1 | RMS.LoadLibrary("rmgen");
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2 |
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3 | const tGrass = ["cliff volcanic light", "ocean_rock_a", "ocean_rock_b"];
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4 | const tGrass1 = "cliff volcanic light";
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5 | const tGrass2 = "ocean_rock_a";
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6 | const tGrass3 = "temp_grass_plants";
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7 | const tCliff = ["cliff volcanic coarse", "cave_walls"];
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8 | const tRoad = "road1";
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9 | const tRoadWild = "road1";
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10 | const tLava = "LavaHard";
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11 | const tForestFloor1 = "temp_forestfloor_a";
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12 | const tForestFloor2 = "temp_grass";
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13 | const tGrassPatchBlend = "temp_grass_long_b";
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14 | const tGrassPatch = ["temp_grass_d", "temp_grass_clovers"];
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15 |
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16 | // gaia entities
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17 | const oChicken = "gaia/fauna_chicken";
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18 | const oTree = "gaia/flora_tree_dead";
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19 | const oTree2 = "gaia/flora_tree_euro_beech";
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20 | const oTree3 = "gaia/flora_tree_oak";
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21 | const oTree4 = "gaia/flora_tree_oak_dead";
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22 | const oBush = "gaia/flora_bush_temperate";
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23 | const oFruitBush = "gaia/flora_bush_berry";
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24 | const oRabbit = "gaia/fauna_rabbit";
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25 | const oDeer = "gaia/fauna_deer";
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26 | const oBear = "gaia/fauna_bear";
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27 | const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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28 | const oStoneSmall = "gaia/geology_stone_temperate";
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29 | const oMetalLarge = "gaia/geology_metal_temperate_slabs";
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30 |
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31 | // decorative props
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32 | const aRockLarge = "actor|geology/stone_granite_med.xml";
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33 | const aRockMedium = "actor|geology/stone_granite_med.xml";
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34 | const aBushMedium = "actor|props/flora/bush_tempe_me.xml";
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35 | const aBushSmall = "actor|props/flora/bush_tempe_sm.xml";
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36 | const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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37 | const aGrassShort = "actor|props/flora/grass_soft_large.xml";
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38 |
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39 | const pForestD = [tForestFloor1 + TERRAIN_SEPARATOR + oTree, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor1];
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40 | const pForestP = [tForestFloor1 + TERRAIN_SEPARATOR + oTree3, tForestFloor2 + TERRAIN_SEPARATOR + oTree4, tForestFloor1];
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41 | const pForestM = [tForestFloor1 + TERRAIN_SEPARATOR + oTree, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2 + TERRAIN_SEPARATOR + oTree3, tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1];
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42 |
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43 | log("Initializing map...");
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44 | InitMap();
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45 |
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46 | var numPlayers = getNumPlayers();
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47 | var mapSize = getMapSize();
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48 | var mapArea = mapSize*mapSize;
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49 |
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50 | // create tile classes
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51 | var clPlayer = createTileClass();
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52 | var clHill = createTileClass();
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53 | var clFood = createTileClass();
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54 | var clHill2 = createTileClass();
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55 | var clHill3 = createTileClass();
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56 | var clHill4 = createTileClass();
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57 | var clForest = createTileClass();
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58 | var clWater = createTileClass();
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59 | var clDirt = createTileClass();
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60 | var clRock = createTileClass();
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61 | var clMetal = createTileClass();
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62 | var clBaseResource = createTileClass();
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63 |
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64 | // randomize player order
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65 | var playerIDs = [];
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66 | for (var i = 0; i < numPlayers; i++)
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67 | playerIDs.push(i+1);
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68 | playerIDs = sortPlayers(playerIDs);
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69 |
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70 | // place players
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71 | var playerX = new Array(numPlayers);
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72 | var playerZ = new Array(numPlayers);
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73 | var playerAngle = new Array(numPlayers);
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74 |
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75 | var startAngle = randFloat(0, TWO_PI);
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76 | for (var i = 0; i < numPlayers; i++)
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77 | {
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78 | playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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79 | playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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80 | playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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81 | }
