1 | RMS.LoadLibrary("rmgen");
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2 |
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3 | // terrain textures
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4 | const tOceanDepths = "tropic_ocean_depths";
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5 | const tOceanRockDeep = "medit_sea_coral_deep";
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6 | const tOceanRockShallow = "medit_rocks_wet";
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7 | const tOceanCoral = "tropic_ocean_coral";
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8 | const tBeachWet = "tropic_beach_wet";
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9 | const tBeachDry = "tropic_beach_dry";
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10 | const tBeachGrass = "medit_rocks_grass";
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11 | const tBeach = ["medit_rocks_grass","tropic_beach_dry_plants", "tropic_dirt_a_plants"]
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12 | const tBeachBlend = ["tropic_grass_c", "tropic_dirt_b_plants"];
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13 | const tBeachCliff = "tropics_cliff_a";
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14 | const tCity = "tropic_citytile_a";
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15 | const tGrass = ["tropic_grass_c", "tropic_grass_plants", "tropic_dirt_b_plants"];
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16 | const tGrassLush = ["tropic_plants", "tropic_plants_b"];
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17 | const tGrassPlants = "tropic_grass_plants";
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18 | const tCliffShrubs = ["tropic_cliff_a_plants", "tropic_cliff_grass","tropic_cliff_b"]
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19 | const tDirt = "tropic_dirt_a";
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20 | const tDirtGrass = "tropic_dirt_b_plants";
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21 | const tDirtCliff = "tropic_cliff_a";
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22 | const tGrassCliff = "tropic_cliff_grass";
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23 | const tCliff = ["tropic_cliff_a", "tropic_cliff_a_plants", "tropic_cliff_grass"];
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24 | const tForestFloor = "tropic_forestfloor_a";
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25 |
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26 | // gaia entities
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27 | const oTree1 = "gaia/flora_tree_palm_tropic";
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28 | const oBerryBush = "gaia/flora_bush_berry";
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29 | const oTree2 = "gaia/flora_tree_palm_tropical";
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30 | const oTree3 = "gaia/flora_tree_toona";
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31 | const oChicken = "gaia/fauna_chicken";
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32 | const oDeer = "gaia/fauna_deer";
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33 | const oBoar = "gaia/fauna_boar";
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34 | const oFish = "gaia/fauna_fish";
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35 | const oWhale = "gaia/fauna_whale_humpback";
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36 | const oStoneLarge = "gaia/geology_stonemine_tropic_quarry";
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37 | const oStoneSmall = "gaia/geology_stone_tropic_a";
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38 | const oMetalLarge = "gaia/geology_metal_tropic_slabs";
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39 |
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40 | // decorative props
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41 | const aBush1 = "actor|props/flora/bush_tropic_a.xml";
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42 | const aBush2 = "actor|props/flora/bush_tropic_b.xml";
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43 | const aFerns = "actor|props/flora/bush_ferns.xml";
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44 | const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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45 | const aGrassDry = "actor|props/flora/grass_soft_dry_large_tall.xml";
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46 | const aRockLarge = "actor|geology/stone_granite_large.xml";
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47 | const aRockMed = "actor|geology/stone_granite_med.xml";
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48 | const aRockSmall = "actor|geology/stone_granite_small.xml";
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49 |
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50 |
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51 | // terrain + entity (for painting)
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52 | const pForest1 = [tForestFloor+TERRAIN_SEPARATOR+oTree1, tGrass];
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53 | const pForest2 = [tForestFloor+TERRAIN_SEPARATOR+oTree2, tGrass];
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54 | const pForest3 = [tForestFloor+TERRAIN_SEPARATOR+oTree3, tGrass];
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55 | const pForest4 = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oTree1, tGrass, tForestFloor + TERRAIN_SEPARATOR + oTree2, tGrass, tForestFloor + TERRAIN_SEPARATOR + oTree3, tGrass];
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56 |
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57 | // initialize map
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58 |
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59 | log("Initializing map...");
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60 |
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61 | InitMap();
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62 |
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63 | const numPlayers = getNumPlayers();
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64 | const mapSize = getMapSize();
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65 |
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66 | // create tile classes
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67 |
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68 | var clCoral = createTileClass();
