Index: ps/trunk/binaries/data/mods/public/maps/random/aegean_sea.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/aegean_sea.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/aegean_sea.js (revision 11152) @@ -1,586 +1,525 @@ RMS.LoadLibrary("rmgen"); //TILE_CENTERED_HEIGHT_MAP = true; -function rndRiver(f, seed) -{ - var rndRq = seed; - var rndRw = rndRq; - var rndRe = 0; - var rndRr = f-floor(f); - var rndRa = 0; - for (var rndRx=0; rndRx<=floor(f); rndRx++) - { - rndRw = 10*(rndRw-floor(rndRw)); - } - if (rndRx%2==0) - { - var rndRs = -1; - } - else - { - var rndRs = 1; - } - rndRe = (floor(rndRw))%5; - if (rndRe==0) - { - rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5); - } - else if (rndRe==1) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7); - } - else if (rndRe==2) - { - rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8); - } - else if (rndRe==3) - { - rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8); - } - else if (rndRe==4) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7); - } - return rndRa; -} const tCity = "medit_city_pavement"; const tCityPlaza = "medit_city_pavement"; const tHill = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"]; const tMainDirt = "medit_dirt"; const tCliff = "medit_cliff_aegean"; const tForestFloor = "medit_grass_shrubs"; const tGrass = "medit_grass_field"; const tGrassSand50 = "medit_grass_field_a"; const tGrassSand25 = "medit_grass_field_b"; const tDirt = "medit_dirt_b"; const tDirtCracks = "medit_dirt_c"; const tShore = "medit_sand"; const tWater = "medit_sand_wet"; // gaia entities const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; const oGoat = "gaia/fauna_goat"; const oStoneLarge = "gaia/geology_stonemine_medit_quarry"; const oStoneSmall = "gaia/geology_stone_mediterranean"; const oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; const oDatePalm = "gaia/flora_tree_cretan_date_palm_short"; const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall"; const oCarob = "gaia/flora_tree_carob"; const oFanPalm = "gaia/flora_tree_medit_fan_palm"; const oPoplar = "gaia/flora_tree_poplar_lombardy"; const oCypress = "gaia/flora_tree_cypress"; // decorative props const aBush1 = "actor|props/flora/bush_medit_sm.xml"; const aBush2 = "actor|props/flora/bush_medit_me.xml"; const aBush3 = "actor|props/flora/bush_medit_la.xml"; const aBush4 = "actor|props/flora/bush_medit_me.xml"; const aBushes = [aBush1, aBush2, aBush3, aBush4]; const aDecorativeRock = "actor|geology/stone_granite_med.xml"; // terrain + entity (for painting) var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; const BUILDING_ANGlE = 0.75*PI; log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clGrass = createTileClass(); var clHill = createTileClass(); var clIsland = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var playerPos = new Array(numPlayers); var iop = 0; for (var i = 0; i < numPlayers; i++) { iop = i - 1; if (!(numPlayers%2)){ playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1); } else { if (iop%2) { playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1); } else { playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1); } } playerZ[i] = playerPos[i]; playerX[i] = 0.2 + 0.6*(i%2); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = floor(fx); var iz = floor(fz); addToClass(ix, iz, clPlayer); // create the city patch var cityRadius = radius/3; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tCityPlaza, tCity], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oSDatePalm, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(30); const WATER_WIDTH = 0.35; log("Creating sea"); var theta = randFloat(0, 1); var theta2 = randFloat(0, 1); var seed = randFloat(2,3); var seed2 = randFloat(2,3); for (ix = 0; ix < mapSize; ix++) { for (iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); // add the rough shape of the water var km = 20/scaleByMapSize(35, 160); var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed); var cu2 = km*rndRiver(theta2+z*0.5*(mapSize/64),seed2); var fadeDist = 0.05; if ((x > cu + 0.5 - WATER_WIDTH/2) && (x < cu + 0.5 + WATER_WIDTH/2)) { var h; if (x < (cu + 0.5 + fadeDist - WATER_WIDTH/2)) { h = 1 - 4.0 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - x)/fadeDist); } else if (x > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2)) { h = 1 - 4.0 * (1 - (x - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist); } else { h = -3.0; } if (h < -1.5) { placeTerrain(ix, iz, tWater); } else { placeTerrain(ix, iz, tShore); } setHeight(ix, iz, h); if (h < 0){ addToClass(ix, iz, clWater); } } } } RMS.SetProgress(40); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clWater, 2, clPlayer, 6), scaleByMapSize(100, 200) ); // calculate desired number of trees for map (based on size) const MIN_TREES = 500; const MAX_TREES = 2500; const P_FOREST = 0.5; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var num = scaleByMapSize(10,30); placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5); painter = new TerrainPainter([tForestFloor, pForest]); createAreas(placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 8, clForest, 10, clWater, 1), num, 50 ); RMS.SetProgress(50); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 16, clForest, 1, clHill, 15, clWater, 3), scaleByMapSize(1, 4) * numPlayers ); // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clGrass, 5, clPlayer, 10, clWater, 1, clDirt, 5, clHill, 1), scaleByMapSize(15, 45) ); } RMS.SetProgress(55); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tDirt,tDirtCracks],[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clDirt, 5, clPlayer, 10, clWater, 1, clGrass, 5, clHill, 1), scaleByMapSize(15, 45) ); } RMS.SetProgress(60); // create islands log("Creating islands..."); placer = new ClumpPlacer(scaleByMapSize(40, 240), 0.2, 0.1, 1); var terrainPainter = new LayeredPainter( [tShore, tHill], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 6, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clIsland)], [avoidClasses(clPlayer, 8, clForest, 1, clIsland, 15), stayClasses (clWater, 4)], scaleByMapSize(1, 4) * numPlayers ); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, stayClasses(clIsland, 4), scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, stayClasses(clIsland, 4), scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, stayClasses(clIsland, 4), scaleByMapSize(4,16), 100 ); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1), scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clHill, 1), scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clHill, 1), scaleByMapSize(4,16), 100 ); RMS.SetProgress(65); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aDecorativeRock, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clHill, 1), scaleByMapSize(16, 262), 50 ); // create shrubs log("Creating shrubs..."); group = new SimpleGroup( [new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 1, clPlayer, 0, clHill, 1), scaleByMapSize(40, 360), 50 ); RMS.SetProgress(70); // create fish log("Creating fish..."); group = new SimpleGroup([new SimpleObject(oFish, 1,3, 2,6)], true, clFood); createObjectGroups(group, 0, [avoidClasses(clIsland, 2, clFood, 10), stayClasses(clWater, 5)], 3*scaleByMapSize(5,20), 50 ); // create sheeps log("Creating sheeps..."); group = new SimpleGroup([new SimpleObject(oSheep, 5,7, 0,4)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1), scaleByMapSize(5,20), 50 ); // create goats log("Creating goats..."); group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1), scaleByMapSize(5,20), 50 ); // create deers log("Creating deers..."); group = new SimpleGroup([new SimpleObject(oDeer, 2,4, 0,2)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clHill, 1), scaleByMapSize(5,20), 50 ); RMS.SetProgress(90); // create straggler trees log("Creating straggler trees..."); var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true); createObjectGroups(group, 0, avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clHill, 1), num ); } log("Creating straggler trees..."); var types = [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress]; // some variation var num = 10*floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true); createObjectGroups(group, 0, stayClasses(clIsland, 4), num ); } // Set environment setSkySet("sunny"); setSunColour(0.917, 0.828, 0.734); setWaterColour(0.292, 0.347, 0.691); // Export map data ExportMap(); \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/new_rms_test.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/new_rms_test.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/new_rms_test.js (revision 11152) @@ -1,85 +1,69 @@ RMS.LoadLibrary("rmgen"); const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); // create tile classes var clPlayer = createTileClass(); var clPath = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clRock = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat() * 2 * PI; for (var i=0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*2*PI/numPlayers; playerX[i] = 0.5 + 0.39*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.39*sin(playerAngle[i]); } for (var i=0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) + } + + // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/rivers.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rivers.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/rivers.js (revision 11152) @@ -1,1060 +1,695 @@ RMS.LoadLibrary("rmgen"); -//very important. DO NOT CHANGE ANYTHING. this is -//rndRiver is a fuction that creates random values useful for making the river jagged. -//it works the same as sin or cos function. the only difference is that it's period is 1 instead of 2*pi -//it needs the "seed" parameter to use it to make random curves that don't get broken. -//seed must be created using randFloat(). or else it won't work -function rndRiver(f, seed) -{ - var rndRq = sqrt(seed); - var rndRw = rndRq; - var rndRe = 0; - var rndRr = f-floor(f); - var rndRa = 0; - for (var rndRx=0; rndRx<=floor(f); rndRx++) - { - rndRw = 10*(rndRw-floor(rndRw)); - } - if (rndRx%2==0) - { - var rndRs = -1; - } - else - { - var rndRs = 1; - } - rndRe = (floor(rndRw))%5; - if (rndRe==0) - { - rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5); - } - else if (rndRe==1) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7); - } - else if (rndRe==2) - { - rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8); - } - else if (rndRe==3) - { - rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8); - } - else if (rndRe==4) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7); - } - return rndRa; -} //random terrain textures -var rt = randInt(1,7); -//temperate -if (rt == 1){ -var tGrass = ["temp_grass_long_b"]; -var tGrassPForest = "temp_forestfloor_pine"; -var tGrassDForest = "temp_plants_bog"; -var tCliff = ["temp_cliff_a", "temp_cliff_b"]; -var tGrassA = "temp_grass_d"; -var tGrassB = "temp_grass_c"; -var tGrassC = "temp_grass_clovers_2"; -var tHill = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; -var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; -var tRoad = "temp_road"; -var tRoadWild = "temp_road_overgrown"; -var tGrassPatch = "temp_grass_plants"; -var tShoreBlend = "temp_mud_plants"; -var tShore = "sand_grass_25"; -var tWater = "medit_sand_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_oak"; -var oOakLarge = "gaia/flora_tree_oak_large"; -var oApple = "gaia/flora_tree_apple"; -var oPine = "gaia/flora_tree_pine"; -var oAleppoPine = "gaia/flora_tree_aleppo_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_sheep"; -var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; -var oStoneSmall = "gaia/geology_stone_mediterranean"; -var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -var aLillies = "actor|props/flora/water_lillies.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_medit_me.xml"; -var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; - -// terrain + entity (for painting) - -} -//snowy -else if (rt == 2) -{ -setSunColour(0.550, 0.601, 0.644); // a little darker - -var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"]; -var tGrassPForest = "polar_tundra_snow"; -var tGrassDForest = "polar_tundra_snow"; -var tCliff = ["polar_cliff_a", "polar_cliff_b"]; -var tGrassA = "snow grass 2"; -var tGrassB = "polar_snow_a"; -var tGrassC = "polar_ice_snow"; -var tHill = ["polar_snow_rocks", "polar_cliff_snow"]; -var tDirt = ["polar_ice_b", "polar_ice_c"]; -var tRoad = "new_alpine_citytile"; -var tRoadWild = "polar_ice_cracked"; -var tGrassPatch = "snow grass 2"; -var tShoreBlend = "polar_ice"; -var tShore = "alpine_shore_rocks_icy"; -var tWater = "alpine_shore_rocks"; - -// gaia entities -var oOak = "gaia/flora_tree_pine_w"; -var oOakLarge = "gaia/flora_tree_pine_w"; -var oApple = "gaia/flora_tree_pine_w"; -var oPine = "gaia/flora_tree_pine_w"; -var oAleppoPine = "gaia/flora_tree_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_muskox"; -var oFish = "gaia/fauna_fish_tuna"; -var oSheep = "gaia/fauna_walrus"; -var oStoneLarge = "gaia/geology_stone_alpine_a"; -var oStoneSmall = "gaia/geology_stone_alpine_a"; -var oMetalLarge = "gaia/geology_metal_alpine"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_dry.xml"; -var aLillies = "actor|geology/stone_granite_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; - -// terrain + entity (for painting) - -} -//desert -else if (rt == 3) -{ -setSunColour(0.733, 0.746, 0.574); - -var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; -var tGrassPForest = "forestfloor_dirty"; -var tGrassDForest = "desert_forestfloor_palms"; -var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"]; -var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"]; -var tGrassB = "dirta"; -var tGrassC = "medit_dirt_dry"; -var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"]; -var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"]; -var tRoad = "desert_city_tile"; -var tRoadWild = "desert_city_tile"; -var tGrassPatch = "desert_dirt_rough"; -var tShoreBlend = "desert_shore_stones"; -var tShore = "dirta"; -var tWater = "desert_sand_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_cretan_date_palm_short"; -var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall"; -var oApple = "gaia/flora_tree_fig"; -var oPine = "gaia/flora_tree_dead"; -var oAleppoPine = "gaia/flora_tree_date_palm"; -var oBerryBush = "gaia/flora_bush_grapes"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_camel"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_gazelle"; -var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; -var oStoneSmall = "gaia/geology_stone_desert_small"; -var oMetalLarge = "gaia/geology_metal_desert_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -var aLillies = "actor|props/flora/reeds_pond_lush_b.xml"; -var aRockLarge = "actor|geology/stone_desert_med.xml"; -var aRockMedium = "actor|geology/stone_desert_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; -// terrain + entity (for painting) -} -//alpine -else if (rt == 4) -{ -var tGrass = ["alpine_dirt_grass_50"]; -var tGrassPForest = "alpine_forrestfloor"; -var tGrassDForest = "alpine_forrestfloor"; -var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"]; -var tGrassA = "alpine_grass_rocky"; -var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"]; -var tGrassC = ["alpine_snow_a", "alpine_snow_b"]; -var tHill = "alpine_cliff_snow"; -var tDirt = ["alpine_dirt", "alpine_grass_d"]; -var tRoad = "new_alpine_citytile"; -var tRoadWild = "new_alpine_citytile"; -var tGrassPatch = "new_alpine_grass_a"; -var tShoreBlend = "alpine_shore_rocks"; -var tShore = "alpine_shore_rocks_grass_50"; -var tWater = "alpine_shore_rocks"; +var rt = randomizeBiome(); -// gaia entities -var oOak = "gaia/flora_tree_pine"; -var oOakLarge = "gaia/flora_tree_pine"; -var oApple = "gaia/flora_tree_pine"; -var oPine = "gaia/flora_tree_pine"; -var oAleppoPine = "gaia/flora_tree_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_goat"; -var oFish = "gaia/fauna_fish_tuna"; -var oSheep = "gaia/fauna_deer"; -var oStoneLarge = "gaia/geology_stone_alpine_a"; -var oStoneSmall = "gaia/geology_stone_alpine_a"; -var oMetalLarge = "gaia/geology_metal_alpine"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_dry.xml"; -var aLillies = "actor|geology/stone_granite_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; - -// terrain + entity (for painting) -} -//medit -else if (rt == 5){ -var tGrass = ["medit_grass_field_a", "medit_grass_field_b"]; -var tGrassPForest = "medit_plants_dirt"; -var tGrassDForest = "medit_grass_shrubs"; -var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"]; -var tGrassA = "medit_grass_field_b"; -var tGrassB = "medit_grass_field_brown"; -var tGrassC = "medit_grass_field_dry"; -var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; -var tDirt = ["medit_dirt", "medit_dirt_b"]; -var tRoad = "medit_city_tile"; -var tRoadWild = "medit_city_tile"; -var tGrassPatch = "medit_grass_wild"; -var tShoreBlend = "medit_sand"; -var tShore = "medit_rocks"; -var tWater = "medit_rocks_wet"; +var tGrass = rBiomeT1(); +var tGrassPForest = rBiomeT2(); +var tGrassDForest = rBiomeT3(); +var tCliff = rBiomeT4(); +var tGrassA = rBiomeT5(); +var tGrassB = rBiomeT6(); +var tGrassC = rBiomeT7(); +var tHill = rBiomeT8(); +var tDirt = rBiomeT9(); +var tRoad = rBiomeT10(); +var tRoadWild = rBiomeT11(); +var tGrassPatch = rBiomeT12(); +var tShoreBlend = rBiomeT13(); +var tShore = rBiomeT14(); +var tWater = rBiomeT15(); // gaia entities -var oOak = "gaia/flora_tree_cretan_date_palm_short"; -var oOakLarge = "gaia/flora_tree_medit_fan_palm"; -var oApple = "gaia/flora_tree_apple"; -var oPine = "gaia/flora_tree_cypress"; -var oAleppoPine = "gaia/flora_tree_aleppo_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_sheep"; -var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; -var oStoneSmall = "gaia/geology_stone_mediterranean"; -var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; +var oOak = rBiomeE1(); +var oOakLarge = rBiomeE2(); +var oApple = rBiomeE3(); +var oPine = rBiomeE4(); +var oAleppoPine = rBiomeE5(); +var oBerryBush = rBiomeE6(); +var oChicken = rBiomeE7(); +var oDeer = rBiomeE8(); +var oFish = rBiomeE9(); +var oSheep = rBiomeE10(); +var oStoneLarge = rBiomeE11(); +var oStoneSmall = rBiomeE12(); +var oMetalLarge = rBiomeE13(); // decorative props -var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_b.xml"; -var aLillies = "actor|props/flora/water_lillies.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_medit_me.xml"; -var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; - -// terrain + entity (for painting) - -} -//savanah -else if (rt == 6) -{ -var tGrass = ["savanna_grass_a", "savanna_grass_b"]; -var tGrassPForest = "savanna_forestfloor_a"; -var tGrassDForest = "savanna_forestfloor_b"; -var tCliff = ["savanna_cliff_a", "savanna_cliff_b"]; -var tGrassA = "savanna_shrubs_a"; -var tGrassB = "savanna_dirt_rocks_b"; -var tGrassC = "dirt_brown_e"; -var tHill = ["savanna_grass_a", "savanna_grass_b"]; -var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"]; -var tRoad = "savanna_tile_a"; -var tRoadWild = "savanna_tile_a"; -var tGrassPatch = "savanna_grass_a"; -var tShoreBlend = "savanna_riparian"; -var tShore = "savanna_riparian_bank"; -var tWater = "savanna_riparian_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_baobab"; -var oOakLarge = "gaia/flora_tree_baobab"; -var oApple = "gaia/flora_tree_baobab"; -var oPine = "gaia/flora_tree_baobab"; -var oAleppoPine = "gaia/flora_tree_baobab"; -var oBerryBush = "gaia/flora_bush_grapes"; -var oChicken = "gaia/fauna_chicken"; -var rts = randInt(1,4); -if (rts==1){ -var oDeer = "gaia/fauna_wildebeest"; -} -else if (rts==2) -{ -var oDeer = "gaia/fauna_zebra"; -} -else if (rts==3) -{ -var oDeer = "gaia/fauna_giraffe"; -} -else if (rts==4) -{ -var oDeer = "gaia/fauna_elephant_african_bush"; -} -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_gazelle"; -var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; -var oStoneSmall = "gaia/geology_stone_savanna_small"; -var oMetalLarge = "gaia/geology_metal_savanna_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_savanna.xml"; -var aGrassShort = "actor|props/flora/grass_medit_field.