1 | RMS.LoadLibrary("rmgen");
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2 |
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3 |
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4 | {
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5 | setFogThickness(0.56);
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6 | setFogFactor(0.6);
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7 |
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8 | setPPEffect("hdr");
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9 | setPPSaturation(0.48);
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10 | setPPContrast(0.53);
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11 | setPPBloom(0.12);
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12 |
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13 | var tPrimary = ["polar_ice_snow"];
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14 | var tForestFloor = "polar_grass_snow";
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15 | var tCliff = ["polar_cliff_a", "polar_cliff_b", "polar_cliff_snow"];
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16 | var tSecondary = "polar_tundra";
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17 | var tHalfSnow = ["polar_grass_snow", "ice_dirt"];
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18 | var tSnowLimited = ["polar_snow_rocks", "polar_ice"];
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19 | var tDirt = "ice_dirt";
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20 | var tRoad = "polar_ice_b";
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21 | var tRoadWild = "polar_tundra_snow";
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22 | var tShore = "polar_snow_a";
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23 | var tWater = "polar_ice_c";
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24 | var tHill = "polar_snow_rocks";
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25 |
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26 | // gaia entities
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27 | var oBush = "gaia/flora_bush_badlands";
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28 | var oBerryBush = "gaia/flora_bush_berry";
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29 | var oChicken = "gaia/fauna_chicken";
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30 | var oWolf = "gaia/fauna_wolf_snow";
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31 | var oWhaleFin = "gaia/fauna_whale_fin";
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32 | var oWhaleHumpback = "gaia/fauna_whale_humpback";
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33 | var oFish = "gaia/fauna_fish";
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34 | var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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35 | var oStoneSmall = "gaia/geology_stone_alpine_a";
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36 | var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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37 |
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38 | // decorative props
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39 | var aRockLarge = "actor|geology/stone_granite_med.xml";
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40 | var aRockMedium = "actor|geology/stone_granite_med.xml";
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41 | var aIceberg = "actor|props/special/eyecandy/iceberg.xml";
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42 | }
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43 |
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44 | //other constants
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45 | const pForest = [tForestFloor + TERRAIN_SEPARATOR + oBush, tForestFloor];
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46 |
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47 | // initialize map
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48 | log("Initializing map...");
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49 |
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50 | InitMap();
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51 |
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52 | const numPlayers = getNumPlayers();
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53 | const mapSize = getMapSize();
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54 | const mapArea = mapSize*mapSize;
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55 |
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56 | // create tile classes
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57 | var clPlayer = createTileClass();
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58 | var clHill = createTileClass();
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59 | var clForest = createTileClass();
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60 | var clWater = createTileClass();
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61 | var clDirt = createTileClass();
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62 | var clRock = createTileClass();
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63 | var clMetal = createTileClass();
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64 | var clFood = createTileClass();
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65 | var clBaseResource = createTileClass();
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66 | var clSettlement = createTileClass();
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67 |
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68 | //cover the ground with the primary terrain chosen in the beginning
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69 | for (var ix = 0; ix < mapSize; ix++)
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70 | {
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71 | for (var iz = 0; iz < mapSize; iz++)
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72 | {
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73 | var x = ix / (mapSize + 1.0);
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74 | var z = iz / (mapSize + 1.0);
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75 | placeTerrain(ix, iz, tPrimary);
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76 | }
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77 | }
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78 |
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79 | // randomize player order
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80 | var playerIDs = [];
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81 | for (var i = 0; i < numPlayers; i++)
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82 | {
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83 | playerIDs.push(i+1);
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84 | }
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85 | playerIDs = sortPlayers(playerIDs);
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86 |
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87 | // place players
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88 | var playerX = new Array(numPlayers);
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89 | var playerZ = new Array(numPlayers);
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90 | var playerAngle = new Array(numPlayers);
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91 |
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92 | var startAngle = randFloat(0, TWO_PI);
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93 | for (var i = 0; i < numPlayers; i++)
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94 | {
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95 | playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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96 | playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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97 | playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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98 | }
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99 |
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100 | for (var i = 0; i < numPlayers; i++)
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101 | {
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102 | var id = playerIDs[i];
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103 | log("Creating base for player " + id + "...");
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104 |
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105 | // some constants
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106 | var radius = scaleByMapSize(15,25);
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107 | var cliffRadius = 2;
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108 | var elevation = 20;
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109 |
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110 | // get the x and z in tiles
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111 | var fx = fractionToTiles(playerX[i]);
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112 | var fz = fractionToTiles(playerZ[i]);
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113 | var ix = round(fx);
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114 | var iz = round(fz);
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115 | addToClass(ix, iz, clPlayer);
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116 | addToClass(ix+5, iz, clPlayer);
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117 | addToClass(ix, iz+5, clPlayer);
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118 | addToClass(ix-5, iz, clPlayer);
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119 | addToClass(ix, iz-5, clPlayer);
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120 |
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121 | // create the city patch
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122 | var cityRadius = radius/3;
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123 | var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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124 | var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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125 | createArea(placer, painter, null);
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126 |
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127 | // create starting units
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128 | placeCivDefaultEntities(fx, fz, id);
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129 |
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130 | // create animals
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131 | for (var j = 0; j < 2; ++j)
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132 | {