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69 | var clPlayer = createTileClass();
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70 | var clIsland = createTileClass();
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71 | var clCity = createTileClass();
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72 | var clDirt = createTileClass();
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73 | var clHill = createTileClass();
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74 | var clForest = createTileClass();
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75 | var clWater = createTileClass();
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76 | var clRock = createTileClass();
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77 | var clMetal = createTileClass();
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78 | var clFood = createTileClass();
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79 | var clBaseResource = createTileClass();
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80 |
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81 | // randomize player order
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82 | var playerIDs = [];
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83 | for (var i = 0; i < numPlayers; i++)
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84 | {
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85 | playerIDs.push(i+1);
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86 | }
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87 | playerIDs = sortPlayers(playerIDs);
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88 |
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89 | //array holding starting islands based on number of players
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90 | var startingPlaces=[[0],[0,3],[0,2,4],[0,1,3,4],[0,1,2,3,4],[0,1,2,3,4,5]];
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91 |
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92 | //figure out how many spoke islands
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93 | var numIslands =6;
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94 | if(numPlayers<6){
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95 | numIslands=6;
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96 | }else{
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97 | numIslands=numPlayers;
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98 | }
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99 |
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100 | //figure out coordinates of spoke islands
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101 | var islandX = new Array(numIslands);
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102 | var islandZ = new Array(numIslands);
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103 | var islandAngle = new Array(numIslands);
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104 | //holds all land areas
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105 | var areas = [];
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106 |
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107 | var startAngle = randFloat() * 2 * PI;
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108 | for (var i=0; i < numIslands; i++)
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109 | {
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110 | islandAngle[i] = startAngle + i*2*PI/numIslands;
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111 | islandX[i] = 0.5 + 0.39*cos(islandAngle[i]);
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112 | islandZ[i] = 0.5 + 0.39*sin(islandAngle[i]);
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113 | }
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114 |
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115 |
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116 | for(var i=0;i<numIslands;i++){
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117 | var radius = scaleByMapSize(15,40);
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118 | var coral=scaleByMapSize(1,5);
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119 | var wet = 3;
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120 | var dry = 1;
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121 | var gbeach = 2;
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122 | var elevation = 3;
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123 |
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124 | // get the x and z in tiles
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125 | var fx = fractionToTiles(islandX[i]);
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126 | var fz = fractionToTiles(islandZ[i]);
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127 | var ix = round(fx);
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128 | var iz = round(fz);
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129 |
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130 | var islandSize = PI*radius*radius;
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131 | var islandBottom=PI*(radius+coral)*(radius+coral);
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132 |
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133 | //create base
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134 | var placer = new ClumpPlacer(islandBottom, .7, .1, 10, ix, iz);
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135 | var terrainPainter = new LayeredPainter(
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136 | [tOceanRockDeep, tOceanCoral],
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137 | [5]
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138 | );
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139 | createArea(placer, [terrainPainter, paintClass(clCoral)],avoidClasses(clCoral,0));
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140 | }
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141 |
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142 |
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143 | //create spoke islands
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144 | //put down base resources and animals but do not populate
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145 | for (var i=0; i < numIslands; i++)
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146 | {
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147 | log("Creating base Island " + (i + 1) + "...");