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -var aLillies = "actor|props/flora/reeds_pond_lush_b.xml"; -var aRockLarge = "actor|geology/stone_savanna_med.xml"; -var aRockMedium = "actor|geology/stone_savanna_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_dry_a.xml"; -// terrain + entity (for painting) -} -//tropic -else if (rt == 7){ -var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"]; -var tGrassPForest = "tropic_plants_c"; -var tGrassDForest = "tropic_plants_c"; -var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"]; -var tGrassA = "tropic_grass_c"; -var tGrassB = "tropic_grass_plants"; -var tGrassC = "tropic_plants"; -var tHill = ["tropic_cliff_grass"]; -var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"]; -var tRoad = "tropic_citytile_a"; -var tRoadWild = "tropic_citytile_plants"; -var tGrassPatch = "tropic_plants_b"; -var tShoreBlend = "temp_mud_plants"; -var tShore = "tropic_dirt_a_plants"; -var tWater = "tropic_mud_a"; - -// gaia entities -var oOak = "gaia/flora_tree_poplar"; -var oOakLarge = "gaia/flora_tree_poplar"; -var oApple = "gaia/flora_tree_poplar"; -var oPine = "gaia/flora_tree_cretan_date_palm_short"; -var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_tiger"; -var oStoneLarge = "gaia/geology_stonemine_tropic_quarry"; -var oStoneSmall = "gaia/geology_stone_tropic_a"; -var oMetalLarge = "gaia/geology_metal_tropic_slabs"; - -// decorative props -var aGrass = "actor|props/flora/plant_tropic_a.xml"; -var aGrassShort = "actor|props/flora/plant_lg.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_b.xml"; -var aLillies = "actor|props/flora/water_lillies.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/plant_tropic_large.xml"; -var aBushSmall = "actor|props/flora/plant_tropic_large.xml"; - -// terrain + entity (for painting) - -} +var aGrass = rBiomeA1(); +var aGrassShort = rBiomeA2(); +var aReeds = rBiomeA3(); +var aLillies = rBiomeA4(); +var aRockLarge = rBiomeA5(); +var aRockMedium = rBiomeA6(); +var aBushMedium = rBiomeA7(); +var aBushSmall = rBiomeA8(); var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clShallow = createTileClass(); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); placeTerrain(ix, iz, tGrass); } } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6)))); var placer = new ClumpPlacer(mapArea * 0.01 * lSize, 0.7, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater, tWater], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oOak, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(20); //init rivers var PX = new Array(numPlayers+1); var PZ = new Array(numPlayers+1); //isRiver actually tells us if two points must be joined by river var isRiver = new Array(numPlayers+1); for (var q=0; q = Math.min(PZ[m],PZ[n]))) { //create the deep part of the river if (dis <= sbms-5){ if ((sit > shallowpoint[m])&&(sit < shallowpoint[m]+shallowlength[m])) { //create the shallow part var h = -1; addToClass(ix, iz, clShallow); } else { var h = -3; } var t = tWater; addToClass(ix, iz, clWater); } //creating the rough edges else if (dis <= sbms) { if ((sit > shallowpoint[m])&&(sit < shallowpoint[m]+shallowlength[m])) { if (2-(sbms-dis)<-1) { //checking if there is shallow water here var h = -1; addToClass(ix, iz, clShallow); } else { var h = 2-(sbms-dis); } } else { var h = 2-(sbms-dis); } //we must create shore lines for more beautiful terrain if (sbms-dis<=2) { var t = tShore; } else { var t = tWater; } addToClass(ix, iz, clWater); } //we don't want to cause problems when river joins sea if (getHeight(ix, iz)>h) { placeTerrain(ix, iz, t); setHeight(ix, iz, h); } } } } } } } RMS.SetProgress(40); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clWater, 2, clPlayer, 10), scaleByMapSize(100, 200) ); if ((rt == 7)||(rt == 5)) { // create river bumbs log("Creating river bumps..."); placer = new ClumpPlacer(scaleByMapSize(4, 6), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, stayClasses(clWater, 3), scaleByMapSize(500, 700) ); } // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tGrass, tCliff, tHill], // terrains [1, 2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 12, clHill, 15, clWater, 2), scaleByMapSize(1, 4) * numPlayers ); // calculate desired number of trees for map (based on size) if (rt == 6) { var MIN_TREES = 200; var MAX_TREES = 1250; var P_FOREST = 0.02; } else if (rt == 7) { var MIN_TREES = 1000; var MAX_TREES = 6000; var P_FOREST = 0.6; } else { var MIN_TREES = 500; var MAX_TREES = 3000; var P_FOREST = 0.7; } var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation if (rt == 6) { var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers); } else { var size = numForest / (scaleByMapSize(2,8) * numPlayers); } var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2), num ); } RMS.SetProgress(60); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tGrassPatch); createAreas( placer, painter, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45) ); } RMS.SetProgress(65); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), scaleByMapSize(4,16), 100 ); RMS.SetProgress(70); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(16, 262), 50 ); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(75); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clFood, 20), stayClasses(clWater, 6)], 25 * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oOak, oOakLarge, oPine, oApple]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1), num ); } //create small grass tufts log("Creating small grass tufts..."); var planetm = 1; if (rt==7) { planetm = 8; } group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1), planetm * scaleByMapSize(13, 200), 50 ); // create shallow flora log("Creating shallow flora..."); group = new SimpleGroup( [new SimpleObject(aLillies, 1,2, 0,2), new SimpleObject(aReeds, 2,4, 0,2)] ); createObjectGroups(group, 0, stayClasses(clShallow, 1), 60 * scaleByMapSize(13, 200), 80 ); rt = randInt(1,3) if (rt==1){ setSkySet("cirrus"); } else if (rt ==2){ setSkySet("cumulus"); } else if (rt ==3){ setSkySet("sunny"); } setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); setWaterTint(0.447, 0.412, 0.322); // muddy brown setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown setWaterMurkiness(1.0); setWaterReflectionTintStrength(0.677); // Export map data ExportMap(); \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/snowflake_searocks.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/snowflake_searocks.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/snowflake_searocks.js (revision 11152) @@ -1 +1 @@ -RMS.LoadLibrary("rmgen"); //random terrain textures var rt = randInt(1,7); //temperate if (rt == 1){ var tGrass = ["temp_grass_long_b"]; var tGrassPForest = "temp_forestfloor_pine"; var tGrassDForest = "temp_plants_bog"; var tCliff = ["temp_cliff_a", "temp_cliff_b"]; var tGrassA = "temp_grass_d"; var tGrassB = "temp_grass_c"; var tGrassC = "temp_grass_clovers_2"; var tHill = ["temp_grass_long_b", "temp_grass_d", "temp_grass_c"]; var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; var tRoad = "temp_road"; var tRoadWild = "temp_road_overgrown"; var tGrassPatch = "temp_grass_plants"; var tShoreBlend = "temp_mud_plants"; var tShore = "sand_grass_25"; var tWater = "medit_sand_wet"; // gaia entities var oOak = "gaia/flora_tree_oak"; var oOakLarge = "gaia/flora_tree_oak_large"; var oApple = "gaia/flora_tree_apple"; var oPine = "gaia/flora_tree_pine"; var oAleppoPine = "gaia/flora_tree_aleppo_pine"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_deer"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_sheep"; var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; var oStoneSmall = "gaia/geology_stone_mediterranean"; var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_large.xml"; var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; var aLillies = "actor|props/flora/pond_lillies_large.xml"; var aRockLarge = "actor|geology/stone_granite_large.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_medit_me.xml"; var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; // terrain + entity (for painting) } //snowy else if (rt == 2) { setSunColour(0.550, 0.601, 0.644); // a little darker var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"]; var tGrassPForest = "polar_tundra_snow"; var tGrassDForest = "polar_tundra_snow"; var tCliff = ["polar_cliff_a", "polar_cliff_b"]; var tGrassA = "snow grass 2"; var tGrassB = "polar_snow_a"; var tGrassC = "polar_ice_snow"; var tHill = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"]; var tDirt = ["polar_ice_b", "polar_ice_c"]; var tRoad = "new_alpine_citytile"; var tRoadWild = "polar_ice_cracked"; var tGrassPatch = "snow grass 2"; var tShoreBlend = "polar_ice"; var tShore = "snow_glacial_01"; var tWater = "polar_ice_c"; // gaia entities var oOak = "gaia/flora_tree_pine_w"; var oOakLarge = "gaia/flora_tree_pine_w"; var oApple = "gaia/flora_tree_pine_w"; var oPine = "gaia/flora_tree_pine_w"; var oAleppoPine = "gaia/flora_tree_pine"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_muskox"; var oFish = "gaia/fauna_fish_tuna"; var oSheep = "gaia/fauna_walrus"; var oStoneLarge = "gaia/geology_stone_alpine_a"; var oStoneSmall = "gaia/geology_stone_alpine_a"; var oMetalLarge = "gaia/geology_metal_alpine"; // decorative props var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; var aRockLarge = "actor|geology/stone_granite_large.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; // terrain + entity (for painting) } //desert else if (rt == 3) { setSunColour(0.733, 0.746, 0.574); var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; var tGrassPForest = "forestfloor_dirty"; var tGrassDForest = "desert_forestfloor_palms"; var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"]; var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"]; var tGrassB = "dirta"; var tGrassC = "medit_dirt_dry"; var tHill = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"]; var tRoad = "desert_city_tile"; var tRoadWild = "desert_city_tile"; var tGrassPatch = "desert_dirt_rough"; var tShoreBlend = "desert_shore_stones"; var tShore = "dirta"; var tWater = "desert_sand_wet"; // gaia entities var oOak = "gaia/flora_tree_cretan_date_palm_short"; var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall"; var oApple = "gaia/flora_tree_fig"; var oPine = "gaia/flora_tree_dead"; var oAleppoPine = "gaia/flora_tree_date_palm"; var oBerryBush = "gaia/flora_bush_grapes"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_camel"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_gazelle"; var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; var oStoneSmall = "gaia/geology_stone_desert_small"; var oMetalLarge = "gaia/geology_metal_desert_slabs"; // decorative props var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; var aRockLarge = "actor|geology/stone_desert_med.xml"; var aRockMedium = "actor|geology/stone_desert_med.xml"; var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; // terrain + entity (for painting) } //alpine else if (rt == 4) { var tGrass = ["alpine_dirt_grass_50"]; var tGrassPForest = "alpine_forrestfloor"; var tGrassDForest = "alpine_forrestfloor"; var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"]; var tGrassA = "alpine_grass_rocky"; var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"]; var tGrassC = ["alpine_snow_a", "alpine_snow_b"]; var tHill = ["alpine_dirt_grass_50", "alpine_grass_rocky"]; var tDirt = ["alpine_dirt", "alpine_grass_d"]; var tRoad = "new_alpine_citytile"; var tRoadWild = "new_alpine_citytile"; var tGrassPatch = "new_alpine_grass_a"; var tShoreBlend = "alpine_shore_rocks"; var tShore = "alpine_shore_rocks_grass_50"; var tWater = "alpine_shore_rocks"; // gaia entities var oOak = "gaia/flora_tree_pine"; var oOakLarge = "gaia/flora_tree_pine"; var oApple = "gaia/flora_tree_pine"; var oPine = "gaia/flora_tree_pine"; var oAleppoPine = "gaia/flora_tree_pine"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_goat"; var oFish = "gaia/fauna_fish_tuna"; var oSheep = "gaia/fauna_deer"; var oStoneLarge = "gaia/geology_stone_alpine_a"; var oStoneSmall = "gaia/geology_stone_alpine_a"; var oMetalLarge = "gaia/geology_metal_alpine"; // decorative props var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; var aRockLarge = "actor|geology/stone_granite_large.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; // terrain + entity (for painting) } //medit else if (rt == 5){ var tGrass = ["medit_grass_field_a", "medit_grass_field_b"]; var tGrassPForest = "medit_plants_dirt"; var tGrassDForest = "medit_grass_shrubs"; var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"]; var tGrassA = "medit_grass_field_b"; var tGrassB = "medit_grass_field_brown"; var tGrassC = "medit_grass_field_dry"; var tHill = ["medit_grass_field_a", "medit_grass_field_b"]; var tDirt = ["medit_dirt", "medit_dirt_b"]; var tRoad = "medit_city_tile"; var tRoadWild = "medit_city_tile"; var tGrassPatch = "medit_grass_wild"; var tShoreBlend = "medit_sand"; var tShore = "sand_grass_25"; var tWater = "medit_sand_wet"; // gaia entities var oOak = "gaia/flora_tree_cretan_date_palm_short"; var oOakLarge = "gaia/flora_tree_medit_fan_palm"; var oApple = "gaia/flora_tree_apple"; var oPine = "gaia/flora_tree_cypress"; var oAleppoPine = "gaia/flora_tree_aleppo_pine"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_deer"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_sheep"; var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; var oStoneSmall = "gaia/geology_stone_mediterranean"; var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_large.xml"; var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; var aLillies = "actor|props/flora/pond_lillies_large.xml"; var aRockLarge = "actor|geology/stone_granite_large.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_medit_me.xml"; var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; // terrain + entity (for painting) } //savanah else if (rt == 6) { var tGrass = ["savanna_grass_a", "savanna_grass_b"]; var tGrassPForest = "savanna_forestfloor_a"; var tGrassDForest = "savanna_forestfloor_b"; var tCliff = ["savanna_cliff_a", "savanna_cliff_b"]; var tGrassA = "savanna_shrubs_a"; var tGrassB = "savanna_dirt_rocks_b"; var tGrassC = "dirt_brown_e"; var tHill = ["savanna_grass_a", "savanna_grass_b"]; var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"]; var tRoad = "savanna_tile_a"; var tRoadWild = "savanna_tile_a"; var tGrassPatch = "savanna_grass_a"; var tShoreBlend = "savanna_riparian"; var tShore = "savanna_riparian_bank"; var tWater = "savanna_riparian_wet"; // gaia entities var oOak = "gaia/flora_tree_baobab"; var oOakLarge = "gaia/flora_tree_baobab"; var oApple = "gaia/flora_tree_baobab"; var oPine = "gaia/flora_tree_baobab"; var oAleppoPine = "gaia/flora_tree_baobab"; var oBerryBush = "gaia/flora_bush_grapes"; var oChicken = "gaia/fauna_chicken"; var rts = randInt(1,4); if (rts==1){ var oDeer = "gaia/fauna_wildebeest"; } else if (rts==2) { var oDeer = "gaia/fauna_zebra"; } else if (rts==3) { var oDeer = "gaia/fauna_giraffe"; } else if (rts==4) { var oDeer = "gaia/fauna_elephant_african_bush"; } var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_gazelle"; var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; var oStoneSmall = "gaia/geology_stone_savanna_small"; var oMetalLarge = "gaia/geology_metal_savanna_slabs"; // decorative props var aGrass = "actor|props/flora/grass_savanna.xml"; var aGrassShort = "actor|props/flora/grass_medit_field.xml"; var aRockLarge = "actor|geology/stone_savanna_med.xml"; var aRockMedium = "actor|geology/stone_savanna_med.xml"; var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; var aBushSmall = "actor|props/flora/bush_dry_a.xml"; // terrain + entity (for painting) } else if (rt == 7){ var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"]; var tGrassPForest = "tropic_plants_c"; var tGrassDForest = "tropic_plants_c"; var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"]; var tGrassA = "tropic_grass_c"; var tGrassB = "tropic_grass_plants"; var tGrassC = "tropic_plants"; var tHill = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"]; var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"]; var tRoad = "tropic_citytile_a"; var tRoadWild = "tropic_citytile_plants"; var tGrassPatch = "tropic_plants_b"; var tShoreBlend = "temp_mud_plants"; var tShore = "tropic_beach_dry"; var tWater = "tropic_beach_wet"; // gaia entities var oOak = "gaia/flora_tree_poplar"; var oOakLarge = "gaia/flora_tree_poplar"; var oApple = "gaia/flora_tree_poplar"; var oPine = "gaia/flora_tree_cretan_date_palm_short"; var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_deer"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_tiger"; var oStoneLarge = "gaia/geology_stonemine_tropic_quarry"; var oStoneSmall = "gaia/geology_stone_tropic_a"; var oMetalLarge = "gaia/geology_metal_tropic_slabs"; // decorative props var aGrass = "actor|props/flora/plant_tropic_a.xml"; var aGrassShort = "actor|props/flora/plant_lg.xml"; var aReeds = "actor|props/flora/reeds_pond_lush_b.xml"; var aLillies = "actor|props/flora/water_lillies.xml"; var aRockLarge = "actor|geology/stone_granite_large.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/plant_tropic_large.xml"; var aBushSmall = "actor|props/flora/plant_tropic_large.xml"; // terrain + entity (for painting) } var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; log(mapSize); // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = createTileClass(); //Paint the whole map for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); placeTerrain(ix, iz, tWater); } } var radius = scaleByMapSize(15,30); var cliffRadius = 2; var elevation = 20; // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } // Creating other islands var numIslands = 0; //**************************** //---------------------------- //Tiny and Small Size //---------------------------- //**************************** if ((mapSize == 128)||(mapSize == 192)){ //2 PLAYERS //----------------- //----------------- if (numPlayers == 2){ numIslands = 4*numPlayers+1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 4){ numIslands = numPlayers + 1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 4){ numIslands = 2*numPlayers; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 383){ //2,3,4,5 PLAYERS //----------------- //----------------- if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)||(numPlayers == 5)){ numIslands = 4*numPlayers+1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q = Math.min(IslandZ[m],IslandZ[n]))) { if (dis < 3){ var h = 20; if (dis < 2) { var t = tHill; } else { var t = tCliff; } addToClass(ix, iz, clLand); } else { var h = 50 - 10 * dis; var t = tCliff; addToClass(ix, iz, clLand); } if (getHeight(ix, iz) 4){ numIslands = numPlayers + 1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 4){ numIslands = 2*numPlayers; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q 383){ //2,3,4,5 PLAYERS //----------------- //----------------- if ((numPlayers == 2)||(numPlayers == 3)||(numPlayers == 4)||(numPlayers == 5)){ numIslands = 4*numPlayers+1; var IslandX = new Array(numIslands); var IslandZ = new Array(numIslands); var isConnected = new Array(numIslands); for (var q=0; q = Math.min(IslandZ[m],IslandZ[n]))) { if (dis < 3){ var h = 20; if (dis < 2) { var t = tHill; } else { var t = tCliff; } addToClass(ix, iz, clLand); } else { var h = 50 - 10 * dis; var t = tCliff; addToClass(ix, iz, clLand); } if (getHeight(ix, iz) id maps for textures this.nameToID = {}; this.IDToName = []; //string // Other arrays this.objects = []; //object this.tileClasses = []; //int this.areaID = 0; // Starting entity ID this.entityCount = 150; } Map.prototype.initTerrain = function(baseTerrain) { // Initialize base terrain var size = this.size; for (var i = 0; i < size; i++) { for (var j = 0; j < size; j++) { baseTerrain.place(i, j); } } }; // Return ID of texture (by name) Map.prototype.getTextureID = function(texture) { if (texture in (this.nameToID)) { return this.nameToID[texture]; } // Add new texture var id = this.IDToName.length; this.nameToID[texture] = id; this.IDToName[id] = texture; return id; }; // Return next free entity ID Map.prototype.getEntityID = function() { return this.entityCount++; } // Check bounds on tile map Map.prototype.validT = function(x, z) { if (g_MapSettings.CircularMap) { // Within map circle var halfSize = Math.floor(0.5*this.size); var dx = (x - halfSize); var dz = (z - halfSize); return Math.round(Math.sqrt(dx*dx + dz*dz)) < halfSize; } else { // Within map square return x >= 0 && z >= 0 && x < this.size && z < this.size; } }; -// Check bounds on height map if TILE_CENTERED_HEIGHT_MAP==false then this is (size + 1 by size + 1) otherwise (size, size) +// Check bounds on height map (size + 1 by size + 1) Map.prototype.validH = function(x, z) { - if (TILE_CENTERED_HEIGHT_MAP) - { - return x >= 0 && z >= 0 && x < this.size && z < this.size; - } - else - { - return x >= 0 && z >= 0 && x <= this.size && z <= this.size; - } + return x >= 0 && z >= 0 && x <= this.size && z <= this.size; }; // Check bounds on tile class Map.prototype.validClass = function(c) { return c >= 0 && c < this.tileClasses.length; }; Map.prototype.getTexture = function(x, z) { if (!this.validT(x, z)) { throw("getTexture: invalid tile position ("+x+", "+z+")"); } return this.IDToName[this.texture[x][z]]; }; Map.prototype.setTexture = function(x, z, texture) { if (!this.validT(x, z)) { throw("setTexture: invalid tile position ("+x+", "+z+")"); } this.texture[x][z] = this.getTextureID(texture); }; Map.prototype.getHeight = function(x, z) { if (!this.validH(x, z)) { throw("getHeight: invalid vertex position ("+x+", "+z+")"); } return this.height[x][z]; }; Map.prototype.setHeight = function(x, z, height) { if (!this.validH(x, z)) { throw("setHeight: invalid vertex position ("+x+", "+z+")"); } this.height[x][z] = height; }; Map.prototype.getTerrainObjects = function(x, z) { if (!this.validT(x, z)) { throw("getTerrainObjects: invalid tile position ("+x+", "+z+")"); } return this.terrainObjects[x][z]; }; Map.prototype.setTerrainObject = function(x, z, object) { if (!this.validT(x, z)) { throw("setTerrainObject: invalid tile position ("+x+", "+z+")"); } this.terrainObjects[x][z] = object; }; Map.prototype.placeTerrain = function(x, z, terrain) { terrain.place(x, z); }; Map.prototype.addObject = function(obj) { this.objects.push(obj); }; Map.prototype.createArea = function(placer, painter, constraint) { // Check for multiple painters if (painter instanceof Array) { var painterArray = painter; painter = new MultiPainter(painterArray); } // Check for null constraint if (constraint === undefined || constraint === null) { constraint = new NullConstraint(); } else if (constraint instanceof Array) { // Check for multiple constraints var constraintArray = constraint; constraint = new AndConstraint(constraintArray); } var points = placer.place(constraint); if (!points) return undefined; var newID = ++this.areaID; var area = new Area(points, newID); for (var i=0; i < points.length; i++) { this.area[points[i].x][points[i].z] = newID; } painter.paint(area); return area; }; Map.prototype.createObjectGroup = function(placer, player, constraint) { // Check for null constraint if (constraint === undefined || constraint === null) { constraint = new NullConstraint(); } else if (constraint instanceof Array) { // Check for multiple constraints var constraintArray = constraint; constraint = new AndConstraint(constraintArray); } return placer.place(player, constraint); }; Map.prototype.createTileClass = function() { var newID = this.tileClasses.length; this.tileClasses.push(new TileClass(this.size, newID)); return newID; }; // Get height taking into account terrain curvature Map.prototype.getExactHeight = function(x, z) { var xi = min(Math.floor(x), this.size); var zi = min(Math.floor(z), this.size); var xf = x - xi; var zf = z - zi; var h00 = this.height[xi][zi]; var h01 = this.height[xi][zi+1]; var h10 = this.height[xi+1][zi]; var h11 = this.height[xi+1][zi+1]; return ( 1 - zf ) * ( ( 1 - xf ) * h00 + xf * h10 ) + zf * ( ( 1 - xf ) * h01 + xf * h11 ) ; }; -// Converts from the tile centered height map to the corner based height map, used when TILE_CENTERED_HEIGHT_MAP = true -Map.prototype.cornerHeight = function(x, z) -{ - var count = 0; - var sumHeight = 0; - - var dirs = [[-1,-1], [-1,0], [0,-1], [0,0]]; - for each (var dir in dirs) - { - if (this.validH(x + dir[0], z + dir[1])) - { - count++; - sumHeight += this.height[x + dir[0]][z + dir[1]]; - } - } - - if (count == 0) - return 0; - - return sumHeight / count; -}; - Map.prototype.getMapData = function() { var data = {}; // Build entity array var entities = []; // Terrain objects first (trees) var size = this.size; for (var x = 0; x < size; ++x) { for (var z = 0; z < size; ++z) { if (this.terrainObjects[x][z] !== undefined) { entities.push(this.terrainObjects[x][z]); } } } // Now other entities for (var i = 0; i < this.objects.length; ++i) { entities.push(this.objects[i]); } data["entities"] = entities; log("Number of entities: "+entities.length); // Terrain data["size"] = this.size; // Convert 2D heightmap array to flat array // Flat because it's easier to handle by the engine var mapSize = size+1; var height16 = new Uint16Array(mapSize*mapSize); // uint16 for (var x = 0; x < mapSize; x++) { for (var z = 0; z < mapSize; z++) { - var intHeight; - if (TILE_CENTERED_HEIGHT_MAP) - { - intHeight = Math.floor((this.cornerHeight(x, z) + SEA_LEVEL) * HEIGHT_UNITS_PER_METRE); - } - else - { - intHeight = Math.floor((this.height[x][z] + SEA_LEVEL) * HEIGHT_UNITS_PER_METRE); - } + var intHeight = Math.floor((this.height[x][z] + SEA_LEVEL) * HEIGHT_UNITS_PER_METRE); // Prevent under/overflow in terrain data if (intHeight > 0xFFFF) { intHeight = 0xFFFF; } else if (intHeight < 0) { intHeight = 0; } height16[z*mapSize + x] = intHeight; } } data["height"] = height16; data["seaLevel"] = SEA_LEVEL; // Get array of textures used in this map var textureNames = []; for (var name in this.nameToID) { textureNames.push(name); } data["textureNames"] = textureNames; // Convert 2D tile data to flat array var tileIndex = new Uint16Array(size*size); // uint16 var tilePriority = new Uint16Array(size*size); // uint16 for (var x = 0; x < size; x++) { for (var z = 0; z < size; z++) { // TODO: For now just use the texture's index as priority, might want to do this another way tileIndex[z*size + x] = this.texture[x][z]; tilePriority[z*size + x] = this.texture[x][z]; } } data["tileData"] = {"index": tileIndex, "priority": tilePriority}; return data; }; Index: ps/trunk/binaries/data/mods/public/maps/random/rmgen/pathplacer.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmgen/pathplacer.js (nonexistent) +++ ps/trunk/binaries/data/mods/public/maps/random/rmgen/pathplacer.js (revision 11152) @@ -0,0 +1,195 @@ + +///////////////////////////////////////////////////////////////////////////////////////// +// PathPlacer +// +// Class for creating a winding path between two points +// +// x1,z1: Starting point of path +// x2,z2: Ending point of path +// width: Width of the path +// a: Waviness - how wavy the path will be (higher is wavier, 0.0 is straight line) +// b: Smoothness - how smooth the path will be (higher is smoother) +// c: Offset - max amplitude of waves along the path (0.0 is straight line) +// taper: Tapering - how much the width of the path changes from start to end +// if positive, the width will decrease by that factor, if negative the width +// will increase by that factor +// +///////////////////////////////////////////////////////////////////////////////////////// + +function PathPlacer(x1, z1, x2, z2, width, a, b, c, taper) +{ + this.x1 = x1; + this.z1 = z1; + this.x2 = x2; + this.z2 = z2; + this.width = width; + this.a = a; + this.b = b; + this.c = c; + this.taper = taper; +} + +PathPlacer.prototype.place = function(constraint) +{ + // Preliminary bounds check + if (!g_Map.validT(this.x1, this.z1) || !constraint.allows(this.x1, this.z1) || + !g_Map.validT(this.x2, this.z2) || !constraint.allows(this.x2, this.z2)) + { + return undefined; + } + + var dx = (this.x2 - this.x1); + var dz = (this.z2 - this.z1); + var dist = Math.sqrt(dx*dx + dz*dz); + dx /= dist; + dz /= dist; + + var numSteps = 1 + Math.floor(dist/4 * this.a); + var numISteps = 1 + Math.floor(dist/4 * this.b); + var totalSteps = numSteps*numISteps; + var offset = 1 + Math.floor(dist/4 * this.c); + + // Generate random offsets + var ctrlVals = new Float32Array(numSteps); //float32 + for (var j = 1; j < (numSteps-1); ++j) + { + ctrlVals[j] = randFloat(-offset, offset); + } + + // Interpolate for smoothed 1D noise + var noise = new Float32Array(totalSteps+1); //float32 + for (var j = 0; j < numSteps; ++j) + { + // Cubic interpolation + var v0 = ctrlVals[(j+numSteps-1)%numSteps]; + var v1 = ctrlVals[j]; + var v2 = ctrlVals[(j+1)%numSteps]; + var v3 = ctrlVals[(j+2)%numSteps]; + var P = (v3 - v2) - (v0 - v1); + var Q = (v0 - v1) - P; + var R = v2 - v0; + var S = v1; + + for (var k = 0; k < numISteps; ++k) + { + var t = k/numISteps; + noise[j*numISteps + k] = P*t*t*t + Q*t*t + R*t + S; + } + } + + var halfWidth = 0.5 * this.width; + + // Add smoothed noise to straight path + var segments1 = []; + var segments2 = []; + + for (var j = 0; j < totalSteps; ++j) + { + // Interpolated points along straight path + var t = j/totalSteps; + var tx = this.x1 * (1.0 - t) + this.x2 * t; + var tz = this.z1 * (1.0 - t) + this.z2 * t; + var t2 = (j+1)/totalSteps; + var tx2 = this.x1 * (1.0 - t2) + this.x2 * t2; + var tz2 = this.z1 * (1.0 - t2) + this.z2 * t2; + + // Find noise offset points + var nx = (tx - dz * noise[j]); + var nz = (tz + dx * noise[j]); + var nx2 = (tx2 - dz * noise[j+1]); + var nz2 = (tz2 + dx * noise[j+1]); + + // Find slope of offset points + var ndx = (nx2 - nx); + var ndz = (nz2 - nz); + var dist = Math.sqrt(ndx*ndx + ndz*ndz); + ndx /= dist; + ndz /= dist; + + var taperedWidth = (1.0 - t*this.taper) * halfWidth; + + // Find slope of offset path + var px = Math.round(nx - ndz * -taperedWidth); + var pz = Math.round(nz + ndx * -taperedWidth); + segments1.push(new PointXZ(px, pz)); + var px2 = Math.round(nx2 - ndz * taperedWidth); + var pz2 = Math.round(nz2 + ndx * taperedWidth); + segments2.push(new PointXZ(px2, pz2)); + + + } + + var retVec = []; + + // Draw path segments + var num = segments1.length - 1; + for (var j = 0; j < num; ++j) + { + // Fill quad formed by these 4 points + // Note the code assumes these points have been rounded to integer values + var pt11 = segments1[j]; + var pt12 = segments1[j+1]; + var pt21 = segments2[j]; + var pt22 = segments2[j+1]; + + var tris = [[pt12, pt11, pt21], [pt12, pt21, pt22]]; + + for (var t = 0; t < 2; ++t) + { + // Sort vertices by min z + var tri = tris[t].sort( + function(a, b) + { + return a.z - b.z; + } + ); + + // Fills in a line from (z, x1) to (z,x2) + var fillLine = function(z, x1, x2) + { + var left = Math.round(Math.min(x1, x2)); + var right = Math.round(Math.max(x1, x2)); + for (var x = left; x <= right; x++) + { + if (g_Map.validT(x, z) && constraint.allows(x, z)) + { + retVec.push(new PointXZ(x, z)); + } + } + } + + var A = tri[0]; + var B = tri[1]; + var C = tri[2]; + + var dx1 = (B.z != A.z) ? ((B.x - A.x) / (B.z - A.z)) : 0; + var dx2 = (C.z != A.z) ? ((C.x - A.x) / (C.z - A.z)) : 0; + var dx3 = (C.z != B.z) ? ((C.x - B.x) / (C.z - B.z)) : 0; + + if (A.z == B.z) + { + fillLine(A.z, A.x, B.x); + } + else + { + for (var z = A.z; z <= B.z; z++) + { + fillLine(z, A.x + dx1*(z - A.z), A.x + dx2*(z - A.z)); + } + } + if (B.z == C.z) + { + fillLine(B.z, B.x, C.x); + } + else + { + for (var z = B.z + 1; z < C.z; z++) + { + fillLine(z, B.x + dx3*(z - B.z), A.x + dx2*(z - A.z)); + } + } + } + } + + return retVec; +} Index: ps/trunk/binaries/data/mods/public/maps/random/rmgen/misc.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmgen/misc.js (nonexistent) +++ ps/trunk/binaries/data/mods/public/maps/random/rmgen/misc.js (revision 11152) @@ -0,0 +1 @@ +///////////////////////////////////////////////////////////////////////////////////////// // passageMaker // // Function for creating shallow water between two given points by changing the heiight of all tiles in // the path with height less than or equal to "maxheight" to "height" // // x1,z1: Starting point of path // x2,z2: Ending point of path // width: Width of the shallow // maxheight: Maximum height that it changes // height: Height of the shallow // smooth: smooth elevation in borders // tileclass: (Optianal) - Adds those tiles to the class given // terrain: (Optional) - Changes the texture of the elevated land // ///////////////////////////////////////////////////////////////////////////////////////// function passageMaker(x1, z1, x2, z2, width, maxheight, height, smooth, tileclass, terrain) { var mapSize = g_Map.size; for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { var a = z1-z2; var b = x2-x1; var c = (z1*(x1-x2))-(x1*(z1-z2)); var dis = abs(a*ix + b*iz + c)/sqrt(a*a + b*b); var k = (a*ix + b*iz + c)/(a*a + b*b); var my = iz-(b*k); var inline = 0; if (b == 0) { if ((iz <= Math.max(z1,z2))&&(Math.min(z1,z2))) { inline = 1; } } else { if ((my <= Math.max(z1,z2))&&(my >= Math.min(z1,z2))) { inline = 1; } } if ((dis <= width)&&(inline)) { if(g_Map.getHeight(ix, iz) <= maxheight) { if (dis >= width - smooth) { g_Map.setHeight(ix, iz, ((width - dis)*(height)+(g_Map.getHeight(ix, iz))*(dis + smooth - width))/(width - smooth)/2); } else { g_Map.setHeight(ix, iz, height); } if (tileclass !== null) { addToClass(ix, iz, tileclass); } if (terrain !== null) { placeTerrain(ix, iz, terrain); } } } } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //rndRiver is a fuction that creates random values useful for making a jagged river. // //it works the same as sin or cos function. the only difference is that it's period is 1 instead of 2*pi //it needs the "seed" parameter to use it to make random curves that don't get broken. //seed must be created using randFloat(). or else it won't work // // f: Input: Same as angle in a sine function // seed: Random Seed: Best to implement is to use randFloat() // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// function rndRiver(f, seed) { var rndRq = seed; var rndRw = rndRq; var rndRe = 0; var rndRr = f-floor(f); var rndRa = 0; for (var rndRx=0; rndRx<=floor(f); rndRx++) { rndRw = 10*(rndRw-floor(rndRw)); } if (rndRx%2==0) { var rndRs = -1; } else { var rndRs = 1; } rndRe = (floor(rndRw))%5; if (rndRe==0) { rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5); } else if (rndRe==1) { rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7); } else if (rndRe==2) { rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8); } else if (rndRe==3) { rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8); } else if (rndRe==4) { rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7); } return rndRa; } ///////////////////////////////////////////////////////////////////////////////////////// // createStartingPlayerEntities // // Creates the starting player entities // fx&fz: position of player base // playerid: id of player // civEntities: use getStartingEntities(id-1) fo this one // BUILDING_ANGlE: angle of main base building // /////////////////////////////////////////////////////////////////////////////////////////// function createStartingPlayerEntities(fx, fz, playerid, civEntities, BUILDING_ANGlE) { var uDist = 6; var uSpace = 2; for (var j = 1; j < civEntities.length; ++j) { placeObject(fx, fz, civEntities[0].Template, playerid, BUILDING_ANGlE); var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); for (var numberofentities = 0; numberofentities < count; numberofentities++) { var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); placeObject(ux, uz, civEntities[j].Template, playerid, (j % 2 - 1) * PI + uAngle); } } } \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/rmgen/randombiome.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmgen/randombiome.js (nonexistent) +++ ps/trunk/binaries/data/mods/public/maps/random/rmgen/randombiome.js (revision 11152) @@ -0,0 +1 @@ +///////////////////////////////////////////////////////////////////////////////////////////// // definitions ///////////////////////////////////////////////////////////////////////////////////////////// var biomeID = 1; var rbt1 = ["temp_grass_long_b"]; var rbt2 = "temp_forestfloor_pine"; var rbt3 = "temp_plants_bog"; var rbt4 = ["temp_cliff_a", "temp_cliff_b"]; var rbt5 = "temp_grass_d"; var rbt6 = "temp_grass_c"; var rbt7 = "temp_grass_clovers_2"; var rbt8 = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; var rbt9 = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; var rbt10 = "temp_road"; var rbt11 = "temp_road_overgrown"; var rbt12 = "temp_grass_plants"; var rbt13 = "temp_mud_plants"; var rbt14 = "sand_grass_25"; var rbt15 = "medit_sand_wet"; // gaia entities var rbe1 = "gaia/flora_tree_oak"; var rbe2 = "gaia/flora_tree_oak_large"; var rbe3 = "gaia/flora_tree_apple"; var rbe4 = "gaia/flora_tree_pine"; var rbe5 = "gaia/flora_tree_aleppo_pine"; var rbe6 = "gaia/flora_bush_berry"; var rbe7 = "gaia/fauna_chicken"; var rbe8 = "gaia/fauna_deer"; var rbe9 = "gaia/fauna_fish"; var rbe10 = "gaia/fauna_sheep"; var rbe11 = "gaia/geology_stonemine_medit_quarry"; var rbe12 = "gaia/geology_stone_mediterranean"; var rbe13 = "gaia/geology_metal_mediterranean_slabs"; // decorative props var rba1 = "actor|props/flora/grass_soft_large_tall.xml"; var rba2 = "actor|props/flora/grass_soft_large.xml"; var rba3 = "actor|props/flora/reeds_pond_lush_a.xml"; var rba4 = "actor|props/flora/pond_lillies_large.xml"; var rba5 = "actor|geology/stone_granite_large.xml"; var rba6 = "actor|geology/stone_granite_med.xml"; var rba7 = "actor|props/flora/bush_medit_me.xml"; var rba8 = "actor|props/flora/bush_medit_sm.xml"; ///////////////////////////////////////////////////////////////////////////////////////////// // randomizeBiome: randomizes the biomeID and returns the value ///////////////////////////////////////////////////////////////////////////////////////////// function randomizeBiome() { biomeID = randInt(1,7); if (biomeID == 1){ rbt1 = ["temp_grass_long_b"]; rbt2 = "temp_forestfloor_pine"; rbt3 = "temp_plants_bog"; rbt4 = ["temp_cliff_a", "temp_cliff_b"]; rbt5 = "temp_grass_d"; rbt6 = "temp_grass_c"; rbt7 = "temp_grass_clovers_2"; rbt8 = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; rbt9 = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; rbt10 = "temp_road"; rbt11 = "temp_road_overgrown"; rbt12 = "temp_grass_plants"; rbt13 = "temp_mud_plants"; rbt14 = "sand_grass_25"; rbt15 = "medit_sand_wet"; // gaia entities rbe1 = "gaia/flora_tree_oak"; rbe2 = "gaia/flora_tree_oak_large"; rbe3 = "gaia/flora_tree_apple"; rbe4 = "gaia/flora_tree_pine"; rbe5 = "gaia/flora_tree_aleppo_pine"; rbe6 = "gaia/flora_bush_berry"; rbe7 = "gaia/fauna_chicken"; rbe8 = "gaia/fauna_deer"; rbe9 = "gaia/fauna_fish"; rbe10 = "gaia/fauna_sheep"; rbe11 = "gaia/geology_stonemine_medit_quarry"; rbe12 = "gaia/geology_stone_mediterranean"; rbe13 = "gaia/geology_metal_mediterranean_slabs"; // decorative props rba1 = "actor|props/flora/grass_soft_large_tall.xml"; rba2 = "actor|props/flora/grass_soft_large.xml"; rba3 = "actor|props/flora/reeds_pond_lush_a.xml"; rba4 = "actor|props/flora/water_lillies.xml"; rba5 = "actor|geology/stone_granite_large.xml"; rba6 = "actor|geology/stone_granite_med.xml"; rba7 = "actor|props/flora/bush_medit_me.xml"; rba8 = "actor|props/flora/bush_medit_sm.xml"; } //snowy else if (biomeID == 2) { setSunColour(0.550, 0.601, 0.644); // a little darker rbt1 = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"]; rbt2 = "polar_tundra_snow"; rbt3 = "polar_tundra_snow"; rbt4 = ["polar_cliff_a", "polar_cliff_b"]; rbt5 = "snow grass 2"; rbt6 = "polar_snow_a"; rbt7 = "polar_ice_snow"; rbt8 = ["polar_snow_rocks", "polar_cliff_snow"]; rbt9 = ["polar_ice_b", "polar_ice_c"]; rbt10 = "new_alpine_citytile"; rbt11 = "polar_ice_cracked"; rbt12 = "snow grass 2"; rbt13 = "polar_ice"; rbt14 = "snow_glacial_01"; rbt15 = "polar_ice_c"; // gaia entities rbe1 = "gaia/flora_tree_pine_w"; rbe2 = "gaia/flora_tree_pine_w"; rbe3 = "gaia/flora_tree_pine_w"; rbe4 = "gaia/flora_tree_pine_w"; rbe5 = "gaia/flora_tree_pine"; rbe6 = "gaia/flora_bush_berry"; rbe7 = "gaia/fauna_chicken"; rbe8 = "gaia/fauna_muskox"; rbe9 = "gaia/fauna_fish_tuna"; rbe10 = "gaia/fauna_walrus"; rbe11 = "gaia/geology_stone_alpine_a"; rbe12 = "gaia/geology_stone_alpine_a"; rbe13 = "gaia/geology_metal_alpine"; // decorative props rba1 = "actor|props/flora/grass_soft_dry_small_tall.xml"; rba2 = "actor|props/flora/grass_soft_dry_large.xml"; rba3 = "actor|props/flora/reeds_pond_dry.xml"; rba4 = "actor|geology/stone_granite_large.xml"; rba5 = "actor|geology/stone_granite_large.xml"; rba6 = "actor|geology/stone_granite_med.xml"; rba7 = "actor|props/flora/bush_desert_dry_a.xml"; rba8 = "actor|props/flora/bush_desert_dry_a.xml"; } //desert else if (biomeID == 3) { setSunColour(0.733, 0.746, 0.574); rbt1 = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; rbt2 = "forestfloor_dirty"; rbt3 = "desert_forestfloor_palms"; rbt4 = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"]; rbt5 = ["desert_dirt_persia_1", "desert_dirt_persia_2"]; rbt6 = "dirta"; rbt7 = "medit_dirt_dry"; rbt8 = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"]; rbt9 = ["desert_lakebed_dry", "desert_lakebed_dry_b"]; rbt10 = "desert_city_tile"; rbt11 = "desert_city_tile"; rbt12 = "desert_dirt_rough"; rbt13 = "desert_shore_stones"; rbt14 = "dirta"; rbt15 = "desert_sand_wet"; // gaia entities rbe1 = "gaia/flora_tree_cretan_date_palm_short"; rbe2 = "gaia/flora_tree_cretan_date_palm_tall"; rbe3 = "gaia/flora_tree_fig"; rbe4 = "gaia/flora_tree_dead"; rbe5 = "gaia/flora_tree_date_palm"; rbe6 = "gaia/flora_bush_grapes"; rbe7 = "gaia/fauna_chicken"; rbe8 = "gaia/fauna_camel"; rbe9 = "gaia/fauna_fish"; rbe10 = "gaia/fauna_gazelle"; rbe11 = "gaia/geology_stonemine_desert_quarry"; rbe12 = "gaia/geology_stone_desert_small"; rbe13 = "gaia/geology_metal_desert_slabs"; // decorative props rba1 = "actor|props/flora/grass_soft_dry_small_tall.xml"; rba2 = "actor|props/flora/grass_soft_dry_large.xml"; rba3 = "actor|props/flora/reeds_pond_lush_a.xml"; rba4 = "actor|props/flora/reeds_pond_lush_b.xml"; rba5 = "actor|geology/stone_desert_med.xml"; rba6 = "actor|geology/stone_desert_med.xml"; rba7 = "actor|props/flora/bush_desert_dry_a.xml"; rba8 = "actor|props/flora/bush_desert_dry_a.xml"; } //alpine else if (biomeID == 4) { rbt1 = ["alpine_dirt_grass_50"]; rbt2 = "alpine_forrestfloor"; rbt3 = "alpine_forrestfloor"; rbt4 = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"]; rbt5 = "alpine_grass_rocky"; rbt6 = ["alpine_grass_snow_50", "alpine_dirt_snow"]; rbt7 = ["alpine_snow_a", "alpine_snow_b"]; rbt8 = "alpine_cliff_snow"; rbt9 = ["alpine_dirt", "alpine_grass_d"]; rbt10 = "new_alpine_citytile"; rbt11 = "new_alpine_citytile"; rbt12 = "new_alpine_grass_a"; rbt13 = "alpine_shore_rocks"; rbt14 = "alpine_shore_rocks_grass_50"; rbt15 = "alpine_shore_rocks"; // gaia entities rbe1 = "gaia/flora_tree_pine"; rbe2 = "gaia/flora_tree_pine"; rbe3 = "gaia/flora_tree_pine"; rbe4 = "gaia/flora_tree_pine"; rbe5 = "gaia/flora_tree_pine"; rbe6 = "gaia/flora_bush_berry"; rbe7 = "gaia/fauna_chicken"; rbe8 = "gaia/fauna_goat"; rbe9 = "gaia/fauna_fish_tuna"; rbe10 = "gaia/fauna_deer"; rbe11 = "gaia/geology_stone_alpine_a"; rbe12 = "gaia/geology_stone_alpine_a"; rbe13 = "gaia/geology_metal_alpine"; // decorative props rba1 = "actor|props/flora/grass_soft_dry_small_tall.xml"; rba2 = "actor|props/flora/grass_soft_dry_large.xml"; rba3 = "actor|props/flora/reeds_pond_dry.xml"; rba4 = "actor|geology/stone_granite_large.xml"; rba5 = "actor|geology/stone_granite_large.xml"; rba6 = "actor|geology/stone_granite_med.xml"; rba7 = "actor|props/flora/bush_desert_dry_a.xml"; rba8 = "actor|props/flora/bush_desert_dry_a.xml"; } //medit else if (biomeID == 5){ rbt1 = ["medit_grass_field_a", "medit_grass_field_b"]; rbt2 = "medit_plants_dirt"; rbt3 = "medit_grass_shrubs"; rbt4 = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"]; rbt5 = "medit_grass_field_b"; rbt6 = "medit_grass_field_brown"; rbt7 = "medit_grass_field_dry"; rbt8 = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; rbt9 = ["medit_dirt", "medit_dirt_b"]; rbt10 = "medit_city_tile"; rbt11 = "medit_city_tile"; rbt12 = "medit_grass_wild"; rbt13 = "medit_sand"; rbt14 = "sand_grass_25"; rbt15 = "medit_sand_wet"; // gaia entities rbe1 = "gaia/flora_tree_cretan_date_palm_short"; rbe2 = "gaia/flora_tree_medit_fan_palm"; rbe3 = "gaia/flora_tree_apple"; rbe4 = "gaia/flora_tree_cypress"; rbe5 = "gaia/flora_tree_aleppo_pine"; rbe6 = "gaia/flora_bush_berry"; rbe7 = "gaia/fauna_chicken"; rbe8 = "gaia/fauna_deer"; rbe9 = "gaia/fauna_fish"; rbe10 = "gaia/fauna_sheep"; rbe11 = "gaia/geology_stonemine_medit_quarry"; rbe12 = "gaia/geology_stone_mediterranean"; rbe13 = "gaia/geology_metal_mediterranean_slabs"; // decorative props rba1 = "actor|props/flora/grass_soft_large_tall.xml"; rba2 = "actor|props/flora/grass_soft_large.xml"; rba3 = "actor|props/flora/reeds_pond_lush_b.xml"; rba4 = "actor|props/flora/water_lillies.xml"; rba5 = "actor|geology/stone_granite_large.xml"; rba6 = "actor|geology/stone_granite_med.xml"; rba7 = "actor|props/flora/bush_medit_me.xml"; rba8 = "actor|props/flora/bush_medit_sm.xml"; } //savanah else if (biomeID == 6) { rbt1 = ["savanna_grass_a", "savanna_grass_b"]; rbt2 = "savanna_forestfloor_a"; rbt3 = "savanna_forestfloor_b"; rbt4 = ["savanna_cliff_a", "savanna_cliff_b"]; rbt5 = "savanna_shrubs_a"; rbt6 = "savanna_dirt_rocks_b"; rbt7 = "dirt_brown_e"; rbt8 = ["savanna_grass_a", "savanna_grass_b"]; rbt9 = ["savanna_dirt_rocks_b", "dirt_brown_e"]; rbt10 = "savanna_tile_a"; rbt11 = "savanna_tile_a"; rbt12 = "savanna_grass_a"; rbt13 = "savanna_riparian"; rbt14 = "savanna_riparian_bank"; rbt15 = "savanna_riparian_wet"; // gaia entities rbe1 = "gaia/flora_tree_baobab"; rbe2 = "gaia/flora_tree_baobab"; rbe3 = "gaia/flora_tree_baobab"; rbe4 = "gaia/flora_tree_baobab"; rbe5 = "gaia/flora_tree_baobab"; rbe6 = "gaia/flora_bush_grapes"; rbe7 = "gaia/fauna_chicken"; var rts = randInt(1,4); if (rts==1){ rbe8 = "gaia/fauna_wildebeest"; } else if (rts==2) { rbe8 = "gaia/fauna_zebra"; } else if (rts==3) { rbe8 = "gaia/fauna_giraffe"; } else if (rts==4) { rbe8 = "gaia/fauna_elephant_african_bush"; } rbe9 = "gaia/fauna_fish"; rbe10 = "gaia/fauna_gazelle"; rbe11 = "gaia/geology_stonemine_desert_quarry"; rbe12 = "gaia/geology_stone_savanna_small"; rbe13 = "gaia/geology_metal_savanna_slabs"; // decorative props rba1 = "actor|props/flora/grass_savanna.xml"; rba2 = "actor|props/flora/grass_medit_field.xml"; rba3 = "actor|props/flora/reeds_pond_lush_a.xml"; rba4 = "actor|props/flora/reeds_pond_lush_b.xml"; rba5 = "actor|geology/stone_savanna_med.xml"; rba6 = "actor|geology/stone_savanna_med.xml"; rba7 = "actor|props/flora/bush_desert_dry_a.xml"; rba8 = "actor|props/flora/bush_dry_a.xml"; } else if (biomeID == 7){ rbt1 = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"]; rbt2 = "tropic_plants_c"; rbt3 = "tropic_plants_c"; rbt4 = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"]; rbt5 = "tropic_grass_c"; rbt6 = "tropic_grass_plants"; rbt7 = "tropic_plants"; rbt8 = ["tropic_cliff_grass"]; rbt9 = ["tropic_dirt_a", "tropic_dirt_a_plants"]; rbt10 = "tropic_citytile_a"; rbt11 = "tropic_citytile_plants"; rbt12 = "tropic_plants_b"; rbt13 = "temp_mud_plants"; rbt14 = "tropic_beach_dry"; rbt15 = "tropic_beach_wet"; // gaia entities rbe1 = "gaia/flora_tree_poplar"; rbe2 = "gaia/flora_tree_poplar"; rbe3 = "gaia/flora_tree_poplar"; rbe4 = "gaia/flora_tree_cretan_date_palm_short"; rbe5 = "gaia/flora_tree_cretan_date_palm_tall"; rbe6 = "gaia/flora_bush_berry"; rbe7 = "gaia/fauna_chicken"; rbe8 = "gaia/fauna_deer"; rbe9 = "gaia/fauna_fish"; rbe10 = "gaia/fauna_tiger"; rbe11 = "gaia/geology_stonemine_tropic_quarry"; rbe12 = "gaia/geology_stone_tropic_a"; rbe13 = "gaia/geology_metal_tropic_slabs"; // decorative props rba1 = "actor|props/flora/plant_tropic_a.xml"; rba2 = "actor|props/flora/plant_lg.xml"; rba3 = "actor|props/flora/reeds_pond_lush_b.xml"; rba4 = "actor|props/flora/water_lillies.xml"; rba5 = "actor|geology/stone_granite_large.xml"; rba6 = "actor|geology/stone_granite_med.xml"; rba7 = "actor|props/flora/plant_tropic_large.xml"; rba8 = "actor|props/flora/plant_tropic_large.xml"; } return biomeID; } ///////////////////////////////////////////////////////////////////////////////////////////// // These functions return the values needed for a randomized biome ///////////////////////////////////////////////////////////////////////////////////////////// function rBiomeT1() { return rbt1; } function rBiomeT2() { return rbt2; } function rBiomeT3() { return rbt3; } function rBiomeT4() { return rbt4; } function rBiomeT5() { return rbt5; } function rBiomeT6() { return rbt6; } function rBiomeT7() { return rbt7; } function rBiomeT8() { return rbt8; } function rBiomeT9() { return rbt9; } function rBiomeT10() { return rbt10; } function rBiomeT11() { return rbt11; } function rBiomeT12() { return rbt12; } function rBiomeT13() { return rbt13; } function rBiomeT14() { return rbt14; } function rBiomeT15() { return rbt15; } function rBiomeE1() { return rbe1; } function rBiomeE2() { return rbe2; } function rBiomeE3() { return rbe3; } function rBiomeE4() { return rbe4; } function rBiomeE5() { return rbe5; } function rBiomeE6() { return rbe6; } function rBiomeE7() { return rbe7; } function rBiomeE8() { return rbe8; } function rBiomeE9() { return rbe9; } function rBiomeE10() { return rbe10; } function rBiomeE11() { return rbe11; } function rBiomeE12() { return rbe12; } function rBiomeE13() { return rbe13; } function rBiomeA1() { return rba1; } function rBiomeA2() { return rba2; } function rBiomeA3() { return rba3; } function rBiomeA4() { return rba4; } function rBiomeA5() { return rba5; } function rBiomeA6() { return rba6; } function rBiomeA7() { return rba7; } function rBiomeA8() { return rba8; } \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/hyrcanian_shores.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/hyrcanian_shores.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/hyrcanian_shores.js (revision 11152) @@ -1,618 +1,557 @@ RMS.LoadLibrary("rmgen"); -function rndRiver(f, seed) -{ - var rndRq = sqrt(seed); - var rndRw = rndRq; - var rndRe = 0; - var rndRr = f-floor(f); - var rndRa = 0; - for (var rndRx=0; rndRx<=floor(f); rndRx++) - { - rndRw = 10*(rndRw-floor(rndRw)); - } - if (rndRx%2==0) - { - var rndRs = -1; - } - else - { - var rndRs = 1; - } - rndRe = (floor(rndRw))%5; - if (rndRe==0) - { - rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5); - } - else if (rndRe==1) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7); - } - else if (rndRe==2) - { - rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8); - } - else if (rndRe==3) - { - rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8); - } - else if (rndRe==4) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7); - } - return rndRa; -} // terrain textures const tGrass = ["temp_grass_clovers"]; const tGrassPForest = "temp_plants_bog"; const tGrassDForest = "alpine_dirt_grass_50"; const tCliff = ["temp_cliff_a", "temp_cliff_b"]; const tGrassA = "temp_grass_d"; const tGrassB = "temp_grass_c"; const tGrassC = "temp_grass_clovers_2"; const tHill = ["temp_highlands", "temp_grass_long_b"]; const tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; const tRoad = "temp_road"; const tRoadWild = "temp_road_overgrown"; const tGrassPatch = "temp_grass_plants"; const tShoreBlend = "temp_mud_plants"; const tShore = "medit_sand_wet"; const tWater = "medit_sand_wet"; // gaia entities const oPoplar = "gaia/flora_tree_poplar"; const oPalm = "gaia/flora_tree_cretan_date_palm_short"; const oApple = "gaia/flora_tree_apple"; const oOak = "gaia/flora_tree_oak"; const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oGoat = "gaia/fauna_goat"; const oBoar = "gaia/fauna_boar"; const oStoneLarge = "gaia/geology_stonemine_temperate_quarry"; const oStoneSmall = "gaia/geology_stone_temperate"; const oMetalLarge = "gaia/geology_metal_temperate_slabs"; // decorative props const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassShort = "actor|props/flora/grass_soft_large.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMedium = "actor|geology/stone_granite_med.xml"; const aBushMedium = "actor|props/flora/bush_medit_me_lush.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm_lush.xml"; // terrain + entity (for painting) const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oPoplar, tGrassDForest]; const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest]; const WATER_WIDTH = 0.25; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clSea = createTileClass(); var clHighlands = createTileClass(); var clFlatlands = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerPos = new Array(numPlayers); for (var i = 0; i < numPlayers; i++) { playerPos[i] = (i + 1) / (numPlayers + 1); playerX[i] = playerPos[i]; playerZ[i] = 0.4 + 0.2*(i%2) } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // Setting tile class addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // calculate size based on the radius var hillSize = PI * radius * radius; // create the city patch var cityRadius = radius/3; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) - // create chickens + // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oPoplar, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(10); // create sea and hills log("Creating sea and northern hills..."); var theta = randFloat(0, 1); var seed = randFloat(2,3); for (ix = 0; ix < mapSize; ix++) { for (iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); // add the rough shape of the water var km = 20/scaleByMapSize(35, 160); var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed); var fadeDist = 0.05; if (z < 0.25) { addToClass(ix, iz, clHighlands); } if (z > cu + 0.75) { var h; if ((z < (cu + 0.75 + fadeDist))&&(z > (cu + 0.75))) { h = 1 - 4.0 * (1 - ((cu + 0.75 + fadeDist) - z)/fadeDist); } else { h = -3.0; } if (h < -1.5) { placeTerrain(ix, iz, tWater); } else { placeTerrain(ix, iz, tShore); } setHeight(ix, iz, h); if (h < 0){ addToClass(ix, iz, clWater); } } } } RMS.SetProgress(20); // create fish log("Creating fish..."); num = scaleByMapSize(10, 20); for (i=0; i < num; i++){ group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clPlayer, 0, clHill, 0, clFood, 3, clHighlands, 0, clFlatlands, 3*scaleByMapSize(1, 4)), numPlayers, 50 ); } RMS.SetProgress(25); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 3); createAreas( placer, painter, stayClasses(clHighlands, 1), scaleByMapSize(300, 600) ); RMS.SetProgress(30); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clSea, 5, clPlayer, 15, clWater, 5, clHill, 15, clHighlands, 5), scaleByMapSize(1, 4) * numPlayers ); RMS.SetProgress(35); // calculate desired number of trees for map (based on size) const MIN_TREES = 500; const MAX_TREES = 2500; const P_FOREST = 0.7; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create mainland forests log("Creating mainland forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]] ]; // some variation var size = numForest*1.3 / (scaleByMapSize(2,8) * numPlayers); var num = floor(0.7*size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 6, clWater, 3, clForest, 10, clHill, 0, clSea, 6), num ); } RMS.SetProgress(45); // create highland forests log("Creating highland forests..."); var types = [ [[tGrassDForest, tGrass, pForestP], [tGrassDForest, pForestP]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 6, clWater, 3, clForest, 2, clHill, 0, clSea, 6, clFlatlands, 3), num ); } RMS.SetProgress(70); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clSea, 0), scaleByMapSize(15, 45) ); } RMS.SetProgress(75); // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tGrassPatch); createAreas( placer, painter, avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clSea, 0), scaleByMapSize(15, 45) ); } RMS.SetProgress(80); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clSea, 2, clHill, 2)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clSea, 2, clHill, 2)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clSea, 0, clHill, 2)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(85); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clSea, 0), scaleByMapSize(16, 262), 50 ); RMS.SetProgress(90); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clSea, 0), scaleByMapSize(8, 131), 50 ); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 5, clSea, 0, clFlatlands, 0), 6 * numPlayers, 50 ); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oGoat, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSea, 0), 3 * numPlayers, 50 ); // create boar log("Creating boar..."); group = new SimpleGroup( [new SimpleObject(oBoar, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSea, 0, clFlatlands, 0), 2 * numPlayers, 50 ); // create straggler trees log("Creating straggler trees..."); var types = [oPoplar, oPalm, oApple]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 1, clRock, 1, clSea, 1, clHighlands, 25), num ); } //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0, clSea, 1), scaleByMapSize(13, 200) ); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0, clSea, 1), scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clSea, 1), scaleByMapSize(13, 200), 50 ); // Set environment setSkySet("cirrus"); setWaterTint(0.412, 0.412, 0.312); setWaterReflectionTint(0.447, 0.402, 0.322); setWaterMurkiness(1.0); setWaterReflectionTintStrength(0.677); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/atlas_mountains.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/atlas_mountains.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/atlas_mountains.js (revision 11152) @@ -1,530 +1,511 @@ RMS.LoadLibrary("rmgen"); // terrain textures const tGrass = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; const tGrassPForest = "medit_grass_field_dry"; const tGrassDForest = "medit_grass_field_dry"; const tCliff = "medit_cliff_italia"; const tHill = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; const tDirt = "medit_dirt"; const tRoad = "medit_city_tile"; const tRoadWild = "medit_city_tile"; const tGrassPatch = "medit_grass_shrubs"; const tShoreBlend = "medit_sand"; const tShore = "medit_sand"; const tWater = "medit_sand"; // gaia entities const oCarob = "gaia/flora_tree_carob"; const oAleppoPine = "gaia/flora_tree_aleppo_pine"; const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; const oStoneLarge = "gaia/geology_stonemine_medit_quarry"; const oStoneSmall = "gaia/geology_stone_mediterranean"; const oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; const oWood = "gaia/special_treasure_wood"; const oFood = "gaia/special_treasure_food_bin"; // decorative props const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassShort = "actor|props/flora/grass_soft_large.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMedium = "actor|geology/stone_granite_med.xml"; const aBushMedium = "actor|props/flora/bush_medit_me.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; const aCarob = "actor|flora/trees/carob.xml"; const aAleppoPine = "actor|flora/trees/aleppo_pine.xml"; // terrain + entity (for painting) const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oCarob, tGrassDForest]; const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clTreasure = createTileClass(); var clGrass = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oCarob, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(10); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clPlayer, 9), scaleByMapSize(100, 200) ); // create hills 1 log("Creating hills 1..."); placer = new ClumpPlacer(scaleByMapSize(40, 300), 0.2, 0.1, 1); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 16, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 16, clWater, 5, clHill, 10), 6*scaleByMapSize(1, 4) * numPlayers ); // create hills 2 log("Creating hills 2..