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133 | var aAngle = randFloat(0, TWO_PI);
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134 | var aDist = 7;
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135 | var aX = round(fx + aDist * cos(aAngle));
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136 | var aZ = round(fz + aDist * sin(aAngle));
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137 | var group = new SimpleGroup(
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138 | [new SimpleObject(oChicken, 5,5, 0,2)],
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139 | true, clBaseResource, aX, aZ
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140 | );
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141 | createObjectGroup(group, 0);
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142 | }
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143 |
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144 | // create berry bushes
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145 | var bbAngle = randFloat(0, TWO_PI);
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146 | var bbDist = 12;
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147 | var bbX = round(fx + bbDist * cos(bbAngle));
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148 | var bbZ = round(fz + bbDist * sin(bbAngle));
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149 | group = new SimpleGroup(
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150 | [new SimpleObject(oBerryBush, 5,5, 0,3)],
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151 | true, clBaseResource, bbX, bbZ
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152 | );
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153 | createObjectGroup(group, 0);
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154 |
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155 | // create metal mine
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156 | var mAngle = bbAngle;
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157 | while(abs(mAngle - bbAngle) < PI/3)
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158 | {
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159 | mAngle = randFloat(0, TWO_PI);
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160 | }
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161 | var mDist = 12;
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162 | var mX = round(fx + mDist * cos(mAngle));
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163 | var mZ = round(fz + mDist * sin(mAngle));
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164 | group = new SimpleGroup(
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165 | [new SimpleObject(oMetalLarge, 1,1, 0,0)],
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166 | true, clBaseResource, mX, mZ
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167 | );
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168 | createObjectGroup(group, 0);
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169 |
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170 | // create stone mines
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171 | mAngle += randFloat(PI/8, PI/4);
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172 | mX = round(fx + mDist * cos(mAngle));
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173 | mZ = round(fz + mDist * sin(mAngle));
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174 | group = new SimpleGroup(
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175 | [new SimpleObject(oStoneLarge, 1,1, 0,2)],
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176 | true, clBaseResource, mX, mZ
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177 | );
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178 | createObjectGroup(group, 0);
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179 | var hillSize = PI * radius * radius;
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180 |
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181 | // create wood
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182 | var bbAngle = randFloat(0, TWO_PI);
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183 | var bbDist = 13;
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184 | var bbX = round(fx + bbDist * cos(bbAngle));
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185 | var bbZ = round(fz + bbDist * sin(bbAngle));
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186 | group = new SimpleGroup(
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187 | [new SimpleObject("gaia/special_treasure_wood", 14,14, 0,3)],
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188 | true, clBaseResource, bbX, bbZ
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189 | );
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190 | createObjectGroup(group, 0);
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191 | };
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192 |
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193 | RMS.SetProgress(20);
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194 |
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195 | // create hills
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196 | createHills([tPrimary, tCliff, tHill], avoidClasses(clPlayer, 20, clForest, 20, clHill, 35, clWater, 2), clHill, scaleByMapSize(1, 240));
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197 |
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198 | RMS.SetProgress(30);
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199 |
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200 | var lakeAreas = [];
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201 | var playerConstraint = new AvoidTileClassConstraint(clPlayer, 20);
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202 | var waterConstraint = new AvoidTileClassConstraint(clWater, 8);
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203 |
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204 | for (var x = 0; x < mapSize; ++x)
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205 | for (var z = 0; z < mapSize; ++z)
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206 | if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z))
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207 | lakeAreas.push([x, z]);
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208 |
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209 | var chosenPoint;
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210 | var lakeAreaLen;
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211 |
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212 | // create lakes
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213 | log("Creating lakes...");
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214 |
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215 | var numLakes = scaleByMapSize(10, 16)
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216 | for (var i = 0; i < numLakes; ++i)
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217 | {
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218 | lakeAreaLen = lakeAreas.length;
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219 | if (!lakeAreaLen)
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220 | break;
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221 |
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222 | chosenPoint = lakeAreas[randInt(lakeAreaLen)];
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223 |
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224 | placer = new ChainPlacer(1, floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(40, 180)), 0.7, chosenPoint[0], chosenPoint[1]);
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225 | var terrainPainter = new LayeredPainter(
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226 | [tShore, tWater, tWater], // terrains
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227 | [1, 3] // widths
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228 | );
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229 | var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5);
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230 | var newLake = createAreas(
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231 | placer,
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232 | [terrainPainter, elevationPainter, paintClass(clWater)],
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233 | avoidClasses(clPlayer, 20),
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234 | 1, 1
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235 | );
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236 |
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237 | if (newLake && newLake.length)
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238 | {
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239 | var n = 0;
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240 | for (var j = 0; j < lakeAreaLen; ++j)
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241 | {
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242 | var x = lakeAreas[j][0], z = lakeAreas[j][1];
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243 | if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z))
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244 | lakeAreas[n++] = lakeAreas[j];
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245 | }
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246 | lakeAreas.length = n;
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247 | }
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248 |
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249 | }
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250 |
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251 | RMS.SetProgress(45);
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252 |
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253 | paintTerrainBasedOnHeight(3, floor(scaleByMapSize(20, 40)), 0, tCliff);
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254 | paintTerrainBasedOnHeight(floor(scaleByMapSize(20, 40)), 100, 3, tSnowLimited);
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255 |
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256 | // create bumps
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257 | createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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258 |
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259 | // create forests
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260 | createForests(
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261 | [tSecondary, tForestFloor, tForestFloor, pForest, pForest],
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262 | avoidClasses(clPlayer, 20, clForest, 22, clHill, 20, clWater, 2),
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263 | clForest,