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148 |
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149 | var radius = scaleByMapSize(15,40);
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150 | var coral=scaleByMapSize(2,5);
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151 | var wet = 3;
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152 | var dry = 1;
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153 | var gbeach = 2;
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154 | var elevation = 3;
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155 |
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156 | // get the x and z in tiles
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157 | var fx = fractionToTiles(islandX[i]);
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158 | var fz = fractionToTiles(islandZ[i]);
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159 | var ix = round(fx);
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160 | var iz = round(fz);
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161 |
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162 | var islandSize = PI*radius*radius;
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163 | var islandBottom=PI*(radius+coral)*(radius+coral);
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164 |
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165 | // create island
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166 | var placer = new ClumpPlacer(islandSize, .7, .1, 10, ix, iz);
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167 | var terrainPainter = new LayeredPainter(
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168 | [tOceanCoral,tBeachWet, tBeachDry, tBeach, tBeachBlend, tGrass],
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169 | [1,wet,dry,1,gbeach]
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170 | );
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171 | var elevationPainter = new SmoothElevationPainter(
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172 | ELEVATION_SET,
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173 | elevation,
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174 | 5
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175 | );
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176 | var temp = createArea(placer, [terrainPainter, paintClass(clPlayer), elevationPainter],avoidClasses(clPlayer,0));
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177 |
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178 | areas.push(temp);
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179 |
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180 | // create animals
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181 | var group;
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182 | for (var j = 0; j < 2; ++j)
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183 | {
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184 | var aAngle = randFloat(0, TWO_PI);
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185 | var aDist = 7;
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186 | var aX = round(fx + aDist * cos(aAngle));
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187 | var aZ = round(fz + aDist * sin(aAngle));
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188 | group = new SimpleGroup(
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189 | [new SimpleObject(oChicken, 5,5, 0,2)],
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190 | true, clBaseResource, aX, aZ
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191 | );
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192 | createObjectGroup(group, 0);
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193 | }
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194 |
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195 | // create berry bushes
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196 | var bbAngle = randFloat(0, TWO_PI);
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197 | var bbDist = 10;
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198 | var bbX = round(fx + bbDist * cos(bbAngle));
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199 | var bbZ = round(fz + bbDist * sin(bbAngle));
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200 | group = new SimpleGroup(
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201 | [new SimpleObject(oBerryBush, 5,5, 0,3)],
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202 | true, clBaseResource, bbX, bbZ
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203 | );
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204 | createObjectGroup(group, 0);
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205 |
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206 | // create metal mine
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207 | var mAngle = bbAngle;
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208 | while(abs(mAngle - bbAngle) < PI/3)
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209 | {
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210 | mAngle = randFloat(0, TWO_PI);
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211 | }
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212 | var mDist = 12;
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213 | var mX = round(fx + mDist * cos(mAngle));
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214 | var mZ = round(fz + mDist * sin(mAngle));
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215 | group = new SimpleGroup(
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216 | [new SimpleObject(oMetalLarge, 1,1, 0,0)],
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217 | true, clBaseResource, mX, mZ
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218 | );
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219 | createObjectGroup(group, 0);
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220 |
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221 | // create stone mines
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222 | mAngle += randFloat(PI/8, PI/4);
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223 | mX = round(fx + mDist * cos(mAngle));
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224 | mZ = round(fz + mDist * sin(mAngle));
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225 | group = new SimpleGroup(
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226 | [new SimpleObject(oStoneLarge, 1,1, 0,2)],
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227 | true, clBaseResource, mX, mZ