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.18, 0.15, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 20, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 16, clWater, 5, clHill, 7), 7*scaleByMapSize(1, 4) * numPlayers ); // create hills 3 log("Creating hills 2..."); placer = new ClumpPlacer(scaleByMapSize(10, 75), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 24, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], stayClasses(clHill, 0), 14*scaleByMapSize(1, 4) * numPlayers ); RMS.SetProgress(25); // calculate desired number of trees for map (based on size) const MIN_TREES = 500; const MAX_TREES = 2500; const P_FOREST = 0.7; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 14, clForest, 8, clHill, 1), num ); } RMS.SetProgress(40); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [tDirt,tDirt], // terrains [1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10), scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tGrass); createAreas( placer, [painter, paintClass(clGrass)], avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10, clGrass, 15), scaleByMapSize(15, 45) ); } RMS.SetProgress(50); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 9, clMetal, 10, clRock, 5, clHill, 2)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 9, clMetal, 10, clRock, 5, clHill, 2)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 9, clMetal, 10, clRock, 5, clHill, 2)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(60); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(16, 262), 50 ); RMS.SetProgress(65); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create food treasures log("Creating food treasures..."); group = new SimpleGroup( [new SimpleObject(oFood, 2,3, 0,2)], true, clTreasure ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5), 3 * numPlayers, 50 ); // create wood treasures log("Creating food treasures..."); group = new SimpleGroup( [new SimpleObject(oWood, 2,3, 0,2)], true, clTreasure ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 18, clHill, 1), 3 * numPlayers, 50 ); RMS.SetProgress(80); // create straggler trees log("Creating straggler trees..."); var types = [oCarob, oAleppoPine]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 10, clMetal, 1, clRock, 1, clTreasure, 1), num ); } // create hill trees log("Creating hill trees..."); var types = [aCarob, aAleppoPine]; // some variation var num = floor(3 * numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, stayClasses(clHill, 2), num ); } RMS.SetProgress(85); //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 2, clPlayer, 16, clDirt, 0), scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 16, clDirt, 1, clForest, 0), scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clHill, 1, clPlayer, 10, clDirt, 1), scaleByMapSize(13, 200), 50 ); // Export map data ExportMap(); \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/guadalquivir_river.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/guadalquivir_river.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/guadalquivir_river.js (revision 11152) @@ -1,587 +1,525 @@ RMS.LoadLibrary("rmgen"); -function rndRiver(f, seed) -{ - var rndRq = seed; - var rndRw = rndRq; - var rndRe = 0; - var rndRr = f-floor(f); - var rndRa = 0; - for (var rndRx=0; rndRx<=floor(f); rndRx++) - { - rndRw = 10*(rndRw-floor(rndRw)); - } - if (rndRx%2==0) - { - var rndRs = -1; - } - else - { - var rndRs = 1; - } - rndRe = (floor(rndRw))%5; - if (rndRe==0) - { - rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5); - } - else if (rndRe==1) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7); - } - else if (rndRe==2) - { - rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8); - } - else if (rndRe==3) - { - rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8); - } - else if (rndRe==4) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7); - } - return rndRa; -} - var tGrass = ["medit_grass_field_a", "medit_grass_field_b"]; var tGrassPForest = "medit_plants_dirt"; var tGrassDForest = "medit_grass_shrubs"; var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"]; var tGrassA = "medit_grass_field_b"; var tGrassB = "medit_grass_field_brown"; var tGrassC = "medit_grass_field_dry"; var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; var tDirt = ["medit_dirt", "medit_dirt_b"]; var tRoad = "medit_city_tile"; var tRoadWild = "medit_city_tile"; var tGrassPatch = "medit_grass_wild"; var tShoreBlend = "medit_sand"; var tShore = "sand_grass_25"; var tWater = "medit_sand_wet"; // gaia entities var oOak = "gaia/flora_tree_poplar"; var oOakLarge = "gaia/flora_tree_poplar"; var oApple = "gaia/flora_tree_apple"; var oPine = "gaia/flora_tree_carob"; var oAleppoPine = "gaia/flora_tree_carob"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_deer"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_sheep"; var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; var oStoneSmall = "gaia/geology_stone_mediterranean"; var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_large.xml"; var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; var aLillies = "actor|props/flora/pond_lillies_large.xml"; var aRockLarge = "actor|geology/stone_granite_large.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_medit_me.xml"; var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; // terrain + entity (for painting) var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = createTileClass(); var clRiver = createTileClass(); //Create the continent body var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.7); var ix = round(fx); var iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.65, 0.75, 0.08, 10, ix, iz); var terrainPainter = new LayeredPainter( [tWater, tShore, tGrass], // terrains [4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = 0; for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle - 0.23*(i+(i%2))*TWO_PI/numPlayers - (i%2)*PI/2; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.7 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); - var aDist = 7; + var aDist = 6; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); - var bbDist = 12; + var bbDist = 8; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } - var mDist = radius - 4; + var mDist = radius - 7; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oOak, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(20); const WATER_WIDTH = 0.07; log("Creating river"); var theta = randFloat(0, 1); var seed = randFloat(2,3); for (ix = 0; ix < mapSize; ix++) { for (iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); var h = 0; var distToWater = 0; h = 32 * (z - 0.5); // add the rough shape of the water var km = 12/scaleByMapSize(35, 160); var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed); var zk = z*randFloat(0.995,1.005); var xk = x*randFloat(0.995,1.005); if (-3.0 < getHeight(ix, iz)){ if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2))) { if (xk < cu+((1.05-WATER_WIDTH)/2)) { h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk)); if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5)) { h=-1.5; } } else if (xk > (cu+(0.95+WATER_WIDTH)/2)) { h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2))); if ((((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8)))&&(h<-1.5)) { h=-1.5; } } else { if (((zk>0.3)&&(zk<0.4))||((zk>0.5)&&(zk<0.6))||((zk>0.7)&&(zk<0.8))){ h = -1.5; } else { h = -3.0; } } setHeight(ix, iz, h); addToClass(ix, iz, clRiver); placeTerrain(ix, iz, tWater); } } } } // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, [avoidClasses(clWater, 2, clPlayer, 10, clRiver, 1), stayClasses(clLand, 3)], scaleByMapSize(100, 200) ); // calculate desired number of trees for map (based on size) var MIN_TREES = 500; var MAX_TREES = 3000; var P_FOREST = 0.7; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], [avoidClasses(clPlayer, 6, clForest, 10, clHill, 0, clRiver, 1), stayClasses(clLand, 7)], num ); } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tGrassPatch); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clRiver, 1), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } RMS.SetProgress(55); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clRiver, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clRiver, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(65); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)], scaleByMapSize(16, 262), 50 ); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clRiver, 1), stayClasses(clLand, 5)], scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)], 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20, clRiver, 1), stayClasses(clLand, 3)], 3 * numPlayers, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clLand, 2, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clRiver, 1), 5 * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oOak, oOakLarge, oPine, oApple]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)], num ); } //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0, clRiver, 1), stayClasses(clLand, 6)], scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0, clRiver, 1), stayClasses(clLand, 6)], scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clRiver, 1), stayClasses(clLand, 6)], scaleByMapSize(13, 200), 50 ); setSkySet("cumulus"); setWaterTint(0.447, 0.412, 0.322); // muddy brown setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown setWaterMurkiness(1.0); setWaterReflectionTintStrength(0.677); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/lake.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/lake.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/lake.js (revision 11152) @@ -1,834 +1,524 @@ RMS.LoadLibrary("rmgen"); //random terrain textures -var rt = randInt(1,7); -//temperate -if (rt == 1){ -var tGrass = ["temp_grass_long_b"]; -var tGrassPForest = "temp_forestfloor_pine"; -var tGrassDForest = "temp_plants_bog"; -var tCliff = ["temp_cliff_a", "temp_cliff_b"]; -var tGrassA = "temp_grass_d"; -var tGrassB = "temp_grass_c"; -var tGrassC = "temp_grass_clovers_2"; -var tHill = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; -var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; -var tRoad = "temp_road"; -var tRoadWild = "temp_road_overgrown"; -var tGrassPatch = "temp_grass_plants"; -var tShoreBlend = "temp_mud_plants"; -var tShore = "sand_grass_25"; -var tWater = "medit_sand_wet"; +var rt = randomizeBiome(); -// gaia entities -var oOak = "gaia/flora_tree_oak"; -var oOakLarge = "gaia/flora_tree_oak_large"; -var oApple = "gaia/flora_tree_apple"; -var oPine = "gaia/flora_tree_pine"; -var oAleppoPine = "gaia/flora_tree_aleppo_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_sheep"; -var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; -var oStoneSmall = "gaia/geology_stone_mediterranean"; -var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -var aLillies = "actor|props/flora/pond_lillies_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_medit_me.xml"; -var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; - -// terrain + entity (for painting) - -} -//snowy -else if (rt == 2) -{ -setSunColour(0.550, 0.601, 0.644); // a little darker - -var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"]; -var tGrassPForest = "polar_tundra_snow"; -var tGrassDForest = "polar_tundra_snow"; -var tCliff = ["polar_cliff_a", "polar_cliff_b"]; -var tGrassA = "snow grass 2"; -var tGrassB = "polar_snow_a"; -var tGrassC = "polar_ice_snow"; -var tHill = ["polar_snow_rocks", "polar_cliff_snow"]; -var tDirt = ["polar_ice_b", "polar_ice_c"]; -var tRoad = "new_alpine_citytile"; -var tRoadWild = "polar_ice_cracked"; -var tGrassPatch = "snow grass 2"; -var tShoreBlend = "polar_ice"; -var tShore = "snow_glacial_01"; -var tWater = "polar_ice_c"; - -// gaia entities -var oOak = "gaia/flora_tree_pine_w"; -var oOakLarge = "gaia/flora_tree_pine_w"; -var oApple = "gaia/flora_tree_pine_w"; -var oPine = "gaia/flora_tree_pine_w"; -var oAleppoPine = "gaia/flora_tree_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_muskox"; -var oFish = "gaia/fauna_fish_tuna"; -var oSheep = "gaia/fauna_walrus"; -var oStoneLarge = "gaia/geology_stone_alpine_a"; -var oStoneSmall = "gaia/geology_stone_alpine_a"; -var oMetalLarge = "gaia/geology_metal_alpine"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; - -// terrain + entity (for painting) - -} -//desert -else if (rt == 3) -{ -setSunColour(0.733, 0.746, 0.574); - -var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; -var tGrassPForest = "forestfloor_dirty"; -var tGrassDForest = "desert_forestfloor_palms"; -var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"]; -var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"]; -var tGrassB = "dirta"; -var tGrassC = "medit_dirt_dry"; -var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"]; -var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"]; -var tRoad = "desert_city_tile"; -var tRoadWild = "desert_city_tile"; -var tGrassPatch = "desert_dirt_rough"; -var tShoreBlend = "desert_shore_stones"; -var tShore = "dirta"; -var tWater = "desert_sand_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_cretan_date_palm_short"; -var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall"; -var oApple = "gaia/flora_tree_fig"; -var oPine = "gaia/flora_tree_dead"; -var oAleppoPine = "gaia/flora_tree_date_palm"; -var oBerryBush = "gaia/flora_bush_grapes"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_camel"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_gazelle"; -var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; -var oStoneSmall = "gaia/geology_stone_desert_small"; -var oMetalLarge = "gaia/geology_metal_desert_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aRockLarge = "actor|geology/stone_desert_med.xml"; -var aRockMedium = "actor|geology/stone_desert_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; -// terrain + entity (for painting) -} -//alpine -else if (rt == 4) -{ -var tGrass = ["alpine_dirt_grass_50"]; -var tGrassPForest = "alpine_forrestfloor"; -var tGrassDForest = "alpine_forrestfloor"; -var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"]; -var tGrassA = "alpine_grass_rocky"; -var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"]; -var tGrassC = ["alpine_snow_a", "alpine_snow_b"]; -var tHill = "alpine_cliff_snow"; -var tDirt = ["alpine_dirt", "alpine_grass_d"]; -var tRoad = "new_alpine_citytile"; -var tRoadWild = "new_alpine_citytile"; -var tGrassPatch = "new_alpine_grass_a"; -var tShoreBlend = "alpine_shore_rocks"; -var tShore = "alpine_shore_rocks_grass_50"; -var tWater = "alpine_shore_rocks"; - -// gaia entities -var oOak = "gaia/flora_tree_pine"; -var oOakLarge = "gaia/flora_tree_pine"; -var oApple = "gaia/flora_tree_pine"; -var oPine = "gaia/flora_tree_pine"; -var oAleppoPine = "gaia/flora_tree_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_goat"; -var oFish = "gaia/fauna_fish_tuna"; -var oSheep = "gaia/fauna_deer"; -var oStoneLarge = "gaia/geology_stone_alpine_a"; -var oStoneSmall = "gaia/geology_stone_alpine_a"; -var oMetalLarge = "gaia/geology_metal_alpine"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; - -// terrain + entity (for painting) -} -//medit -else if (rt == 5){ -var tGrass = ["medit_grass_field_a", "medit_grass_field_b"]; -var tGrassPForest = "medit_plants_dirt"; -var tGrassDForest = "medit_grass_shrubs"; -var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"]; -var tGrassA = "medit_grass_field_b"; -var tGrassB = "medit_grass_field_brown"; -var tGrassC = "medit_grass_field_dry"; -var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; -var tDirt = ["medit_dirt", "medit_dirt_b"]; -var tRoad = "medit_city_tile"; -var tRoadWild = "medit_city_tile"; -var tGrassPatch = "medit_grass_wild"; -var tShoreBlend = "medit_sand"; -var tShore = "sand_grass_25"; -var tWater = "medit_sand_wet"; +var tGrass = rBiomeT1(); +var tGrassPForest = rBiomeT2(); +var tGrassDForest = rBiomeT3(); +var tCliff = rBiomeT4(); +var tGrassA = rBiomeT5(); +var tGrassB = rBiomeT6(); +var tGrassC = rBiomeT7(); +var tHill = rBiomeT8(); +var tDirt = rBiomeT9(); +var tRoad = rBiomeT10(); +var tRoadWild = rBiomeT11(); +var tGrassPatch = rBiomeT12(); +var tShoreBlend = rBiomeT13(); +var tShore = rBiomeT14(); +var tWater = rBiomeT15(); // gaia entities -var oOak = "gaia/flora_tree_cretan_date_palm_short"; -var oOakLarge = "gaia/flora_tree_medit_fan_palm"; -var oApple = "gaia/flora_tree_apple"; -var oPine = "gaia/flora_tree_cypress"; -var oAleppoPine = "gaia/flora_tree_aleppo_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_sheep"; -var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; -var oStoneSmall = "gaia/geology_stone_mediterranean"; -var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; +var oOak = rBiomeE1(); +var oOakLarge = rBiomeE2(); +var oApple = rBiomeE3(); +var oPine = rBiomeE4(); +var oAleppoPine = rBiomeE5(); +var oBerryBush = rBiomeE6(); +var oChicken = rBiomeE7(); +var oDeer = rBiomeE8(); +var oFish = rBiomeE9(); +var oSheep = rBiomeE10(); +var oStoneLarge = rBiomeE11(); +var oStoneSmall = rBiomeE12(); +var oMetalLarge = rBiomeE13(); // decorative props -var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -var aLillies = "actor|props/flora/pond_lillies_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_medit_me.xml"; -var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; - -// terrain + entity (for painting) - -} -//savanah -else if (rt == 6) -{ -var tGrass = ["savanna_grass_a", "savanna_grass_b"]; -var tGrassPForest = "savanna_forestfloor_a"; -var tGrassDForest = "savanna_forestfloor_b"; -var tCliff = ["savanna_cliff_a", "savanna_cliff_b"]; -var tGrassA = "savanna_shrubs_a"; -var tGrassB = "savanna_dirt_rocks_b"; -var tGrassC = "dirt_brown_e"; -var tHill = ["savanna_grass_a", "savanna_grass_b"]; -var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"]; -var tRoad = "savanna_tile_a"; -var tRoadWild = "savanna_tile_a"; -var tGrassPatch = "savanna_grass_a"; -var tShoreBlend = "savanna_riparian"; -var tShore = "savanna_riparian_bank"; -var tWater = "savanna_riparian_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_baobab"; -var oOakLarge = "gaia/flora_tree_baobab"; -var oApple = "gaia/flora_tree_baobab"; -var oPine = "gaia/flora_tree_baobab"; -var oAleppoPine = "gaia/flora_tree_baobab"; -var oBerryBush = "gaia/flora_bush_grapes"; -var oChicken = "gaia/fauna_chicken"; -var rts = randInt(1,4); -if (rts==1){ -var oDeer = "gaia/fauna_wildebeest"; -} -else if (rts==2) -{ -var oDeer = "gaia/fauna_zebra"; -} -else if (rts==3) -{ -var oDeer = "gaia/fauna_giraffe"; -} -else if (rts==4) -{ -var oDeer = "gaia/fauna_elephant_african_bush"; -} -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_gazelle"; -var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; -var oStoneSmall = "gaia/geology_stone_savanna_small"; -var oMetalLarge = "gaia/geology_metal_savanna_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_savanna.xml"; -var aGrassShort = "actor|props/flora/grass_medit_field.xml"; -var aRockLarge = "actor|geology/stone_savanna_med.xml"; -var aRockMedium = "actor|geology/stone_savanna_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_dry_a.xml"; -// terrain + entity (for painting) -} -//tropic -else if (rt == 7){ -var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"]; -var tGrassPForest = "tropic_plants_c"; -var tGrassDForest = "tropic_plants_c"; -var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"]; -var tGrassA = "tropic_grass_c"; -var tGrassB = "tropic_grass_plants"; -var tGrassC = "tropic_plants"; -var tHill = ["tropic_cliff_grass"]; -var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"]; -var tRoad = "tropic_citytile_a"; -var tRoadWild = "tropic_citytile_plants"; -var tGrassPatch = "tropic_plants_b"; -var tShoreBlend = "temp_mud_plants"; -var tShore = "tropic_beach_dry"; -var tWater = "tropic_beach_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_poplar"; -var oOakLarge = "gaia/flora_tree_poplar"; -var oApple = "gaia/flora_tree_poplar"; -var oPine = "gaia/flora_tree_cretan_date_palm_short"; -var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_tiger"; -var oStoneLarge = "gaia/geology_stonemine_tropic_quarry"; -var oStoneSmall = "gaia/geology_stone_tropic_a"; -var oMetalLarge = "gaia/geology_metal_tropic_slabs"; - -// decorative props -var aGrass = "actor|props/flora/plant_tropic_a.xml"; -var aGrassShort = "actor|props/flora/plant_lg.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_b.xml"; -var aLillies = "actor|props/flora/water_lillies.