1 | RMS.LoadLibrary("rmgen");
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2 | RMS.LoadLibrary("rmgen2");
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3 |
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4 | {
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5 | setFogThickness(0.76);
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6 | setFogFactor(0.7);
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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_snow_a"];
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14 | var tCliff = ["polar_cliff_a", "polar_cliff_b", "polar_cliff_snow"];
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15 | var tSecondary = "polar_snow_glacial";
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16 | var tHalfSnow = ["ice_01", "ice_dirt"];
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17 | var tSnowLimited = ["polar_snow_b", "polar_ice"];
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18 | var tDirt = "ice_dirt";
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19 | var tRoad = "polar_ice_b";
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20 | var tRoadWild = "polar_ice_cracked";
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21 | var tShore = "polar_ice_snow";
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22 | var tWater = "polar_ice_c";
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23 |
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24 | // gaia entities
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25 | var oBush = "gaia/flora_bush_badlands";
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26 | var oBerryBush = "gaia/flora_bush_berry";
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27 | var oChicken = "gaia/fauna_chicken";
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28 | var oWolf = "gaia/fauna_wolf_snow";
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29 | var oWalrus = "gaia/fauna_walrus";
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30 | var oWhaleFin = "gaia/fauna_whale_fin";
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31 | var oWhaleHumpback = "gaia/fauna_whale_humpback";
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32 | var oFish = "gaia/fauna_fish";
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33 | var oStoneLarge = "gaia/geology_stonemine_alpine_quarry";
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34 | var oStoneSmall = "gaia/geology_stone_alpine_a";
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35 | var oMetalLarge = "gaia/geology_metal_alpine_slabs";
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36 |
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37 | // decorative props
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38 | var aRockLarge = "actor|geology/stone_granite_med.xml";
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39 | var aRockMedium = "actor|geology/stone_granite_med.xml";
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40 | var aIceberg = "actor|props/special/eyecandy/iceberg.xml";
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41 | }
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42 |
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43 | // initialize map
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44 | log("Initializing map...");
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45 |
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46 | InitMap();
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47 |
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48 | const numPlayers = getNumPlayers();
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49 | const mapSize = getMapSize();
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50 | const mapArea = mapSize*mapSize;
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51 |
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52 | // create tile classes
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53 | var clPlayer = createTileClass();
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54 | var clWater = createTileClass();
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55 | var clDirt = createTileClass();
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56 | var clRock = createTileClass();
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57 | var clMetal = createTileClass();
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58 | var clFood = createTileClass();
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59 | var clBaseResource = createTileClass();
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60 | var clSettlement = createTileClass();
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61 | var clForest = createTileClass();
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62 |
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63 | //cover the ground with the primary terrain chosen in the beginning
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64 | for (var ix = 0; ix < mapSize; ix++)
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65 | {
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66 | for (var iz = 0; iz < mapSize; iz++)
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67 | {
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68 | var x = ix / (mapSize + 1.0);
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69 | var z = iz / (mapSize + 1.0);
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70 | placeTerrain(ix, iz, tPrimary);
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71 | }
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72 | }
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73 |
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74 | // randomize player order
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75 | var playerIDs = [];
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76 | for (var i = 0; i < numPlayers; i++)
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77 | {
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78 | playerIDs.push(i+1);
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79 | }
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80 | playerIDs = sortPlayers(playerIDs);
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81 |
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82 | // place players
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83 | var playerX = new Array(numPlayers);
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84 | var playerZ = new Array(numPlayers);
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85 | var playerAngle = new Array(numPlayers);
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86 |
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87 | var startAngle = randFloat(0, TWO_PI);
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88 | for (var i = 0; i < numPlayers; i++)
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89 | {
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90 | playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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91 | playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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92 | playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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93 | }
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94 |
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95 | RMS.SetProgress(20);
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96 |
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97 | for (var i = 0; i < numPlayers; i++)
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98 | {
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99 | var id = playerIDs[i];
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100 | log("Creating base for player " + id + "...");
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101 |
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102 | // some constants
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103 | var radius = scaleByMapSize(15,25);
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104 | var cliffRadius = 2;
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105 | var elevation = 20;
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106 |
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107 | // get the x and z in tiles
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108 | var fx = fractionToTiles(playerX[i]);
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109 | var fz = fractionToTiles(playerZ[i]);
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110 | var ix = round(fx);
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111 | var iz = round(fz);
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112 | addToClass(ix, iz, clPlayer);
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113 | addToClass(ix+5, iz, clPlayer);
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114 | addToClass(ix, iz+5, clPlayer);
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115 | addToClass(ix-5, iz, clPlayer);
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116 | addToClass(ix, iz-5, clPlayer);
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117 |
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118 | // create the city patch
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119 | var cityRadius = radius/3;
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120 | var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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121 | var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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122 | createArea(placer, painter, null);
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123 |