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228 | );
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229 | createObjectGroup(group, 0);
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230 | var hillSize = PI * radius * radius;
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231 | // create starting trees
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232 | var num = 2;
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233 | var tAngle = randFloat(-PI/3, 4*PI/3);
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234 | var tDist = randFloat(12, 13);
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235 | var tX = round(fx + tDist * cos(tAngle));
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236 | var tZ = round(fz + tDist * sin(tAngle));
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237 | group = new SimpleGroup(
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238 | [new SimpleObject(oTree1, num, num, 0,3)],
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239 | false, clBaseResource, tX, tZ
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240 | );
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241 | createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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242 | }
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243 |
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244 |
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245 | //Populate the islands with the players
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246 | log("Populating islands ...");
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247 |
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248 | //nPlayer is the player we are on i is the island we are on
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249 | var nPlayer=0;
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250 | for(var i=0;i<numIslands;i++)
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251 | {
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252 | if((numPlayers>=6)||(i==startingPlaces[numPlayers-1][nPlayer])){
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253 |
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254 | var id = playerIDs[nPlayer];
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255 |
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256 | // get the x and z in tiles
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257 | var fx = fractionToTiles(islandX[i]);
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258 | var fz = fractionToTiles(islandZ[i]);
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259 | var ix = round(fx);
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260 | var iz = round(fz);
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261 |
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262 | //create city patch
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263 | var cityRadius = 6;
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264 | var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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265 | var painter = new LayeredPainter([tGrass, tCity], [1]);
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266 | createArea(placer, [painter,paintClass(clCity)], null);
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267 |
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268 | // create starting units
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269 | placeCivDefaultEntities(fx, fz, id, {'iberWall' : 'towers'});
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270 |
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271 | nPlayer++;
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272 | }
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273 | }
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274 |
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275 |
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276 | RMS.SetProgress(15);
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277 |
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278 |
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279 | // get the x and z in tiles
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280 |
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281 | var nCenter=floor(scaleByMapSize(1,4))
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282 | var startAngle = randFloat() * 2 * PI;
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283 | for (var i=0; i < nCenter; i++)
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284 | {
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285 | var fx=.5;
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286 | var fz=.5;
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287 | if(nCenter==1){
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288 | fx=.5;
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289 | fz=.5;
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290 | }else{
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291 | var isangle = startAngle + i*2*PI/nCenter+randFloat(-PI/8,PI/8);
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292 | var dRadius = randFloat(.1,.16);
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293 | fx = 0.5 + dRadius*cos(isangle);
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294 | fz = 0.5 + dRadius*sin(isangle);
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295 | }
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296 | var ix = round(fractionToTiles(fx));
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297 | var iz = round(fractionToTiles(fz));
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298 |
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299 | var radius = scaleByMapSize(15,30);
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300 | var coral= 2;
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301 | var wet = 3;
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302 | var dry = 1;
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303 | var gbeach = 2;
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304 | var elevation = 3;
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305 |
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306 | var islandSize = PI*radius*radius;
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307 | var islandBottom=PI*(radius+coral)*(radius+coral);
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308 |
