer,
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246 | [terrainPainter, elevationPainter, paintClass(clHill)],
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247 | avoidClasses(clPlayer, 5, clWater, 5, clHill, 15),
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248 | scaleByMapSize(1, 4) * numPlayers
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249 | );
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250 |
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251 | RMS.SetProgress(35);
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252 |
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253 | // calculate desired number of trees for map (based on size)
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254 | const MIN_TREES = 500;
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255 | const MAX_TREES = 2500;
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256 | const P_FOREST = 0.7;
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257 |
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258 | var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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259 | var numForest = totalTrees * P_FOREST;
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260 | var numStragglers = totalTrees * (1.0 - P_FOREST);
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261 |
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262 | // create forests
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263 | log("Creating forests...");
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264 | var types = [
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265 | [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]],
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266 | [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
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267 | ]; // some variation
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268 | var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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269 | var num = floor(size / types.length);
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270 | for (var i = 0; i < types.length; ++i)
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271 | {
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272 | placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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273 | painter = new LayeredPainter(
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274 | types[i], // terrains
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275 | [2] // widths
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276 | );
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277 | createAreas(
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278 | placer,
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279 | [painter, paintClass(clForest)],
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280 | avoidClasses(clPlayer, 5, clWater, 3, clForest, 7, clHill, 1),
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281 | num
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282 | );
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283 | }
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284 |
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285 | RMS.SetProgress(40);
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286 |
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287 | // create dirt patches
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288 | log("Creating dirt patches...");
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289 | var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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290 | for (var i = 0; i < sizes.length; i++)
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291 | {
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292 | placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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293 | painter = new LayeredPainter(
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294 | [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
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295 | [1,1] // widths
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296 | );
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297 | createAreas(
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298 | placer,
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299 | [painter, paintClass(clDirt)],
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300 | avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 1),
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301 | scaleByMapSize(15, 45)
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302 | );
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303 | }
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304 |
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305 | RMS.SetProgress(45);
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306 |
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307 | // create grass patches
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308 | log("Creating grass patches...");
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309 | var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
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310 | for (var i = 0; i < sizes.length; i++)
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311 | {
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312 | placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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313 | painter = new TerrainPainter(tGrassPatch);
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314 | createAreas(
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315 | placer,
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316 | painter,
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317 | avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 1),
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318 | scaleByMapSize(15, 45)
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319 | );
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320 | }
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321 |
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322 | RMS.SetProgress(50);
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323 |
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324 | log("Creating stone mines...");
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325 | // create large stone quarries
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326 | group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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327 | createObjectGroups(group, 0,
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328 | [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)],
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329 | scaleByMapSize(4,16), 100
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330 | );
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331 |
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332 | // create small stone quarries
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333 | group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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334 | createObjectGroups(group, 0,
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335 | [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)],
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336 | scaleByMapSize(4,16), 100
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337 | );
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338 |
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339 | log("Creating metal mines...");
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340 | // create large metal quarries
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341 | group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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342 | createObjectGroups(group, 0,
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343 | [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clHill, 1)],
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344 | scaleByMapSize(4,16), 100
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345 | );
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346 |
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347 | RMS.SetProgress(60);
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348 |
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349 | // create small decorative rocks
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350 | log("Creating small decorative rocks...");
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351 | group = new SimpleGroup(
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352 | [new SimpleObject(aRockMedium, 1,3, 0,1)],
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353 | true
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354 | );
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355 | createObjectGroups(
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356 | group, 0,
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357 | avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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358 | scaleByMapSize(16, 262), 50
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359 | );
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360 |
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361 | RMS.SetProgress(65);
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362 |
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363 | // create large decorative rocks
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364 | log("Creating large decorative rocks...");
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365 | group = new SimpleGroup(
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366 | [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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367 | true
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368 | );
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369 | createObjectGroups(
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370 | group, 0,
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371 | avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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372 | scaleByMapSize(8, 131), 50
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373 | );
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374 |
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375 | RMS.SetProgress(70);
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376 |
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377 | // create deer
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378 | log("Creating deer...");
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379 | group = new SimpleGroup(
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380 | [new SimpleObject(oDeer, 5,7, 0,4)],
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381 | true, clFood
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382 | );
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383 | createObjectGroups(group, 0,
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384 | avoidClasses(clWater, 0, clForest, 0, clPlayer, 6, clHill, 1, clFood, 20),
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385 | 3 * numPlayers, 50
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386 | );
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387 |
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388 | RMS.SetProgress(75);
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389 |
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390 | // create sheep
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391 | log("Creating sheep...");
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392 | group = new SimpleGroup(
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393 | [new SimpleObject(oSheep, 2,3, 0,2)],
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394 | true, clFood
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395 | );
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396 | createObjectGroups(group, 0,
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397 | avoidClasses(clWater, 0, clForest, 0, clPlayer, 6, clHill, 1, clFood, 20),
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398 | 3 * numPlayers, 50
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399 | );
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400 |
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401 | RMS.SetProgress(80);
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402 |
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403 | // create straggler trees
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404 | log("Creating straggler trees...");
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405 | var types = [oOak, oBeech]; // some variation
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406 | var num = floor(numStragglers / types.length);
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407 | for (var i = 0; i < types.length; ++i)
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408 | {
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409 | group = new SimpleGroup(
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410 | [new SimpleObject(types[i], 1,1, 0,3)],
|
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411 | true, clForest
|
---|
412 | );
|
---|
413 | createObjectGroups(group, 0,
|
---|
414 | avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 4, clMetal, 1, clRock, 1),
|
---|
415 | num
|
---|
416 | );
|
---|
417 | };
|
---|
418 |
|
---|
419 | RMS.SetProgress(85);
|
---|
420 |
|
---|
421 | //create small grass tufts
|
---|
422 | log("Creating small grass tufts...");
|
---|
423 | group = new SimpleGroup(
|
---|
424 | [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
---|
425 | );
|
---|
426 | createObjectGroups(group, 0,
|
---|
427 | avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
|
---|
428 | scaleByMapSize(13, 200)
|
---|
429 | );
|
---|
430 |
|
---|
431 | RMS.SetProgress(90);
|
---|
432 |
|
---|
433 | // create large grass tufts
|
---|
434 | log("Creating large grass tufts...");
|
---|
435 | group = new SimpleGroup(
|
---|
436 | [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)]
|
---|
437 | );
|
---|
438 | createObjectGroups(group, 0,
|
---|
439 | avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
|
---|
440 | scaleByMapSize(13, 200)
|
---|
441 | );
|
---|
442 |
|
---|
443 | RMS.SetProgress(95);
|
---|
444 |
|
---|
445 | // create bushes
|
---|
446 | log("Creating bushes...");
|
---|
447 | group = new SimpleGroup(
|
---|
448 | [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
---|
449 | );
|
---|
450 | createObjectGroups(group, 0,
|
---|
451 | avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
|
---|
452 | scaleByMapSize(13, 200), 50
|
---|
453 | );
|
---|
454 |
|
---|
455 | // Export map data
|
---|
456 | ExportMap();
|
---|