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/plant_tropic_large.xml"; -var aBushSmall = "actor|props/flora/plant_tropic_large.xml"; - -// terrain + entity (for painting) - -} +var aGrass = rBiomeA1(); +var aGrassShort = rBiomeA2(); +var aReeds = rBiomeA3(); +var aLillies = rBiomeA4(); +var aRockLarge = rBiomeA5(); +var aRockMedium = rBiomeA6(); +var aBushMedium = rBiomeA7(); +var aBushSmall = rBiomeA8(); var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); placeTerrain(ix, iz, tGrass); } } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6)))); var placer = new ClumpPlacer(mapArea * 0.09 * lSize, 0.7, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater, tWater], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oOak, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(20); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clWater, 2, clPlayer, 10), scaleByMapSize(100, 200) ); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tGrass, tCliff, tHill], // terrains [1, 2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 12, clHill, 15, clWater, 2), scaleByMapSize(1, 4) * numPlayers ); // calculate desired number of trees for map (based on size) if (rt == 6) { var MIN_TREES = 200; var MAX_TREES = 1250; var P_FOREST = 0.02; } else if (rt == 7) { var MIN_TREES = 1000; var MAX_TREES = 6000; var P_FOREST = 0.6; } else { var MIN_TREES = 500; var MAX_TREES = 3000; var P_FOREST = 0.7; } var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation if (rt == 6) { var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers); } else { var size = numForest / (scaleByMapSize(2,8) * numPlayers); } var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2), num ); } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tGrassPatch); createAreas( placer, painter, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), scaleByMapSize(15, 45) ); } RMS.SetProgress(55); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), scaleByMapSize(4,16), 100 ); RMS.SetProgress(65); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(16, 262), 50 ); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clFood, 20), stayClasses(clWater, 6)], 25 * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oOak, oOakLarge, oPine, oApple]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1), num ); } var planetm = 1; if (rt==7) { planetm = 8; } //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1), planetm * scaleByMapSize(13, 200), 50 ); rt = randInt(1,3) if (rt==1){ setSkySet("cirrus"); } else if (rt ==2){ setSkySet("cumulus"); } else if (rt ==3){ setSkySet("sunny"); } setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); setWaterTint(0.447, 0.412, 0.322); // muddy brown setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown setWaterMurkiness(1.0); setWaterReflectionTintStrength(0.677); // Export map data ExportMap(); \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/anatolian_plateau.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/anatolian_plateau.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/anatolian_plateau.js (revision 11152) @@ -1 +1 @@ -RMS.LoadLibrary("rmgen"); var tGrass = ["steppe_grass_a", "steppe_grass_b", "steppe_grass_c", "steppe_grass_d"]; var tGrassPForest = "steppe_grass_c"; var tGrassDForest = "steppe_grass_c"; var tGrassA = "steppe_grass_green_a"; var tGrassB = "steppe_grass_dirt_33"; var tGrassC = ["steppe_grass_b", "steppe_grass_c", "steppe_grass_d"]; var tDirt = ["steppe_dirt_a", "steppe_dirt_b"]; var tRoad = "road_stones"; var tRoadWild = "road_stones"; var tShoreBlend = "desert_shore_stones"; var tShore = "dirta"; var tWater = "desert_sand_wet"; // gaia entities var oBeech = "gaia/flora_tree_euro_beech"; var oBush = "gaia/flora_bush_temperate"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_rabbit"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_sheep"; var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; var oStoneSmall = "gaia/geology_stone_mediterranean"; var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props var aGrass = "actor|props/flora/grass_soft_small_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_large.xml"; var aRockLarge = "actor|geology/stone_granite_med.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_medit_me.xml"; var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oBeech, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); // create the TC var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], true, null, ix, iz ); createObjectGroup(group, id); // create starting units var uDist = 6; var uSpace = 2; for (var j = 1; j < civEntities.length; ++j) { var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); for (var numberofentities = 0; numberofentities < count; numberofentities++) { var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); } } // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 110; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oBeech, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(20); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clPlayer, 13), scaleByMapSize(300, 800) ); // calculate desired number of trees for map (based on size) var MIN_TREES = 150; var MAX_TREES = 900; var P_FOREST = 0.65; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers); var num = 4 * floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 13, clForest, 20, clHill, 1), num ); } RMS.SetProgress(50); // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA,tGrassC],[tGrass,tGrassA,tGrassC], [tGrass,tGrassA,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10), scaleByMapSize(20, 60) ); } // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [tGrassB ,tDirt], // terrains [1] // widths ); createAreas( placer, painter, avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10), scaleByMapSize(30, 90) ); } RMS.SetProgress(55); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(1,4), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(1,4), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), scaleByMapSize(2,8), 100 ); RMS.SetProgress(65); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 0), scaleByMapSize(16, 262), 50 ); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 6 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oBush, oBeech]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clForest, 1, clHill, 1, clPlayer, 13, clMetal, 1, clRock, 1), num ); } // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), scaleByMapSize(13, 200), 50 ); ExportMap(); \ No newline at end of file +RMS.LoadLibrary("rmgen"); var tGrass = ["steppe_grass_a", "steppe_grass_b", "steppe_grass_c", "steppe_grass_d"]; var tGrassPForest = "steppe_grass_c"; var tGrassDForest = "steppe_grass_c"; var tGrassA = "steppe_grass_green_a"; var tGrassB = "steppe_grass_dirt_33"; var tGrassC = ["steppe_grass_b", "steppe_grass_c", "steppe_grass_d"]; var tDirt = ["steppe_dirt_a", "steppe_dirt_b"]; var tRoad = "road_stones"; var tRoadWild = "road_stones"; var tShoreBlend = "desert_shore_stones"; var tShore = "dirta"; var tWater = "desert_sand_wet"; // gaia entities var oBeech = "gaia/flora_tree_euro_beech"; var oBush = "gaia/flora_bush_temperate"; var oBerryBush = "gaia/flora_bush_berry"; var oChicken = "gaia/fauna_chicken"; var oDeer = "gaia/fauna_rabbit"; var oFish = "gaia/fauna_fish"; var oSheep = "gaia/fauna_sheep"; var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; var oStoneSmall = "gaia/geology_stone_mediterranean"; var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props var aGrass = "actor|props/flora/grass_soft_small_tall.xml"; var aGrassShort = "actor|props/flora/grass_soft_large.xml"; var aRockLarge = "actor|geology/stone_granite_med.xml"; var aRockMedium = "actor|geology/stone_granite_med.xml"; var aBushMedium = "actor|props/flora/bush_medit_me.xml"; var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oBeech, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); // create starting units createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 110; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oBeech, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(20); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clPlayer, 13), scaleByMapSize(300, 800) ); // calculate desired number of trees for map (based on size) var MIN_TREES = 150; var MAX_TREES = 900; var P_FOREST = 0.65; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers); var num = 4 * floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 13, clForest, 20, clHill, 1), num ); } RMS.SetProgress(50); // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA,tGrassC],[tGrass,tGrassA,tGrassC], [tGrass,tGrassA,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10), scaleByMapSize(20, 60) ); } // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [tGrassB ,tDirt], // terrains [1] // widths ); createAreas( placer, painter, avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 10), scaleByMapSize(30, 90) ); } RMS.SetProgress(55); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(1,4), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), scaleByMapSize(1,4), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), scaleByMapSize(2,8), 100 ); RMS.SetProgress(65); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 0), scaleByMapSize(16, 262), 50 ); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 6 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oBush, oBeech]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clForest, 1, clHill, 1, clPlayer, 13, clMetal, 1, clRock, 1), num ); } // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), scaleByMapSize(13, 200), 50 ); ExportMap(); \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/persian_highlands.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/persian_highlands.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/persian_highlands.js (revision 11152) @@ -1,440 +1,421 @@ RMS.LoadLibrary("rmgen"); const tCity = "desert_city_tile_plaza"; const tSand = ["desert_dirt_persia_1", "desert_dirt_persia_2"]; const tDunes = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry"]; const tDunes2 = ["desert_lakebed_dry_b", "desert_dirt_persia_1", "desert_dirt_persia_2", "desert_lakebed_dry", "desert_dirt_persia_2", "desert_dirt_persia_1"]; const tFineSand = "desert_pebbles_rough"; const tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_2"]; const tForestFloor = "medit_grass_field_dry"; const tRocky = "desert_dirt_persia_rocky"; const tRocks = "desert_dirt_persia_rocks"; const tDirt = "desert_dirt_rough"; const tHill = "desert_cliff_persia_base"; // gaia entities const oBerryBush = "gaia/flora_bush_grapes"; const oChicken = "gaia/fauna_chicken"; const oCamel = "gaia/fauna_camel"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; const oGoat = "gaia/fauna_goat"; const oLion = "gaia/fauna_lioness"; const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry"; const oStoneSmall = "gaia/geology_stone_desert_small"; const oMetalLarge = "gaia/geology_metal_desert_slabs"; const oDead = "gaia/flora_tree_dead"; const oOak = "gaia/flora_tree_oak"; // decorative props const aBush1 = "actor|props/flora/bush_desert_a.xml"; const aBush2 = "actor|props/flora/bush_desert_dry_a.xml"; const aBush3 = "actor|props/flora/bush_dry_a.xml"; const aBush4 = "actor|props/flora/plant_desert_a.xml"; const aBushes = [aBush1, aBush2, aBush3, aBush4]; const aDecorativeRock = "actor|geology/stone_desert_med.xml"; // terrain + entity (for painting) const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor]; const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor + TERRAIN_SEPARATOR + oDead, tForestFloor]; const BUILDING_ANGlE = 0.75*PI; log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clPatch = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clCP = createTileClass(); var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // scale radius of player area by map size var radius = scaleByMapSize(15,25); // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // calculate size based on the radius var size = PI * radius * radius; // create the player area var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); // create the city patch var cityRadius = 10; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tCity, tCity], [3]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = 11; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2), new RandomObject(aBushes, 2,4, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create starting straggler trees group = new SimpleGroup( [new SimpleObject(oOak, 3, 4, 6,12), new SimpleObject(oOak, 3,4, 6,12)], true, null, ix, iz ); createObjectGroup(group, 0, avoidClasses(clBaseResource,1)); } RMS.SetProgress(10); // create patches log("Creating rock patches..."); placer = new ClumpPlacer(scaleByMapSize(40, 150), 0.2, 0.1, 0); painter = new TerrainPainter(tRocky); createAreas(placer, [painter, paintClass(clPatch)], avoidClasses(clPatch, 2, clPlayer, 0), scaleByMapSize(5, 20) ); RMS.SetProgress(15); var placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0); var painter = new TerrainPainter([tRocky, tRocks]); createAreas(placer, [painter, paintClass(clPatch)], avoidClasses(clPatch, 2, clPlayer, 0), scaleByMapSize(15, 50) ); RMS.SetProgress(20); log("Creating dirt patches..."); placer = new ClumpPlacer(scaleByMapSize(25, 100), 0.2, 0.1, 0); painter = new TerrainPainter([tDirt]); createAreas(placer, [painter, paintClass(clPatch)], avoidClasses(clPatch, 2, clPlayer, 0), scaleByMapSize(15, 50) ); RMS.SetProgress(25); // create centeral plateau log("Creating centeral plateau..."); var oRadius = scaleByMapSize(18, 68); placer = new ClumpPlacer(PI*oRadius*oRadius, 0.6, 0.15, 0, mapSize/2, mapSize/2); painter = new LayeredPainter([tDunes2, tDunes], [8]); var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 8); createArea(placer, [painter, elevationPainter, paintClass(clCP)], null); RMS.SetProgress(30); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 22, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 3, clCP, 5, clHill, 10), round(scaleByMapSize(1, 4) * numPlayers * 1.4) ); RMS.SetProgress(35); // calculate desired number of trees for map (based on size) const MIN_TREES = 500; const MAX_TREES = 2500; const P_FOREST = 0.7; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]], [[tSand, tForestFloor, pForestO], [tForestFloor, pForestO]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 1, clCP, 1), num ); } RMS.SetProgress(50); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)], scaleByMapSize(2,8), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)], scaleByMapSize(2,8), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clCP, 1)], scaleByMapSize(2,8), 100 ); log("Creating centeral stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock); createObjectGroups(group, 0, stayClasses(clCP, 3), 5*scaleByMapSize(10,30), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock); createObjectGroups(group, 0, stayClasses(clCP, 3), 5*scaleByMapSize(10,30), 100 ); log("Creating centeral metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal); createObjectGroups(group, 0, stayClasses(clCP, 3), 5*scaleByMapSize(10,30), 100 ); RMS.SetProgress(60); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aDecorativeRock, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(16, 262), 50 ); RMS.SetProgress(65); //create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create goats log("Creating goat..."); group = new SimpleGroup( [new SimpleObject(oGoat, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2), 3 * numPlayers, 50 ); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2), 3 * numPlayers, 50 ); // create camels log("Creating camels..."); group = new SimpleGroup( [new SimpleObject(oCamel, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, stayClasses(clCP, 2), 3 * numPlayers, 50 ); RMS.SetProgress(85); // create dead trees log("Creating dead trees..."); var types = [oDead]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, [avoidClasses(clMetal, 1, clRock, 1), stayClasses(clCP, 2)], num ); } RMS.SetProgress(90); // create straggler trees log("Creating straggler trees..."); var types = [oOak]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1, clCP, 2), num ); } setSunColour(0.733, 0.746, 0.574); ExportMap(); \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/cantabrian_highlands.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/cantabrian_highlands.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/cantabrian_highlands.js (revision 11152) @@ -1,540 +1,521 @@ RMS.LoadLibrary("rmgen"); // terrain textures const tGrass = ["temp_grass_long_b"]; const tGrassPForest = "temp_forestfloor_pine"; const tGrassDForest = "temp_forestfloor_a"; const tCliff = ["temp_cliff_a", "temp_cliff_b"]; const tGrassA = "temp_grass_d"; const tGrassB = "temp_grass_c"; const tGrassC = "temp_grass_clovers_2"; const tHill = ["temp_highlands", "temp_grass_long_b"]; const tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; const tRoad = "temp_road"; const tRoadWild = "temp_road_overgrown"; const tGrassPatch = "temp_grass_plants"; const tShoreBlend = "temp_mud_plants"; const tShore = "temp_mud_a"; const tWater = "temp_mud_a"; // gaia entities const oOak = "gaia/flora_tree_oak"; const oOakLarge = "gaia/flora_tree_oak_large"; const oApple = "gaia/flora_tree_apple"; const oPine = "gaia/flora_tree_pine"; const oAleppoPine = "gaia/flora_tree_aleppo_pine"; const oBerryBush = "gaia/flora_bush_berry"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; const oStoneLarge = "gaia/geology_stonemine_medit_quarry"; const oStoneSmall = "gaia/geology_stone_mediterranean"; const oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassShort = "actor|props/flora/grass_soft_large.xml"; const aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; const aLillies = "actor|props/flora/pond_lillies_large.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMedium = "actor|geology/stone_granite_med.xml"; const aBushMedium = "actor|props/flora/bush_medit_me.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; // terrain + entity (for painting) const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.35*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // calculate size based on the radius var hillSize = PI * radius * radius; // create the hill var placer = new ClumpPlacer(hillSize, 0.95, 0.6, 10, ix, iz); var terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [cliffRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation cliffRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); // create the ramp var rampAngle = playerAngle[i] + PI + randFloat(-PI/8, PI/8); var rampDist = radius; var rampX = round(fx + rampDist * cos(rampAngle)); var rampZ = round(fz + rampDist * sin(rampAngle)); placer = new ClumpPlacer(100, 0.9, 0.5, 1, rampX, rampZ); var painter = new SmoothElevationPainter(ELEVATION_SET, elevation-6, 5); createArea(placer, painter, null); placer = new ClumpPlacer(75, 0.9, 0.5, 1, rampX, rampZ); painter = new TerrainPainter(tGrass); createArea(placer, painter, null); // create the city patch var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oOak, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(10); // create lakes log("Creating lakes..."); var numLakes = round(scaleByMapSize(1,4) * numPlayers); placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10); terrainPainter = new LayeredPainter( [tShoreBlend, tShore, tWater], // terrains [1,1] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3); var waterAreas = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 2, clWater, 20), numLakes ); RMS.SetProgress(15); // create reeds log("Creating reeds..."); group = new SimpleGroup( [new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 0,1, 0,4)], true ); createObjectGroupsByAreas(group, 0, [borderClasses(clWater, 3, 0), stayClasses(clWater, 1)], numLakes, 100, waterAreas ); RMS.SetProgress(20); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 1,1, 0,1)], true, clFood ); createObjectGroupsByAreas(group, 0, borderClasses(clWater, 2, 0), avoidClasses(clFood, 8), numLakes, 50, waterAreas ); waterAreas = []; RMS.SetProgress(25); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clWater, 2, clPlayer, 0), scaleByMapSize(100, 200) ); RMS.SetProgress(30); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 2, clWater, 5, clHill, 15), scaleByMapSize(1, 4) * numPlayers ); RMS.SetProgress(35); // calculate desired number of trees for map (based on size) const MIN_TREES = 500; const MAX_TREES = 2500; const P_FOREST = 0.7; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 1, clWater, 3, clForest, 10, clHill, 1), num ); } RMS.SetProgress(40); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), scaleByMapSize(15, 45) ); } RMS.SetProgress(45); // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tGrassPatch); createAreas( placer, painter, avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), scaleByMapSize(15, 45) ); } RMS.SetProgress(50); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clHill, 1)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clHill, 1)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(60); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(16, 262), 50 ); RMS.SetProgress(65); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 1, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clForest, 0, clPlayer, 1, clHill, 1, clFood, 20), 3 * numPlayers, 50 ); RMS.SetProgress(80); // create straggler trees log("Creating straggler trees..."); var types = [oOak, oOakLarge, oPine, oApple]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1), num ); } RMS.SetProgress(85); //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), scaleByMapSize(13, 200), 50 ); // Set environment setSkySet("cirrus"); setWaterTint(0.447, 0.412, 0.322); // muddy brown setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown setWaterMurkiness(1.0); setWaterReflectionTintStrength(0.677); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/the_nile.