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82 |
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83 | for (var i = 0; i < numPlayers; i++)
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84 | {
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85 | var id = playerIDs[i];
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86 | log("Creating base for player " + id + "...");
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87 |
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88 | var radius = scaleByMapSize(15,25);
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89 |
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90 | // get the x and z in tiles
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91 | var fx = fractionToTiles(playerX[i]);
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92 | var fz = fractionToTiles(playerZ[i]);
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93 | var ix = round(fx);
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94 | var iz = round(fz);
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95 | addToClass(ix, iz, clPlayer);
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96 | addToClass(ix+5, iz, clPlayer);
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97 | addToClass(ix, iz+5, clPlayer);
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98 | addToClass(ix-5, iz, clPlayer);
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99 | addToClass(ix, iz-5, clPlayer);
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100 |
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101 | // create the city patch
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102 | var cityRadius = radius/3;
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103 | var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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104 | var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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105 | createArea(placer, painter, null);
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106 |
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107 | // create starting units
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108 | placeCivDefaultEntities(fx, fz, id);
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109 |
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110 | // create metal mine
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111 | var bbAngle = randFloat(0, TWO_PI);
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112 | var bbDist = 12;
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113 | var mAngle = bbAngle;
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114 | while(abs(mAngle - bbAngle) < PI/3)
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115 | mAngle = randFloat(0, TWO_PI);
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116 |
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117 | var mDist = 12;
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118 | var mX = round(fx + mDist * cos(mAngle));
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119 | var mZ = round(fz + mDist * sin(mAngle));
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120 | var group = new SimpleGroup(
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121 | [new SimpleObject(oMetalLarge, 1,1, 0,0)],
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122 | true, clBaseResource, mX, mZ
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123 | );
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124 | createObjectGroup(group, 0);
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125 |
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126 | // create stone mines
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127 | mAngle += randFloat(PI/8, PI/4);
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128 | mX = round(fx + mDist * cos(mAngle));
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129 | mZ = round(fz + mDist * sin(mAngle));
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130 | group = new SimpleGroup(
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131 | [new SimpleObject(oStoneLarge, 1,1, 0,2)],
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132 | true, clBaseResource, mX, mZ
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133 | );
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134 | createObjectGroup(group, 0);
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135 |
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136 | // create animals
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137 | for (var j = 0; j < 2; ++j)
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138 | {
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139 | var aAngle = randFloat(0, TWO_PI);
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140 | var aDist = 7;
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141 | var aX = round(fx + aDist * cos(aAngle));
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142 | var aZ = round(fz + aDist * sin(aAngle));
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143 | var group = new SimpleGroup(
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144 | [new SimpleObject(oChicken, 1,1, 0,2)],
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145 | true, clBaseResource, aX, aZ
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146 | );
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147 | createObjectGroup(group, 0);
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148 | }
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149 |
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150 | // create berry bushes
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151 | var bbAngle = randFloat(0, TWO_PI);
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152 | var bbDist = 12;
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153 | var bbX = round(fx + bbDist * cos(bbAngle));
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154 | var bbZ = round(fz + bbDist * sin(bbAngle));
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155 | group = new SimpleGroup(
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156 | [new SimpleObject(oFruitBush, 2,2, 0,3)],
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157 | true, clBaseResource, bbX, bbZ
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158 | );
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159 | createObjectGroup(group, 0);
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160 |
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161 | // create starting trees
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162 | var hillSize = PI * radius * radius;
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163 | var num = floor(hillSize / 60);
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164 | var tries = 10;
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165 | for (var x = 0; x < tries; ++x)
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166 | {
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167 | var tAngle = randFloat(-PI/3, 4*PI/3);
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168 | var tDist = randFloat(12, 13);
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169 | var tX = round(fx + tDist * cos(tAngle));