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309 | //create base
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310 | var placer = new ClumpPlacer(islandBottom, .7, .1, 10, ix, iz);
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311 | var terrainPainter = new LayeredPainter(
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312 | [tOceanRockDeep, tOceanCoral],
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313 | [5]
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314 | );
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315 | createArea(placer, [terrainPainter, paintClass(clCoral)],avoidClasses(clCoral,0,clPlayer,0));
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316 |
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317 | // create island
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318 | var placer = new ClumpPlacer(islandSize, .7, .1, 10, ix, iz);
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319 | var terrainPainter = new LayeredPainter(
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320 | [tOceanCoral,tBeachWet, tBeachDry, tBeach, tBeachBlend, tGrass],
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321 | [1,wet,dry,1,gbeach]
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322 | );
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323 | var elevationPainter = new SmoothElevationPainter(
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324 | ELEVATION_SET,
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325 | elevation,
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326 | 5
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327 | );
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328 | var temp = createArea(placer, [terrainPainter, paintClass(clIsland), elevationPainter],avoidClasses(clPlayer,0));
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329 |
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330 | areas.push(temp);
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331 | }
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332 | RMS.SetProgress(30);
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333 |
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334 | // create bumps
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335 | log("Creating bumps...");
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336 | placer = new ClumpPlacer(scaleByMapSize(20, 60), 0.3, 0.06, 1);
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337 | painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 3);
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338 | createAreasInAreas(
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339 | placer,
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340 | painter,
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341 | avoidClasses(clCity, 0),
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342 | scaleByMapSize(25, 75),15,
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343 | areas
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344 | );
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345 |
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346 |
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347 | RMS.SetProgress(40);
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348 | //find all water
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349 | for (var ix = 0; ix < mapSize; ix++)
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350 | {
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351 | for (var iz = 0; iz < mapSize; iz++)
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352 | {
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353 | if(getHeight(ix,iz)<0){
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354 | addToClass(ix,iz,clWater);
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355 | }
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356 | }
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357 | }
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358 |
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359 | // create forests
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360 | log("Creating forests...");
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361 | var types = [
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362 | [[tForestFloor, tGrass, pForest1], [tForestFloor, pForest1]],
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363 | [[tForestFloor, tGrass, pForest2], [tForestFloor, pForest2]],
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364 | [[tForestFloor, tGrass, pForest3], [tForestFloor, pForest3]],
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365 | [[tForestFloor, tGrass, pForest4], [tForestFloor, pForest4]]
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366 | ]; // some variation
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367 | var size = 5; //size
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368 | var num = scaleByMapSize(10, 64); //number
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369 | for (var i = 0; i < types.length; ++i)
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370 | {
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371 | placer = new ClumpPlacer(6+randInt(12), 0.1, 0.1, 1);
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372 | painter = new LayeredPainter(
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373 | types[i], // terrains
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374 | [2] // widths
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375 | );
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376 | createAreasInAreas(
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377 | placer,
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378 | [painter, paintClass(clForest)],
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379 | avoidClasses(clCity, 1, clWater, 3, clForest, 3, clHill, 1),
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380 | num, 20, areas
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381 | );
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382 | }
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383 |
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384 | RMS.SetProgress(60);
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385 |
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386 | log("Creating stone mines...");
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387 | // create large stone quarries