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/the_nile.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/the_nile.js (revision 11152) @@ -1,654 +1,620 @@ RMS.LoadLibrary("rmgen"); -function rndRiver(f, seed) -{ - var rndRq = seed; - var rndRw = rndRq; - var rndRe = 0; - var rndRr = f-floor(f); - var rndRa = 0; - for (var rndRx=0; rndRx<=floor(f); rndRx++) - { - rndRw = 10*(rndRw-floor(rndRw)); - } - if (rndRx%2==0) - { - var rndRs = -1; - } - else - { - var rndRs = 1; - } - rndRe = (floor(rndRw))%5; - if (rndRe==0) - { - rndRa = (rndRs)*2.3*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.5); - } - else if (rndRe==1) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.3)*(rndRr-0.7); - } - else if (rndRe==2) - { - rndRa = (rndRs)*22*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.3)*(rndRr-0.3)*(rndRr-0.8); - } - else if (rndRe==3) - { - rndRa = (rndRs)*180*(rndRr)*(rndRr-1)*(rndRr-0.2)*(rndRr-0.2)*(rndRr-0.4)*(rndRr-0.6)*(rndRr-0.6)*(rndRr-0.8); - } - else if (rndRe==4) - { - rndRa = (rndRs)*2.6*(rndRr)*(rndRr-1)*(rndRr-0.5)*(rndRr-0.7); - } - return rndRa; -} -const tCity = "desert_city_tile"; -const tCityPlaza = "desert_city_tile_plaza"; -const tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; -const tDunes = "desert_sand_dunes_100"; -const tFineSand = "desert_sand_smooth"; -const tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"]; -const tForestFloor = "desert_forestfloor_palms"; -const tGrass = "desert_dirt_rough_2"; -const tGrassSand50 = "desert_sand_dunes_50"; -const tGrassSand25 = "desert_dirt_rough"; -const tDirt = "desert_dirt_rough"; -const tDirtCracks = "desert_dirt_cracks"; -const tShore = "desert_sand_wet"; -const tLush = "desert_grass_a"; -const tSLush = "desert_grass_a_sand"; -const tSDry = "desert_plants_b"; +var tCity = "desert_city_tile"; +var tCityPlaza = "desert_city_tile_plaza"; +var tSand = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; +var tDunes = "desert_sand_dunes_100"; +var tFineSand = "desert_sand_smooth"; +var tCliff = ["desert_cliff_badlands", "desert_cliff_badlands_2"]; +var tForestFloor = "desert_forestfloor_palms"; +var tGrass = "desert_dirt_rough_2"; +var tGrassSand50 = "desert_sand_dunes_50"; +var tGrassSand25 = "desert_dirt_rough"; +var tDirt = "desert_dirt_rough"; +var tDirtCracks = "desert_dirt_cracks"; +var tShore = "desert_sand_wet"; +var tLush = "desert_grass_a"; +var tSLush = "desert_grass_a_sand"; +var tSDry = "desert_plants_b"; // gaia entities -const oBerryBush = "gaia/flora_bush_berry"; -const oChicken = "gaia/fauna_chicken"; -const oCamel = "gaia/fauna_camel"; -const oFish = "gaia/fauna_fish"; -const oGazelle = "gaia/fauna_gazelle"; -const oGiraffe = "gaia/fauna_giraffe"; -const oGoat = "gaia/fauna_goat"; -const oWildebeest = "gaia/fauna_wildebeest"; -const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry"; -const oStoneSmall = "gaia/geology_stone_desert_small"; -const oMetalLarge = "gaia/geology_metal_desert_slabs"; -const oDatePalm = "gaia/flora_tree_date_palm"; -const oSDatePalm = "gaia/flora_tree_cretan_date_palm_short"; -const eObelisk = "other/obelisk"; -const ePyramid = "other/pyramid_minor"; -const oWood = "gaia/special_treasure_wood"; -const oFood = "gaia/special_treasure_food_bin"; +var oBerryBush = "gaia/flora_bush_berry"; +var oChicken = "gaia/fauna_chicken"; +var oCamel = "gaia/fauna_camel"; +var oFish = "gaia/fauna_fish"; +var oGazelle = "gaia/fauna_gazelle"; +var oGiraffe = "gaia/fauna_giraffe"; +var oGoat = "gaia/fauna_goat"; +var oWildebeest = "gaia/fauna_wildebeest"; +var oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry"; +var oStoneSmall = "gaia/geology_stone_desert_small"; +var oMetalLarge = "gaia/geology_metal_desert_slabs"; +var oDatePalm = "gaia/flora_tree_date_palm"; +var oSDatePalm = "gaia/flora_tree_cretan_date_palm_short"; +var eObelisk = "other/obelisk"; +var ePyramid = "other/pyramid_minor"; +var oWood = "gaia/special_treasure_wood"; +var oFood = "gaia/special_treasure_food_bin"; // decorative props -const aBush1 = "actor|props/flora/bush_desert_a.xml"; -const aBush2 = "actor|props/flora/bush_desert_dry_a.xml"; -const aBush3 = "actor|props/flora/bush_medit_sm_dry.xml"; -const aBush4 = "actor|props/flora/plant_desert_a.xml"; -const aBushes = [aBush1, aBush2, aBush3, aBush4]; -const aDecorativeRock = "actor|geology/stone_desert_med.xml"; -const aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -const aLillies = "actor|props/flora/water_lillies.xml"; +var aBush1 = "actor|props/flora/bush_desert_a.xml"; +var aBush2 = "actor|props/flora/bush_desert_dry_a.xml"; +var aBush3 = "actor|props/flora/bush_medit_sm_dry.xml"; +var aBush4 = "actor|props/flora/plant_desert_a.xml"; +var aBushes = [aBush1, aBush2, aBush3, aBush4]; +var aDecorativeRock = "actor|geology/stone_desert_med.xml"; +var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; +var aLillies = "actor|props/flora/water_lillies.xml"; // terrain + entity (for painting) var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass]; -const BUILDING_ANGlE = 0.75*PI; +var BUILDING_ANGlE = 0.75*PI; log("Initializing map..."); InitMap(); -var numPlayers = getNumPlayers(); var mapSize = getMapSize(); +if (mapSize < 256) +{ + var aPlants = "actor|props/flora/grass_tropical.xml"; +} +else +{ + var aPlants = "actor|props/flora/grass_tropic_field_tall.xml"; +} +var numPlayers = getNumPlayers(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clGrass = createTileClass(); var clDesert = createTileClass(); var clPond = createTileClass(); var clShore = createTileClass(); var clTreasure = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var playerPos = new Array(numPlayers); var iop = 0; for (var i = 0; i < numPlayers; i++) { iop = i - 1; if (!(numPlayers%2)){ playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1); } else { if (iop%2) { playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1); } else { playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1); } } playerZ[i] = playerPos[i]; playerX[i] = 0.30 + 0.4*(i%2); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = floor(fx); var iz = floor(fz); addToClass(ix, iz, clPlayer); // create the city patch var cityRadius = radius/3; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tCityPlaza, tCity], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oSDatePalm, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aBush1, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(30); const WATER_WIDTH = 0.1; log("Creating river"); var theta = randFloat(0, 1); var seed = randFloat(2,3); var theta2 = randFloat(0, 1); var seed2 = randFloat(2,3); +var rifp = 0; +var rifp2 = 0; for (ix = 0; ix < mapSize; ix++) { for (iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); var h = 0; var distToWater = 0; h = 32 * (z - 0.5); if ((x < 0.25)||(x > 0.75)) { addToClass(ix, iz, clDesert); } // add the rough shape of the water var km = 12/scaleByMapSize(35, 160); var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed)+(50/scaleByMapSize(35, 100))*rndRiver(theta2+z*0.5*(mapSize/128),seed2); var zk = z*randFloat(0.995,1.005); var xk = x*randFloat(0.995,1.005); if (-3.0 < getHeight(ix, iz)){ if ((xk > cu+((1.0-WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2))) { if (xk < cu+((1.05-WATER_WIDTH)/2)) { - h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk)); - + h = -3 + 200.0* abs(cu+((1.05-WATER_WIDTH)/2-xk)); + if ((h < 0.1)&&(h>-0.2)) + { + if (rifp%2 == 0) + { + rifp = 0; + placeObject(ix, iz, aPlants, 0, randFloat(0,TWO_PI)); + } + ++rifp; + } } else if (xk > (cu+(0.95+WATER_WIDTH)/2)) { h = -3 + 200.0*(xk-(cu+((0.95+WATER_WIDTH)/2))); + if ((h < 0.1)&&(h>-0.2)) + { + if (rifp2%2 == 0) + { + rifp2 = 0; + placeObject(ix, iz, aPlants, 0, randFloat(0,TWO_PI)); + } + ++rifp2; + } } else { h = -3.0; } setHeight(ix, iz, h); addToClass(ix, iz, clWater); placeTerrain(ix, iz, tShore); } } if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.04)&&(xk < cu+((1.0-WATER_WIDTH)/2)))||((xk > cu+((1.0+WATER_WIDTH)/2))&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.04))) { placeTerrain(ix, iz, tLush); addToClass(ix, iz, clShore); } else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.06)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.04))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.04)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.06))) { placeTerrain(ix, iz, tSLush); addToClass(ix, iz, clShore); } else if (((xk > cu+((1.0-WATER_WIDTH)/2)-0.09)&&(xk < cu+((1.0-WATER_WIDTH)/2)-0.06))||((xk > cu+((1.0+WATER_WIDTH)/2)+0.06)&&(xk < cu+((1.0+WATER_WIDTH)/2) + 0.09))) { placeTerrain(ix, iz, tSDry); addToClass(ix, iz, clShore); } } } RMS.SetProgress(40); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, avoidClasses(clWater, 2, clPlayer, 6), scaleByMapSize(100, 200) ); // create ponds log("Creating ponds..."); var numLakes = round(scaleByMapSize(1,4) * numPlayers / 2); placer = new ClumpPlacer(scaleByMapSize(100,250), 0.8, 0.1, 10); var terrainPainter = new LayeredPainter( [tShore, tShore, tShore], // terrains [1,1] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -7, 3); var waterAreas = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clPond)], avoidClasses(clPlayer, 25, clWater, 10), numLakes ); waterAreas = []; log("Creating reeds..."); group = new SimpleGroup( [new SimpleObject(aReeds, 1,3, 0,1)], true ); createObjectGroups( group, 0, stayClasses(clWater, 1, clPond, 1), scaleByMapSize(300, 762), 50 ); log("Creating lillies..."); group = new SimpleGroup( [new SimpleObject(aLillies, 1,3, 0,1)], true ); createObjectGroups( group, 0, stayClasses(clWater, 1, clPond, 1), scaleByMapSize(300, 762), 50 ); // calculate desired number of trees for map (based on size) const MIN_TREES = 700; const MAX_TREES = 3500; const P_FOREST = 0.5; var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var num = scaleByMapSize(10,30); placer = new ClumpPlacer(numForest / num, 0.15, 0.1, 0.5); painter = new TerrainPainter([pForest, tForestFloor]); createAreas(placer, [painter, paintClass(clForest)], avoidClasses(clPlayer, 8, clForest, 4, clWater, 1, clDesert, 5, clPond, 2), num, 50 ); RMS.SetProgress(50); // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clGrass, 5, clPlayer, 0, clWater, 1, clDirt, 5, clShore, 1, clPond, 1), scaleByMapSize(15, 45) ); } RMS.SetProgress(55); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tDirt,tDirtCracks],[tDirt,tFineSand], [tDirtCracks,tFineSand]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clDirt, 5, clPlayer, 0, clWater, 1, clGrass, 5, clShore, 1, clPond, 1), scaleByMapSize(15, 45) ); } RMS.SetProgress(60); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1), scaleByMapSize(4,16), 100 ); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)], scaleByMapSize(6,20), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 12, clRock, 10, clWater, 1, clPond, 1), stayClasses(clDesert, 3)], scaleByMapSize(6,20), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 12, clMetal, 10, clRock, 5, clWater, 1, clPond, 1), stayClasses(clDesert, 3)], scaleByMapSize(6,20), 100 ); RMS.SetProgress(65); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aDecorativeRock, 1,3, 0,1)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 1, clForest, 0, clPlayer, 0, clPond, 1), scaleByMapSize(16, 262), 50 ); // create shrubs log("Creating shrubs..."); group = new SimpleGroup( [new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)], true ); createObjectGroups( group, 0, avoidClasses(clWater, 1, clPlayer, 0, clPond, 1), scaleByMapSize(40, 360), 50 ); RMS.SetProgress(70); // create gazelles log("Creating gazelles..."); group = new SimpleGroup([new SimpleObject(oGazelle, 5,7, 0,4)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1), 3*scaleByMapSize(5,20), 50 ); // create goats log("Creating goats..."); group = new SimpleGroup([new SimpleObject(oGoat, 2,4, 0,3)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clPond, 1), 3*scaleByMapSize(5,20), 50 ); // create treasures log("Creating treasures..."); group = new SimpleGroup([new SimpleObject(oFood, 1,1, 0,2)], true, clTreasure); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1), 3*scaleByMapSize(5,20), 50 ); group = new SimpleGroup([new SimpleObject(oWood, 1,1, 0,2)], true, clTreasure); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 2, clDesert, 5, clTreasure, 6, clPond, 1), 3*scaleByMapSize(5,20), 50 ); // create camels log("Creating camels..."); group = new SimpleGroup([new SimpleObject(oCamel, 2,4, 0,2)], true, clFood); createObjectGroups(group, 0, avoidClasses(clForest, 0, clPlayer, 7, clWater, 1, clFood, 10, clDesert, 5, clTreasure, 2, clPond, 1), 3*scaleByMapSize(5,20), 50 ); RMS.SetProgress(90); // create straggler trees log("Creating straggler trees..."); var types = [oDatePalm, oSDatePalm]; // some variation var num = floor(0.5 * numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true); createObjectGroups(group, 0, avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clDesert, 1, clTreasure, 2, clPond, 1), num ); } var types = [oDatePalm, oSDatePalm]; // some variation var num = floor(0.1 * numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true); createObjectGroups(group, 0, avoidClasses(clForest, 0, clWater, 1, clPlayer, 8, clMetal, 1, clTreasure, 2), num ); } // create pond trees log("Creating straggler trees..."); var types = [oDatePalm, oSDatePalm]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup([new SimpleObject(types[i], 1,1, 0,0)], true); createObjectGroups(group, 0, borderClasses(clPond, 0, 4), num ); } //create eyecandy log("Creating obelisks"); group = new SimpleGroup( [new SimpleObject(eObelisk, 1,1, 0,1)], true ); createObjectGroups( group, 0, [avoidClasses(clWater, 4, clForest, 3, clPlayer, 5, clMetal, 2, clRock, 2, clPond, 4, clTreasure, 2), stayClasses(clDesert, 3)], scaleByMapSize(5, 30), 50 ); log("Creating pyramids"); group = new SimpleGroup( [new SimpleObject(ePyramid, 1,1, 0,1)], true ); createObjectGroups( group, 0, [avoidClasses(clWater, 7, clForest, 6, clPlayer, 14, clMetal, 5, clRock, 5, clPond, 7, clTreasure, 2), stayClasses(clDesert, 3)], scaleByMapSize(2, 6), 50 ); // Set environment setSkySet("sunny"); -setSunColour(0.873, 0.846, 0.674); -setWaterColour(0.312, 0.562, 0.652); -setWaterTint(0.412, 0.212, 0.212); -setWaterReflectionTint(0.447, 0.202, 0.222); -setWaterMurkiness(1.0); -setWaterReflectionTintStrength(0.677); +setSunColour(0.711, 0.746, 0.574); +setWaterColour(0.292, 0.347, 0.691); +setWaterTint(0.550, 0.543, 0.437); +setWaterReflectionTint(0.562, 0.511, 0.425); +setWaterMurkiness(0.83); +setWaterReflectionTintStrength(0.377); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/latium.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/latium.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/latium.js (revision 11152) @@ -1,658 +1,639 @@ RMS.LoadLibrary("rmgen"); const WATER_WIDTH = 0.1; // terrain textures const tOceanDepths = "medit_sea_depths"; const tOceanRockDeep = "medit_sea_coral_deep"; const tOceanRockShallow = "medit_rocks_wet"; const tOceanCoral = "medit_sea_coral_plants"; const tBeachWet = "medit_sand_wet"; const tBeachDry = "medit_sand"; const tBeachGrass = "medit_rocks_grass"; const tBeachCliff = "medit_dirt"; const tCity = "medit_city_tile"; const tGrassDry = ["medit_grass_field_brown", "medit_grass_field_dry", "medit_grass_field_b"]; const tGrass = ["medit_grass_field_dry", "medit_grass_field_brown", "medit_grass_field_b"]; const tGrassLush = ["grass_temperate_dry_tufts", "medit_grass_flowers"]; const tGrassShrubs = ["medit_grass_shrubs", "medit_grass_flowers"]; const tGrassRock = ["medit_rocks_grass"]; const tDirt = "medit_dirt"; const tDirtGrass = "medit_dirt_b"; const tDirtCliff = "medit_cliff_italia"; const tGrassCliff = "medit_cliff_italia_grass"; const tCliff = ["medit_cliff_italia", "medit_cliff_italia", "medit_cliff_italia_grass"]; const tForestFloor = "medit_grass_wild"; // gaia entities const oBeech = "gaia/flora_tree_euro_beech"; const oBerryBush = "gaia/flora_bush_berry"; const oCarob = "gaia/flora_tree_carob"; const oCypress1 = "gaia/flora_tree_cypress"; const oCypress2 = "gaia/flora_tree_cypress"; const oLombardyPoplar = "gaia/flora_tree_poplar_lombardy"; const oOak = "gaia/flora_tree_oak"; const oPalm = "gaia/flora_tree_medit_fan_palm"; const oPine = "gaia/flora_tree_aleppo_pine"; const oPoplar = "gaia/flora_tree_poplar"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; const oStoneLarge = "gaia/geology_stonemine_medit_quarry"; const oStoneSmall = "gaia/geology_stone_mediterranean"; const oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; // decorative props const aBushLargeDry = "actor|props/flora/bush_medit_la_dry.xml"; const aBushLarge = "actor|props/flora/bush_medit_la.xml"; const aBushMedDry = "actor|props/flora/bush_medit_me_dry.xml"; const aBushMed = "actor|props/flora/bush_medit_me.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; const aBushSmallDry = "actor|props/flora/bush_medit_sm_dry.xml"; const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassDry = "actor|props/flora/grass_soft_dry_large_tall.