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170 | var tZ = round(fz + tDist * sin(tAngle));
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171 | group = new SimpleGroup(
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172 | [new SimpleObject(oTree2, num, num, 0, 3)],
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173 | false, clBaseResource, tX, tZ
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174 | );
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175 | if (createObjectGroup(group, 0, avoidClasses(clBaseResource, 2)))
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176 | break;
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177 | }
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178 | // create grass tufts
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179 | var num = hillSize / 250;
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180 | for (var j = 0; j < num; j++)
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181 | {
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182 | var gAngle = randFloat(0, TWO_PI);
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183 | var gDist = radius - (5 + randInt(7));
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184 | var gX = round(fx + gDist * cos(gAngle));
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185 | var gZ = round(fz + gDist * sin(gAngle));
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186 | group = new SimpleGroup(
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187 | [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
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188 | false, clBaseResource, gX, gZ
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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 |
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194 | RMS.SetProgress(15);
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195 |
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196 | log("Creating volcano");
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197 | var fx = fractionToTiles(0.5);
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198 | var fz = fractionToTiles(0.5);
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199 | var ix = round(fx);
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200 | var iz = round(fz);
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201 | var div = scaleByMapSize(1,8);
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202 | var placer = new ClumpPlacer(mapArea * 0.067 / div, 0.7, 0.05, 100, ix, iz);
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203 | var terrainPainter = new LayeredPainter(
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204 | [tCliff, tCliff], // terrains
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205 | [3] // widths
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206 | );
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207 | var elevationPainter = new SmoothElevationPainter(
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208 | ELEVATION_SET, // type
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209 | 15, // elevation
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210 | 3 // blend radius
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211 | );
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212 | createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], null);
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213 |
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214 | var placer = new ClumpPlacer(mapArea * 0.05 / div, 0.7, 0.05, 100, ix, iz);
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215 | var terrainPainter = new LayeredPainter(
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216 | [tCliff, tCliff], // terrains
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217 | [3] // widths
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218 | );
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219 | var elevationPainter = new SmoothElevationPainter(
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220 | ELEVATION_SET, // type
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221 | 25, // elevation
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222 | 3 // blend radius
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223 | );
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224 | createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill2)], stayClasses(clHill, 1));
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225 |
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226 | var placer = new ClumpPlacer(mapArea * 0.02 / div, 0.7, 0.05, 100, ix, iz);
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227 | var terrainPainter = new LayeredPainter(
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228 | [tCliff, tCliff], // terrains
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229 | [3] // widths
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230 | );
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231 | var elevationPainter = new SmoothElevationPainter(
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232 | ELEVATION_SET, // type
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233 | 45, // elevation
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234 | 3 // blend radius
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235 | );
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236 | createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill3)], stayClasses(clHill2, 1));
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237 |
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238 | var placer = new ClumpPlacer(mapArea * 0.011 / div, 0.7, 0.05, 100, ix, iz);
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239 | var terrainPainter = new LayeredPainter(
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240 | [tCliff, tCliff], // terrains
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241 | [3] // widths
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242 | );
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243 | var elevationPainter = new SmoothElevationPainter(
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244 | ELEVATION_SET, // type
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245 | 62, // elevation
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246 | 3 // blend radius
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247 | );
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248 | createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill4)], stayClasses(clHill3, 1));
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249 |
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250 | var placer = new ClumpPlacer(mapArea * 0.003 / div, 0.7, 0.05, 100, ix, iz);
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251 | var terrainPainter = new LayeredPainter(
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252 | [tCliff, tCliff, tCliff, tCliff], // terrains
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253 | [1, 1, 1] // widths
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254 | );
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255 | var elevationPainter = new SmoothElevationPainter(
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256 | ELEVATION_SET, // type
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257 | 42, // elevation
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258 | 1 // blend radius