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124 | // create starting units
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125 | placeCivDefaultEntities(fx, fz, id);
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126 |
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127 | // create animals
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128 | for (var j = 0; j < 2; ++j)
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129 | {
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130 | var aAngle = randFloat(0, TWO_PI);
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131 | var aDist = 7;
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132 | var aX = round(fx + aDist * cos(aAngle));
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133 | var aZ = round(fz + aDist * sin(aAngle));
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134 | var group = new SimpleGroup(
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135 | [new SimpleObject(oChicken, 5,5, 0,2)],
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136 | true, clBaseResource, aX, aZ
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137 | );
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138 | createObjectGroup(group, 0);
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139 | }
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140 |
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141 | // create berry bushes
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142 | var bbAngle = randFloat(0, TWO_PI);
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143 | var bbDist = 12;
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144 | var bbX = round(fx + bbDist * cos(bbAngle));
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145 | var bbZ = round(fz + bbDist * sin(bbAngle));
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146 | group = new SimpleGroup(
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147 | [new SimpleObject(oBerryBush, 5,5, 0,3)],
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148 | true, clBaseResource, bbX, bbZ
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149 | );
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150 | createObjectGroup(group, 0);
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151 |
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152 | // create metal mine
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153 | var mAngle = bbAngle;
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154 | while(abs(mAngle - bbAngle) < PI/3)
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155 | {
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156 | mAngle = randFloat(0, TWO_PI);
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157 | }
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158 | var mDist = 12;
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159 | var mX = round(fx + mDist * cos(mAngle));
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160 | var mZ = round(fz + mDist * sin(mAngle));
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161 | group = new SimpleGroup(
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162 | [new SimpleObject(oMetalLarge, 1,1, 0,0)],
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163 | true, clBaseResource, mX, mZ
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164 | );
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165 | createObjectGroup(group, 0);
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166 |
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167 | // create stone mines
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168 | mAngle += randFloat(PI/8, PI/4);
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169 | mX = round(fx + mDist * cos(mAngle));
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170 | mZ = round(fz + mDist * sin(mAngle));
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171 | group = new SimpleGroup(
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172 | [new SimpleObject(oStoneLarge, 1,1, 0,2)],
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173 | true, clBaseResource, mX, mZ
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174 | );
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175 | createObjectGroup(group, 0);
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176 |
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177 | // create wood
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178 | var bbAngle = randFloat(0, TWO_PI);
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179 | var bbDist = 13;
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180 | var bbX = round(fx + bbDist * cos(bbAngle));
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181 | var bbZ = round(fz + bbDist * sin(bbAngle));
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182 | group = new SimpleGroup(
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183 | [new SimpleObject("gaia/special_treasure_wood", 14,14, 0,3)],
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184 | true, clBaseResource, bbX, bbZ
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185 | );
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186 | createObjectGroup(group, 0);
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187 | };
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188 |
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189 | RMS.SetProgress(30);
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190 |
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191 | var lakeAreas = [];
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192 | var playerConstraint = new AvoidTileClassConstraint(clPlayer, 20);
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193 | var waterConstraint = new AvoidTileClassConstraint(clWater, 8);
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194 |
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195 | for (var x = 0; x < mapSize; ++x)
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196 | for (var z = 0; z < mapSize; ++z)
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197 | if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z))
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198 | lakeAreas.push([x, z]);
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199 |
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200 | var chosenPoint;
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201 | var lakeAreaLen;
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202 |
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203 | //create the lake
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204 | var fx = fractionToTiles(0.5);
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205 | var fz = fractionToTiles(0.5);
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206 | ix = round(fx);
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207 | iz = round(fz);
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208 |
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209 | const lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
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210 |
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211 | var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]);
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212 | var terrainPainter = new LayeredPainter(
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213 | [tShore, tWater, tWater, tWater], // terrains
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214 | [1, 4, 2] // widths
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215 | );
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216 | var elevationPainter = new SmoothElevationPainter(
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217 | ELEVATION_SET, // type
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218 | -4, // elevation
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219 | 4 // blend radius
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220 | );
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221 | createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 20));
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222 |
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223 | paintTerrainBasedOnHeight(3, floor(scaleByMapSize(20, 40)), 0, tCliff);
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224 | paintTerrainBasedOnHeight(floor(scaleByMapSize(20, 40)), 100, 3, tSnowLimited);
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225 |
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226 | // create bumps
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227 | createBumps(avoidClasses(clWater, 2, clPlayer, 20));
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228 |
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229 | RMS.SetProgress(60);
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230 |
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231 | // create dirt patches
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232 | log("Creating dirt patches...");
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233 | createLayeredPatches(
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234 | [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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235 | [[tDirt,tHalfSnow], [tHalfSnow,tSnowLimited]],
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236 | [2],
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237 | avoidClasses(clWater, 3, clDirt, 5, clPlayer, 12)
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238 | );
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239 |
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240 | // create shrubs