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388 | group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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389 | createObjectGroupsByAreas(group, 0,
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390 | [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clRock, 1)],
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391 | scaleByMapSize(4,16), 200, areas
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392 | );
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393 |
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394 | // create small stone quarries
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395 | group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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396 | createObjectGroupsByAreas(group, 0,
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397 | [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clRock, 2)],
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398 | scaleByMapSize(4,16), 200, areas
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399 | );
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400 | RMS.SetProgress(70);
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401 |
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402 | log("Creating metal mines...");
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403 | // create large metal quarries
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404 | group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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405 | createObjectGroupsByAreas(group, 0,
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406 | [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 2, clRock, 1)],
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407 | scaleByMapSize(4,16), 200, areas
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408 | );
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409 |
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410 | RMS.SetProgress(80);
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411 |
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412 |
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413 |
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414 | //create shrub patches
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415 | log("Creating shrub patches...");
|
---|
416 | var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
|
---|
417 | for (var i = 0; i < sizes.length; i++)
|
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418 | {
|
---|
419 | placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
---|
420 | painter = new LayeredPainter([tBeachBlend,tGrassPlants],[1]);
|
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421 | createAreasInAreas(
|
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422 | placer,
|
---|
423 | [painter, paintClass(clDirt)],
|
---|
424 | avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0),
|
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425 | scaleByMapSize(4, 16), 20, areas
|
---|
426 | );
|
---|
427 | }
|
---|
428 |
|
---|
429 | //create grass patches
|
---|
430 | log("Creating grass patches...");
|
---|
431 | var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)];
|
---|
432 | for (var i = 0; i < sizes.length; i++)
|
---|
433 | {
|
---|
434 | placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
---|
435 | painter = new LayeredPainter([tGrassLush],[]);
|
---|
436 | createAreasInAreas(
|
---|
437 | placer,
|
---|
438 | [painter, paintClass(clDirt)],
|
---|
439 | avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0),
|
---|
440 | scaleByMapSize(4, 16), 20, areas
|
---|
441 | );
|
---|
442 | }
|
---|
443 |
|
---|
444 | RMS.SetProgress(90);
|
---|
445 |
|
---|
446 | log("Creating straggler trees...");
|
---|
447 | // create straggler trees
|
---|
448 | var trees = [oTree1, oTree2];
|
---|
449 | for (var t in trees)
|
---|
450 | {
|
---|
451 | group = new SimpleGroup([new SimpleObject(trees[t], 1,1, 0,1)], true, clForest);
|
---|
452 | createObjectGroupsByAreas(group, 0,
|
---|
453 | avoidClasses(clWater, 2, clForest, 2, clCity, 3, clBaseResource, 1, clRock, 1, clMetal, 1, clPlayer, 1, clHill, 1),
|
---|
454 | scaleByMapSize(2, 38), 50, areas
|
---|
455 | );
|
---|
456 | }
|
---|
457 |
|
---|
458 |
|
---|
459 |
|
---|
460 | log("Creating rocks...");
|
---|
461 | // create rocks
|
---|
462 | group = new SimpleGroup(
|
---|
463 | [new SimpleObject(aRockSmall, 0,3, 0,2), new SimpleObject(aRockMed, 0,2, 0,2),
|
---|
464 | new SimpleObject(aRockLarge, 0,1, 0,2)]
|
---|
465 | );
|
---|
466 | createObjectGroups(group, 0,
|
---|
467 | avoidClasses(clWater, 0, clCity, 0),
|
---|
468 | scaleByMapSize(30, 180), 50
|
---|
469 | );
|
---|
470 |
|
---|
471 | // create deer
|
---|
472 | log("Creating deer...");
|
---|
473 | group = new SimpleGroup(
|
---|
474 | [new SimpleObject(oDeer, 5,7, 0,4)],
|
---|
475 | true, clFood
|
---|
476 | );
|
---|
477 | createObjectGroups(group, 0,
|
---|
478 | avoidClasses(clWater, 5, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8),
|
---|
479 | 3 * numPlayers, 50
|
---|
480 | );
|
---|
481 |
|
---|
482 | RMS.SetProgress(95);
|
---|
483 |
|
---|
484 | log("Creating berry bushes...");
|
---|
485 | // create berry bushes
|
---|
486 | group = new SimpleGroup([new SimpleObject(oBerryBush, 5,7, 0,3)], true, clFood);
|
---|
487 | createObjectGroups(group, 0,
|
---|
488 | avoidClasses(clWater, 2, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8),
|
---|
489 | 1.5 * numPlayers, 100
|
---|
490 | );
|
---|
491 |
|
---|
492 | log("Creating Fish...");
|
---|
493 | // create Fish
|
---|
494 | group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,3)], true, clFood);
|
---|
495 | createObjectGroups(group, 0,
|
---|
496 | [stayClasses(clWater,1),avoidClasses(clFood, 8)],
|
---|
497 | scaleByMapSize(40,200), 100
|
---|
498 | );
|
---|
499 |
|
---|
500 | log("Creating Whales...");
|
---|
501 | // create Whales
|
---|
502 | group = new SimpleGroup([new SimpleObject(oWhale, 1,1, 0,3)], true, clFood);
|
---|
503 | createObjectGroups(group, 0,
|
---|
504 | [stayClasses(clWater,1),avoidClasses(clFood, 8, clPlayer,4,clIsland,4)],
|
---|
505 | scaleByMapSize(10,40), 100
|
---|
506 | );
|
---|
507 |
|
---|
508 | // Adjust environment
|
---|
509 | setSkySet("sunny");
|
---|
510 | setWaterColor(0.2,0.294,0.49);
|
---|
511 | setWaterTint(0.208, 0.659, 0.925);
|
---|
512 | setWaterMurkiness(0.72);
|
---|
513 | setWaterWaviness(3.0);
|
---|
514 | setWaterType("ocean");
|
---|
515 |
|
---|
516 | // Export map data
|
---|
517 | ExportMap();
|
---|