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259 | );
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260 | createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill4)], stayClasses(clHill4, 1));
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261 |
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262 | var num = floor(mapArea * 0.03 / 15 / div);
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263 | var tX = round(fx);
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264 | var tZ = round(fz);
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265 |
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266 |
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267 | RMS.SetProgress(45);
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268 |
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269 | log("Creating hills...");
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270 | placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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271 | terrainPainter = new LayeredPainter(
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272 | [tCliff, tGrass], // terrains
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273 | [2] // widths
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274 | );
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275 | elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
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276 | createAreas(
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277 | placer,
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278 | [terrainPainter, elevationPainter, paintClass(clHill)],
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279 | avoidClasses(clPlayer, 12, clHill, 15, clWater, 2, clBaseResource, 2),
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280 | scaleByMapSize(2, 8) * numPlayers
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281 | );
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282 |
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283 |
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284 | // calculate desired number of trees for map (based on size)
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285 | var MIN_TREES = 300;
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286 | var MAX_TREES = 1350;
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287 | var P_FOREST = 0.7;
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288 |
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289 | var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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290 | var numForest = totalTrees * P_FOREST;
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291 | var numStragglers = totalTrees * (1.0 - P_FOREST);
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292 |
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293 | log("Creating forests...");
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294 | var types = [
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295 | [[tGrass2, tGrass1, pForestD], [tGrass2, pForestD]],
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296 | [[tGrass2, tGrass1, pForestM], [tGrass2, pForestM]],
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297 | [[tGrass2, tGrass1, pForestP], [tGrass2, pForestP]]
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298 | ]; // some variation
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299 |
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300 | var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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301 |
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302 | var num = floor(size / types.length);
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303 | for (var i = 0; i < types.length; ++i)
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304 | {
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305 | placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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306 | painter = new LayeredPainter(
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307 | types[i], // terrains
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308 | [2] // widths
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309 | );
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310 | createAreas(
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311 | placer,
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312 | [painter, paintClass(clForest)],
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313 | avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2),
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314 | num
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315 | );
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316 | }
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317 |
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318 | RMS.SetProgress(70);
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319 |
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320 | log("Creating dirt patches...");
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321 | var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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322 | for (var i = 0; i < sizes.length; i++)
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323 | {
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324 | placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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325 | painter = new LayeredPainter(
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326 | [tGrass1,tGrass2], // terrains
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327 | [1] // widths
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328 | );
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329 | createAreas(
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330 | placer,
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331 | [painter, paintClass(clDirt)],
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332 | avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 12),
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333 | scaleByMapSize(20, 80)
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334 | );
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335 | }
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336 | var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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337 | for (var i = 0; i < sizes.length; i++)
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338 | {
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339 | placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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340 | painter = new LayeredPainter(
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341 | [tGrass2,tGrass2], // terrains
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342 | [1] // widths
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343 | );
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344 | createAreas(
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345 | placer,
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346 | [painter, paintClass(clDirt)],
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347 | avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 12),