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241 | log("Creating shrubs...");
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242 | createPatches(
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243 | [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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244 | tSecondary,
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245 | avoidClasses(clWater, 3, clDirt, 5, clPlayer, 12)
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246 | );
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247 |
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248 | RMS.SetProgress(65);
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249 |
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250 | log("Creating stone mines...");
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251 | // create stone quarries
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252 | createMines(
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253 | [
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254 | [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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255 | [new SimpleObject(oStoneSmall, 2,5, 1,3)]
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256 | ],
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257 | avoidClasses(clWater, 3, clPlayer, 20, clRock, 18)
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258 | )
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259 |
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260 | log("Creating metal mines...");
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261 | // create large metal quarries
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262 | createMines(
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263 | [
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264 | [new SimpleObject(oMetalLarge, 1,1, 0,4)]
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265 | ],
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266 | avoidClasses(clWater, 3, clPlayer, 20, clMetal, 18, clRock, 5),
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267 | clMetal
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268 | )
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269 |
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270 | RMS.SetProgress(70);
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271 |
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272 | // create land decoration
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273 | createDecoration
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274 | (
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275 | [[new SimpleObject(aRockMedium, 1,3, 0,1)],
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276 | [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)]
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277 | ],
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278 | [
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279 | scaleByMapSize(16, 262),
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280 | scaleByMapSize(8, 131),
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281 | ],
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282 | avoidClasses(clWater, 0, clPlayer, 0)
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283 | );
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284 |
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285 | // create water decoration
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286 | createDecoration
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287 | (
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288 | [[new SimpleObject(aIceberg, 3,5, 0,3)]
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289 | ],
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290 | [
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291 | scaleByMapSize(8, 131)
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292 | ],
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293 | stayClasses(clWater, 6)
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294 | );
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295 |
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296 |
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297 | RMS.SetProgress(75);
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298 |
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299 | // create land animals
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300 | createFood
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301 | (
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302 | [
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303 | [new SimpleObject(oWolf, 4,6, 0,4)],
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304 | [new SimpleObject(oWalrus, 2,3, 0,2)]
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305 | ],
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306 | [
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307 | 3 * numPlayers,
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308 | 3 * numPlayers
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309 | ],
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310 | avoidClasses(clFood, 16)
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311 | );
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312 |
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313 | // create water animals
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314 | createFood
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315 | (
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316 | [
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317 | [new SimpleObject(oWhaleFin, 1,2, 0,2)],
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318 | [new SimpleObject(oWhaleHumpback, 1,2, 0,2)]
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319 | ],
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320 | [
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321 | 3 * numPlayers,
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322 | 3 * numPlayers
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323 | ],
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324 | [avoidClasses(clFood, 20), stayClasses(clWater, 6)]
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325 | );
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326 |
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327 | // create fish
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328 | createFood
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329 | (
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330 | [
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331 | [new SimpleObject(oFish, 2,3, 0,2)]
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332 | ],
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333 | [
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334 | 15 * numPlayers
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335 | ],
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336 | [avoidClasses(clFood, 12), stayClasses(clWater, 6)]
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337 | );
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338 |
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339 | RMS.SetProgress(85);
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340 |
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341 | // create straggler trees
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342 | var types = [oBush];
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343 | createStragglerTrees(types, avoidClasses(clWater, 5, clPlayer, 12, clMetal, 1, clRock, 1));
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344 |
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345 | var random_var = randInt(1,5)
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346 |
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347 | if (random_var==1)
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348 | setSkySet("cirrus");
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349 | else if (random_var ==2)
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350 | setSkySet("cumulus");
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351 | else if (random_var ==3)
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352 | setSkySet("sunny");
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353 | else if (random_var ==4)
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354 | setSkySet("overcast");
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355 | else if (random_var ==3)
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356 | setSkySet("rain");
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357 |
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358 |
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359 | setSunRotation(randFloat(0, TWO_PI));
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360 | setSunElevation(randFloat(PI/ 4, PI / 2));
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361 | setWaterColor(0.0, 0.047, 0.286); // dark majestic blue
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362 | setWaterTint(0.462, 0.756, 0.866); // light blue
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363 | setWaterMurkiness(0.92);
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364 | setWaterWaviness(1.0);
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365 | setWaterType("clap");
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366 |
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367 | // Export map data
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368 | ExportMap();
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