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264 | 1.0
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265 | );
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266 |
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267 | RMS.SetProgress(60);
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268 |
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269 | // create dirt patches
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270 | log("Creating dirt patches...");
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271 | createLayeredPatches(
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272 | [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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273 | [[tDirt,tHalfSnow], [tHalfSnow,tSnowLimited]],
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274 | [2],
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275 | avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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276 | );
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277 |
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278 | // create shrubs
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279 | log("Creating shrubs...");
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280 | createPatches(
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281 | [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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282 | tSecondary,
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283 | avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12)
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284 | );
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285 |
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286 | RMS.SetProgress(65);
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287 |
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288 | log("Creating stone mines...");
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289 | // create stone quarries
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290 | createMines(
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291 | [
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292 | [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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293 | [new SimpleObject(oStoneSmall, 2,5, 1,3)]
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294 | ],
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295 | avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 18, clHill, 1)
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296 | )
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297 |
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298 | log("Creating metal mines...");
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299 | // create large metal quarries
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300 | createMines(
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301 | [
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302 | [new SimpleObject(oMetalLarge, 1,1, 0,4)]
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303 | ],
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304 | avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 18, clRock, 5, clHill, 1),
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305 | clMetal
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306 | )
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307 |
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308 | RMS.SetProgress(70);
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309 |
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310 | // create land decoration
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311 | createDecoration
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312 | (
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313 | [[new SimpleObject(aRockMedium, 1,3, 0,1)],
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314 | [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,1)]
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315 | ],
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316 | [
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317 | scaleByMapSize(16, 262),
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318 | scaleByMapSize(8, 131),
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319 | ],
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320 | avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
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321 | );
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322 |
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323 | // create water decoration
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324 | createDecoration
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325 | (
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326 | [[new SimpleObject(aIceberg, 1,2, 0,1)]
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327 | ],
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328 | [
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329 | scaleByMapSize(8, 131)
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330 | ],
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331 | stayClasses(clWater, 6)
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332 | );
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333 |
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334 |
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335 | RMS.SetProgress(75);
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336 |
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337 | // create animals
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338 | createFood
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339 | (
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340 | [
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341 | [new SimpleObject(oWolf, 5,7, 0,4)],
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342 | [new SimpleObject(oWhaleFin, 1,2, 0,1)],
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343 | [new SimpleObject(oWhaleHumpback, 1,2, 0,1)]
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344 | ],
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345 | [
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346 | 3 * numPlayers,
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347 | 3 * numPlayers
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348 | ],
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349 | [avoidClasses(clFood, 20), stayClasses(clWater, 6)]
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350 | );
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351 |
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352 | // create fruits
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353 | createFood
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354 | (
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355 | [
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356 | [new SimpleObject(oBerryBush, 5,7, 0,4)]
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357 | ],
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358 | [
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359 | randInt(1, 4) * numPlayers + 2
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360 | ],
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361 | avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
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362 | );
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363 |
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364 | // create fish
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365 | createFood
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366 | (
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367 | [
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368 | [new SimpleObject(oFish, 2,3, 0,2)]
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369 | ],
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370 | [
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371 | 15 * numPlayers
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372 | ],
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373 | [avoidClasses(clFood, 20), stayClasses(clWater, 6)]
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374 | );
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375 |
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376 | RMS.SetProgress(85);
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377 |
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378 | // create straggler trees
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379 | var types = [oBush];
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380 | createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 3, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1));
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381 |
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382 | var random_var = randInt(1,5)
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383 |
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384 | if (random_var==1)
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385 | setSkySet("cirrus");
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386 | else if (random_var ==2)
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387 | setSkySet("cumulus");
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388 | else if (random_var ==3)
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389 | setSkySet("sunny");
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390 | else if (random_var ==4)
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391 | setSkySet("overcast");
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392 | else if (random_var ==3)
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393 | setSkySet("rain");
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394 |
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395 |
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396 | setSunRotation(randFloat(0, TWO_PI));
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397 | setSunElevation(randFloat(PI/ 4, PI / 2));
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398 | setWaterColor(0.0, 0.047, 0.286); // dark majestic blue
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399 | setWaterTint(0.462, 0.756, 0.866); // light blue
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400 | setWaterMurkiness(0.92);
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401 | setWaterWaviness(1.0);
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402 | setWaterType("clap");
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403 |
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404 | // Export map data
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405 | ExportMap();
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