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348 | scaleByMapSize(20, 80)
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349 | );
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350 | }
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351 | var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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352 | for (var i = 0; i < sizes.length; i++)
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353 | {
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354 | placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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355 | painter = new LayeredPainter(
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356 | [tGrass3,tGrass3], // terrains
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357 | [1] // widths
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358 | );
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359 | createAreas(
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360 | placer,
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361 | [painter, paintClass(clDirt)],
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362 | avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 12),
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363 | scaleByMapSize(20, 80)
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364 | );
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365 | }
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366 |
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367 | // create grass patches
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368 | log("Creating grass patches...");
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369 | createLayeredPatches(
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370 | [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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371 | [tGrassPatchBlend, tGrassPatch],
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372 | [1],
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373 | avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0)
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374 | );
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375 |
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376 | log("Creating stone mines...");
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377 | group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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378 | createObjectGroups(group, 0,
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379 | avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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380 | scaleByMapSize(4,16), 100
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381 | );
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382 |
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383 | // create small stone quarries
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384 | group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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385 | createObjectGroups(group, 0,
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386 | avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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387 | scaleByMapSize(4,16), 100
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388 | );
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389 |
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390 | log("Creating metal mines...");
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391 | group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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392 | createObjectGroups(group, 0,
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393 | avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
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394 | scaleByMapSize(4,16), 100
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395 | );
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396 |
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397 | RMS.SetProgress(90);
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398 |
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399 | //create decoration
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400 | createDecoration
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401 | (
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402 | [[new SimpleObject(aRockMedium, 1,3, 0,1)],
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403 | [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
|
---|
404 | [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
|
---|
405 | [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)],
|
---|
406 | [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
|
---|
407 | ],
|
---|
408 | [
|
---|
409 | scaleByMapSize(16, 262),
|
---|
410 | scaleByMapSize(8, 131),
|
---|
411 | scaleByMapSize(13, 200),
|
---|
412 | scaleByMapSize(13, 200),
|
---|
413 | scaleByMapSize(13, 200)
|
---|
414 | ],
|
---|
415 | avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0)
|
---|
416 | );
|
---|
417 |
|
---|
418 | // create animals
|
---|
419 | createFood
|
---|
420 | (
|
---|
421 | [
|
---|
422 | [new SimpleObject(oRabbit, 5,7, 0,4)],
|
---|
423 | [new SimpleObject(oDeer, 2,3, 0,2)]
|
---|
424 | ],
|
---|
425 | [
|
---|
426 | 3 * numPlayers,
|
---|
427 | 3 * numPlayers
|
---|
428 | ],
|
---|
429 | [avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20)]
|
---|
430 | );
|
---|
431 |
|
---|
432 | // create other animals
|
---|
433 | createFood
|
---|
434 | (
|
---|
435 | [
|
---|
436 | [new SimpleObject(oBear, 1,1, 0,2)]
|
---|
437 | ],
|
---|
438 | [
|
---|
439 | 3 * numPlayers
|
---|
440 | ],
|
---|
441 | [avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clForest, 2)]
|
---|
442 | );
|
---|
443 | // create fruits
|
---|
444 | createFood
|
---|
445 | (
|
---|
446 | [
|
---|
447 | [new SimpleObject(oFruitBush, 1,2, 0,4)]
|
---|
448 | ],
|
---|
449 | [
|
---|
450 | 3 * numPlayers
|
---|
451 | ],
|
---|
452 | avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
|
---|
453 | );
|
---|
454 | RMS.SetProgress(95);
|
---|
455 |
|
---|
456 | // create straggler trees and bushes
|
---|
457 | log("Creating straggler trees and bushes...");
|
---|
458 | var types = [oTree, oTree2, oTree3, oTree4, oBush]; // some variation
|
---|
459 | var num = floor(numStragglers / types.length);
|
---|
460 | for (var i = 0; i < types.length; ++i)
|
---|
461 | {
|
---|
462 | group = new SimpleGroup(
|
---|
463 | [new SimpleObject(types[i], 1,1, 0,3)],
|
---|
464 | true, clForest
|
---|
465 | );
|
---|
466 | createObjectGroups(group, 0,
|
---|
467 | avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
|
---|
468 | num
|
---|
469 | );
|
---|
470 | }
|
---|
471 |
|
---|
472 | // create straggler bushes on hills
|
---|
473 | log("Creating straggler bushes...");
|
---|
474 | var types = [oBush]; // some variation
|
---|
475 | var num = floor(numStragglers / types.length);
|
---|
476 | for (var i = 0; i < types.length; ++i)
|
---|
477 | {
|
---|
478 | group = new SimpleGroup(
|
---|
479 | [new SimpleObject(types[i], 1,3, 0,3)],
|
---|
480 | true, clForest
|
---|
481 | );
|
---|
482 | createObjectGroups(group, 0,
|
---|
483 | [avoidClasses(clForest, 1, clPlayer, 12, clMetal, 1, clRock, 1), stayClasses(clHill, 3)],
|
---|
484 | num
|
---|
485 | );
|
---|
486 | }
|
---|
487 | ExportMap();
|
---|