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMed = "actor|geology/stone_granite_med.xml"; const aRockSmall = "actor|geology/stone_granite_small.xml"; const aWaterLog = "actor|props/flora/water_log.xml"; // terrain + entity (for painting) var pPalmForest = [tForestFloor+TERRAIN_SEPARATOR+oPalm, tGrass]; var pPineForest = [tForestFloor+TERRAIN_SEPARATOR+oPine, tGrass]; var pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass]; var pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // Create classes var clWater = createTileClass(); var clCliff = createTileClass(); var clForest = createTileClass(); var clMetal = createTileClass(); var clStone = createTileClass(); var clFood = createTileClass(); var clPlayer = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // Place players log("Creating players..."); var playerX = new Array(numPlayers+1); var playerZ = new Array(numPlayers+1); var numLeftPlayers = ceil(numPlayers/2); for (var i = 1; i <= numLeftPlayers; i++) { playerX[i] = 0.28 + randFloat(-0.01, 0.01); playerZ[i] = (0.5+i-1)/numLeftPlayers + randFloat(-0.01, 0.01); } for (var i = numLeftPlayers+1; i <= numPlayers; i++) { playerX[i] = 0.72 + randFloat(-0.01, 0.01); playerZ[i] = (0.5+i-numLeftPlayers-1)/numLeftPlayers + randFloat(-0.01, 0.01); } function distanceToPlayers(x, z) { var r = 10000; for (var i = 1; i <= numPlayers; i++) { var dx = x - playerX[i]; var dz = z - playerZ[i]; r = min(r, dx*dx + dz*dz); } return sqrt(r); } function playerNearness(x, z) { var d = fractionToTiles(distanceToPlayers(x,z)); if (d < 13) { return 0; } else if (d < 19) { return (d-13)/(19-13); } else { return 1; } } // Paint elevation log("Painting elevation..."); var noise0 = new Noise2D(scaleByMapSize(4, 16)); var noise1 = new Noise2D(scaleByMapSize(8, 32)); var noise2 = new Noise2D(scaleByMapSize(15, 60)); var noise2a = new Noise2D(scaleByMapSize(20, 80)); var noise2b = new Noise2D(scaleByMapSize(35, 140)); var noise3 = new Noise2D(scaleByMapSize(4, 16)); var noise4 = new Noise2D(scaleByMapSize(6, 24)); var noise5 = new Noise2D(scaleByMapSize(11, 44)); for (var ix = 0; ix <= mapSize; ix++) { for (var iz = 0; iz <= mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); var pn = playerNearness(x, z); var h = 0; var distToWater = 0; h = 32 * (x - 0.5); // add the rough shape of the water if (x < WATER_WIDTH) { h = max(-16.0, -28.0*(WATER_WIDTH-x)/WATER_WIDTH); } else if (x > 1.0-WATER_WIDTH) { h = max(-16.0, -28.0*(x-(1.0-WATER_WIDTH))/WATER_WIDTH); } else { distToWater = (0.5 - WATER_WIDTH - abs(x-0.5)); var u = 1 - abs(x-0.5) / (0.5-WATER_WIDTH); h = 12*u; } // add some base noise var baseNoise = 16*noise0.get(x,z) + 8*noise1.get(x,z) + 4*noise2.get(x,z) - (16+8+4)/2; if ( baseNoise < 0 ) { baseNoise *= pn; baseNoise *= max(0.1, distToWater / (0.5-WATER_WIDTH)); } var oldH = h; h += baseNoise; // add some higher-frequency noise on land if ( oldH > 0 ) { h += (0.4*noise2a.get(x,z) + 0.2*noise2b.get(x,z)) * min(oldH/10.0, 1.0); } // create cliff noise if ( h > -10 ) { var cliffNoise = (noise3.get(x,z) + 0.5*noise4.get(x,z)) / 1.5; if (h < 1) { var u = 1 - 0.3*((h-1)/-10); cliffNoise *= u; } cliffNoise += 0.05 * distToWater / (0.5 - WATER_WIDTH); if (cliffNoise > 0.6) { var u = 0.8 * (cliffNoise - 0.6); cliffNoise += u * noise5.get(x,z); cliffNoise /= (1 + u); } cliffNoise -= 0.59; cliffNoise *= pn; if (cliffNoise > 0) { h += 19 * min(cliffNoise, 0.045) / 0.045; } } // set the height setHeight(ix, iz, h); } } RMS.SetProgress(15); // Paint base terrain log("Painting terrain..."); var noise6 = new Noise2D(scaleByMapSize(10, 40)); var noise7 = new Noise2D(scaleByMapSize(20, 80)); var noise8 = new Noise2D(scaleByMapSize(13, 52)); var noise9 = new Noise2D(scaleByMapSize(26, 104)); var noise10 = new Noise2D(scaleByMapSize(50, 200)); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); var pn = playerNearness(x, z); // get heights of surrounding vertices var h00 = getHeight(ix, iz); var h01 = getHeight(ix, iz+1); var h10 = getHeight(ix+1, iz); var h11 = getHeight(ix+1, iz+1); // find min and max height var maxH = Math.max(h00, h01, h10, h11); var minH = Math.min(h00, h01, h10, h11); var diffH = maxH - minH; // figure out if we're at the top of a cliff using min adjacent height var minAdjHeight = minH; if (maxH > 15) { var maxNx = min(ix+2, mapSize); var maxNz = min(iz+2, mapSize); for (var nx = max(ix-1, 0); nx <= maxNx; nx++) { for (var nz = max(iz-1, 0); nz <= maxNz; nz++) { minAdjHeight = min(minAdjHeight, getHeight(nx, nz)); } } } // choose a terrain based on elevation var t = tGrass; // water if (maxH < -12) { t = tOceanDepths; } else if (maxH < -8.8) { t = tOceanRockDeep; } else if (maxH < -4.7) { t = tOceanCoral; } else if (maxH < -2.8) { t = tOceanRockShallow; } else if (maxH < 0.9 && minH < 0.35) { t = tBeachWet; } else if (maxH < 1.5 && minH < 0.9) { t = tBeachDry; } else if (maxH < 2.3 && minH < 1.3) { t = tBeachGrass; } if (minH < 0) { addToClass(ix, iz, clWater); } // cliffs if (diffH > 2.9 && minH > -7) { t = tCliff; addToClass(ix, iz, clCliff); } else if ((diffH > 2.5 && minH > -5) || ((maxH - minAdjHeight) > 2.9 && minH > 0) ) { if (minH < -1) t = tCliff; else if (minH < 0.5) t = tBeachCliff; else t = [tDirtCliff, tGrassCliff, tGrassCliff, tGrassRock, tCliff]; addToClass(ix, iz, clCliff); } if (minH >= 7) { addToClass(ix, iz, clCliff); } // forests if (getHeight(ix, iz) <11){ if (diffH < 2 && minH > 1) { var forestNoise = (noise6.get(x,z) + 0.5*noise7.get(x,z)) / 1.5 * pn - 0.59; // Thin out trees a bit if (forestNoise > 0 && randFloat() < 0.5) { if (minH < 11 && minH >= 4) { var typeNoise = noise10.get(x,z); if (typeNoise < 0.43 && forestNoise < 0.05) t = pPoplarForest; else if (typeNoise < 0.63) t = pMainForest; else t = pPineForest; addToClass(ix, iz, clForest); } else if (minH < 4) { t = pPalmForest; addToClass(ix, iz, clForest); } } } } // grass variations if (t == tGrass) { var grassNoise = (noise8.get(x,z) + 0.6*noise9.get(x,z)) / 1.6; if (grassNoise < 0.3) { t = (diffH > 1.2) ? tDirtCliff : tDirt; } else if (grassNoise < 0.34) { t = (diffH > 1.2) ? tGrassCliff : tGrassDry; if (diffH < 0.5 && randFloat() < 0.02) { placeObject(ix+randFloat(), iz+randFloat(), aGrassDry, 0, randFloat(0, TWO_PI)); } } else if (grassNoise > 0.61) { t = (diffH > 1.2 ? tGrassRock : tGrassShrubs); } else { if (diffH < 0.5 && randFloat() < 0.02) { placeObject(ix+randFloat(), iz+randFloat(), aGrass, 0, randFloat(0, TWO_PI)); } } } placeTerrain(ix, iz, t); } } RMS.SetProgress(30); for (var i = 1; i <= numPlayers; i++) { var id = playerIDs[i-1]; log("Creating base for player " + id + "..."); // get fractional locations in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); addToClass(ix, iz, clPlayer); // create the city patch, flatten area under TC var cityRadius = 11; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tGrass, tCity], [4]); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 5, // elevation 2 // blend radius ); createArea(placer, [painter, elevationPainter], null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create starting berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 9; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,2)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = 12; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create starting straggler trees group = new SimpleGroup( [new SimpleObject(oPalm, 3,3, 7,10)], true, clBaseResource, ix, iz ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } RMS.SetProgress(40); log("Creating bushes..."); // create bushes group = new SimpleGroup( [new SimpleObject(aBushSmall, 0,2, 0,2), new SimpleObject(aBushSmallDry, 0,2, 0,2), new SimpleObject(aBushMed, 0,1, 0,2), new SimpleObject(aBushMedDry, 0,1, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 4, clCliff, 2), scaleByMapSize(9, 146), 50 ); RMS.SetProgress(45); log("Creating rocks..."); // create rocks group = new SimpleGroup( [new SimpleObject(aRockSmall, 0,3, 0,2), new SimpleObject(aRockMed, 0,2, 0,2), new SimpleObject(aRockLarge, 0,1, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 2, clCliff, 1), scaleByMapSize(9, 146), 50 ); RMS.SetProgress(50); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clStone); createObjectGroups(group, 0, [avoidClasses(clWater, 1, clForest, 1, clPlayer, 20, clStone, 15, clCliff, 3)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clStone); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clStone, 15, clCliff, 3)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,2)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clMetal, 15, clStone, 5, clCliff, 3), borderClasses(clCliff, 0, 5)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(60); log("Creating straggler trees..."); // create straggler trees var trees = [oCarob, oBeech, oLombardyPoplar, oLombardyPoplar, oPine]; for (var t in trees) { group = new SimpleGroup([new SimpleObject(trees[t], 1,1, 0,1)], true, clForest); createObjectGroups(group, 0, avoidClasses(clWater, 5, clCliff, 4, clForest, 1, clPlayer, 15, clMetal, 1, clStone, 1), scaleByMapSize(2, 38), 50 ); } RMS.SetProgress(70); // create straggler cypresses group = new SimpleGroup( [new SimpleObject(oCypress2, 1,3, 0,3), new SimpleObject(oCypress1, 0,2, 0,2)], true ); createObjectGroups(group, 0, avoidClasses(clWater, 4, clCliff, 4, clForest, 1, clPlayer, 15, clMetal, 1, clStone, 1), scaleByMapSize(5, 75), 50 ); RMS.SetProgress(80); log("Creating sheep..."); // create sheep group = new SimpleGroup([new SimpleObject(oSheep, 2,4, 0,2)], true, clFood); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8), 3 * numPlayers, 50 ); RMS.SetProgress(85); log("Creating fish..."); // create fish var num = scaleByMapSize(4, 16); var offsetX = mapSize * WATER_WIDTH/2; for (var i = 0; i < num; ++i) { var cX = round(offsetX + offsetX/2 * randFloat(-1, 1)); var cY = round((i + 0.5) * mapSize/num); group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,1)], true, clFood, cX, cY); createObjectGroup(group, 0); } for (var i = 0; i < num; ++i) { var cX = round(mapSize - offsetX + offsetX/2 * randFloat(-1, 1)); var cY = round((i + 0.5) * mapSize/num); group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,1)], true, clFood, cX, cY); createObjectGroup(group, 0); } RMS.SetProgress(90); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8), 3 * numPlayers, 50 ); RMS.SetProgress(95); log("Creating berry bushes..."); // create berry bushes group = new SimpleGroup([new SimpleObject(oBerryBush, 5,7, 0,3)], true, clFood); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clCliff, 1, clPlayer, 20, clMetal, 2, clStone, 2, clFood, 8), 1.5 * numPlayers, 100 ); // Adjust environment setSkySet("sunny"); setWaterMurkiness(0.626953); setWaterShininess(0.732422); setWaterTint(0, 0.501961, 0.501961); setWaterReflectionTint(0.313726, 0.376471, 0.521569); setWaterReflectionTintStrength(0.615234); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/islands.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/islands.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/islands.js (revision 11152) @@ -1,604 +1,586 @@ RMS.LoadLibrary("rmgen"); // terrain textures const tOceanDepths = "medit_sea_depths"; const tOceanRockDeep = "medit_sea_coral_deep"; const tOceanRockShallow = "medit_rocks_wet"; const tOceanCoral = "medit_sea_coral_plants"; const tBeachWet = "medit_sand_wet"; const tBeachDry = "medit_sand"; const tBeachGrass = "medit_rocks_grass"; const tBeach = ["medit_rocks_grass","medit_sand", "medit_rocks_grass_shrubs"] //const tBeachBlend = ["medit_rocks_grass","medit_grass_field_dry", "medit_grass_field_brown","medit_rocks_shrubs", "medit_rocks_grass_shrubs"]; const tBeachBlend = ["medit_rocks_grass", "medit_rocks_grass_shrubs"]; const tBeachCliff = "medit_dirt"; const tCity = "medit_city_tile"; const tGrassDry = ["medit_grass_field_dry", "medit_grass_field_b"]; //const tGrass = ["medit_grass_field_dry", "medit_grass_field_brown", "medit_grass_field_b"]; const tGrass = ["medit_rocks_grass", "medit_rocks_grass","medit_dirt","medit_rocks_grass_shrubs"]; const tGrassLush = ["grass_temperate_dry_tufts", "medit_grass_flowers"]; const tGrassShrubs = "medit_shrubs"; const tCliffShrubs = ["medit_cliff_aegean_shrubs", "medit_cliff_italia_grass","medit_cliff_italia"] const tGrassRock = ["medit_rocks_grass"]; const tDirt = "medit_dirt"; const tDirtGrass = "medit_dirt_b"; const tDirtCliff = "medit_cliff_italia"; const tGrassCliff = "medit_cliff_italia_grass"; const tCliff = ["medit_cliff_italia", "medit_cliff_italia", "medit_cliff_italia_grass"]; const tForestFloor = "medit_forestfloor_a"; // gaia entities const oBeech = "gaia/flora_tree_euro_beech"; const oBerryBush = "gaia/flora_bush_berry"; const oCarob = "gaia/flora_tree_carob"; const oCypress1 = "gaia/flora_tree_cypress"; const oCypress2 = "gaia/flora_tree_cypress"; const oLombardyPoplar = "gaia/flora_tree_poplar_lombardy"; const oOak = "gaia/flora_tree_oak"; const oPalm = "gaia/flora_tree_medit_fan_palm"; const oPine = "gaia/flora_tree_aleppo_pine"; const oPoplar = "gaia/flora_tree_poplar"; const oDateT = "gaia/flora_tree_cretan_date_palm_tall"; const oDateS = "gaia/flora_tree_cretan_date_palm_short"; const oChicken = "gaia/fauna_chicken"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oWhale = "gaia/fauna_whale_humpback"; const oStoneLarge = "gaia/geology_stonemine_medit_quarry"; const oStoneSmall = "gaia/geology_stone_mediterranean"; const oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; const oShipwreck = "other/special_treasure_shipwreck"; const oShipDebris = "other/special_treasure_shipwreck_debris"; // decorative props const aBushLargeDry = "actor|props/flora/bush_medit_la_dry.xml"; const aBushLarge = "actor|props/flora/bush_medit_la.xml"; const aBushMedDry = "actor|props/flora/bush_medit_me_dry.xml"; const aBushMed = "actor|props/flora/bush_medit_me.xml"; const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; const aBushSmallDry = "actor|props/flora/bush_medit_sm_dry.xml"; const aGrass = "actor|props/flora/grass_soft_large_tall.xml"; const aGrassDry = "actor|props/flora/grass_soft_dry_large_tall.xml"; const aRockLarge = "actor|geology/stone_granite_large.xml"; const aRockMed = "actor|geology/stone_granite_med.xml"; const aRockSmall = "actor|geology/stone_granite_small.xml"; // terrain + entity (for painting) var pPalmForest = [tForestFloor+TERRAIN_SEPARATOR+oPalm, tGrass]; var pPineForest = [tForestFloor+TERRAIN_SEPARATOR+oPine, tGrass]; var pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass]; var pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); // create tile classes var clCoral = createTileClass(); var clPlayer = createTileClass(); var clIsland = createTileClass(); var clCity = createTileClass(); var clDirt = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); //array holding starting islands based on number of players var startingPlaces=[[0],[0,3],[0,2,4],[0,1,3,4],[0,1,2,3,4],[0,1,2,3,4,5]]; //figure out how many spoke islands var numIslands =6; if(numPlayers<6){ numIslands=6; }else{ numIslands=numPlayers; } //figure out coordinates of spoke islands var islandX = new Array(numIslands); var islandZ = new Array(numIslands); var islandAngle = new Array(numIslands); //holds all land areas var areas = []; var startAngle = randFloat() * 2 * PI; for (var i=0; i < numIslands; i++) { islandAngle[i] = startAngle + i*2*PI/numIslands; islandX[i] = 0.5 + 0.39*cos(islandAngle[i]); islandZ[i] = 0.5 + 0.39*sin(islandAngle[i]); } for(var i=0;i=6)||(i==startingPlaces[numPlayers-1][nPlayer])){ var id = playerIDs[nPlayer]; // get the x and z in tiles var fx = fractionToTiles(islandX[i]); var fz = fractionToTiles(islandZ[i]); var ix = round(fx); var iz = round(fz); //create city patch var cityRadius = 6; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tGrass, tCity], [1]); createArea(placer, [painter,paintClass(clCity)], null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) + nPlayer++; } } RMS.SetProgress(15); // get the x and z in tiles var nCenter=floor(scaleByMapSize(1,4)) var startAngle = randFloat() * 2 * PI; for (var i=0; i < nCenter; i++) { var fx=.5; var fz=.5; if(nCenter==1){ fx=.5; fz=.5; }else{ var isangle = startAngle + i*2*PI/nCenter+randFloat(-PI/8,PI/8); var dRadius = randFloat(.1,.16); fx = 0.5 + dRadius*cos(isangle); fz = 0.5 + dRadius*sin(isangle); } var ix = round(fractionToTiles(fx)); var iz = round(fractionToTiles(fz)); var radius = scaleByMapSize(15,30); var coral= 2; var wet = 3; var dry = 1; var gbeach = 2; var elevation = 3; var islandSize = PI*radius*radius; var islandBottom=PI*(radius+coral)*(radius+coral); //create base var placer = new ClumpPlacer(islandBottom, .7, .1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tOceanRockDeep, tOceanCoral], [5] ); createArea(placer, [terrainPainter, paintClass(clCoral)],avoidClasses(clCoral,0,clPlayer,0)); // create island var placer = new ClumpPlacer(islandSize, .7, .1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tOceanCoral,tBeachWet, tBeachDry, tBeach, tBeachBlend, tGrass], [1,wet,dry,1,gbeach] ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, elevation, 5 ); var temp = createArea(placer, [terrainPainter, paintClass(clIsland), elevationPainter],avoidClasses(clPlayer,0)); areas.push(temp); } RMS.SetProgress(30); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 60), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 3); createAreasInAreas( placer, painter, avoidClasses(clCity, 0), scaleByMapSize(25, 75),15, areas ); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tCliffShrubs], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2); createAreasInAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clCity, 15, clHill, 15), scaleByMapSize(5, 30), 15, areas ); RMS.SetProgress(40); //find all water for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { if(getHeight(ix,iz)<0){ addToClass(ix,iz,clWater); } } } // create forests log("Creating forests..."); var types = [ [[tForestFloor, tGrass, pPalmForest], [tForestFloor, pPalmForest]], [[tForestFloor, tGrass, pPineForest], [tForestFloor, pPineForest]], [[tForestFloor, tGrass, pPoplarForest], [tForestFloor, pPoplarForest]], [[tForestFloor, tGrass, pMainForest], [tForestFloor, pMainForest]] ]; // some variation var size = 5; //size var num = scaleByMapSize(10, 64); //number for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(6+randInt(12), 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreasInAreas( placer, [painter, paintClass(clForest)], avoidClasses(clCity, 1, clWater, 3, clForest, 3, clHill, 1), num, 20, areas ); } RMS.SetProgress(60); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroupsByAreas(group, 0, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clRock, 1)], scaleByMapSize(4,16), 200, areas ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroupsByAreas(group, 0, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clRock, 2)], scaleByMapSize(4,16), 200, areas ); RMS.SetProgress(70); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroupsByAreas(group, 0, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 2, clRock, 1)], scaleByMapSize(4,16), 200, areas ); RMS.SetProgress(80); //create shrub patches log("Creating shrub patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter([tBeachBlend,tGrassShrubs],[1]); createAreasInAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0), scaleByMapSize(4, 16), 20, areas ); } //create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter([tGrassDry],[]); createAreasInAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clWater, 3, clHill, 0, clDirt, 6, clCity, 0), scaleByMapSize(4, 16), 20, areas ); } RMS.SetProgress(90); log("Creating straggler trees..."); // create straggler trees var trees = [oCarob, oBeech, oLombardyPoplar, oLombardyPoplar, oPine]; for (var t in trees) { group = new SimpleGroup([new SimpleObject(trees[t], 1,1, 0,1)], true, clForest); createObjectGroupsByAreas(group, 0, avoidClasses(clWater, 2, clForest, 2, clCity, 3, clBaseResource, 1, clRock, 1, clMetal, 1, clPlayer, 1, clHill, 1), scaleByMapSize(2, 38), 50, areas ); } // create straggler cypresses group = new SimpleGroup( [new SimpleObject(oCypress2, 1,3, 0,3), new SimpleObject(oCypress1, 0,2, 0,2)], true ); createObjectGroupsByAreas(group, 0, avoidClasses(clWater, 2, clForest, 2, clCity, 3, clBaseResource, 1, clRock, 1, clMetal, 1, clPlayer, 1, clHill, 1), scaleByMapSize(5, 75), 50, areas ); // create straggler date palms group = new SimpleGroup( [new SimpleObject(oDateS, 1,3, 0,3), new SimpleObject(oDateT, 0,2, 0,2)], true ); createObjectGroupsByAreas(group, 0, avoidClasses(clWater, 2, clForest, 1, clCity, 0, clBaseResource, 1, clRock, 1, clMetal, 1, clPlayer, 1, clHill, 1), scaleByMapSize(5, 75), 50, areas ); log("Creating rocks..."); // create rocks group = new SimpleGroup( [new SimpleObject(aRockSmall, 0,3, 0,2), new SimpleObject(aRockMed, 0,2, 0,2), new SimpleObject(aRockLarge, 0,1, 0,2)] ); createObjectGroups(group, 0, avoidClasses(clWater, 0, clCity, 0), scaleByMapSize(30, 180), 50 ); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clWater, 5, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8), 3 * numPlayers, 50 ); RMS.SetProgress(95); log("Creating berry bushes..."); // create berry bushes group = new SimpleGroup([new SimpleObject(oBerryBush, 5,7, 0,3)], true, clFood); createObjectGroups(group, 0, avoidClasses(clWater, 2, clForest, 1, clHill, 1, clCity, 10, clMetal, 2, clRock, 2, clFood, 8), 1.5 * numPlayers, 100 ); log("Creating Fish..."); // create Fish group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,3)], true, clFood); createObjectGroups(group, 0, [stayClasses(clWater,1),avoidClasses(clFood, 8)], scaleByMapSize(40,200), 100 ); log("Creating Whales..."); // create Whales group = new SimpleGroup([new SimpleObject(oWhale, 1,1, 0,3)], true, clFood); createObjectGroups(group, 0, [stayClasses(clWater,1),avoidClasses(clFood, 8, clPlayer,4,clIsland,4)], scaleByMapSize(10,40), 100 ); log("Creating shipwrecks..."); // create shipwreck group = new SimpleGroup([new SimpleObject(oShipwreck, 1,1, 0,3)], true, clFood); createObjectGroups(group, 0, [stayClasses(clWater,1),avoidClasses(clFood, 8)], scaleByMapSize(6,16), 100 ); log("Creating shipwreck debris..."); // create shipwreck debris group = new SimpleGroup([new SimpleObject(oShipDebris, 1,2, 0,4)], true, clFood); createObjectGroups(group, 0, [stayClasses(clWater,1),avoidClasses(clFood, 8)], scaleByMapSize(10,20), 100 ); // Adjust environment setSkySet("sunny"); setWaterMurkiness(0.626953); setWaterShininess(0.732422); setWaterTint(0, 0.501961, 0.501961); setWaterReflectionTint(0.313726, 0.376471, 0.521569); setWaterReflectionTintStrength(0.615234); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/continent.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/continent.js (revision 11151) +++ ps/trunk/binaries/data/mods/public/maps/random/continent.js (revision 11152) @@ -1,832 +1,522 @@ RMS.LoadLibrary("rmgen"); //random terrain textures -var rt = randInt(1,7); -//temperate -if (rt == 1){ -var tGrass = ["temp_grass_long_b"]; -var tGrassPForest = "temp_forestfloor_pine"; -var tGrassDForest = "temp_plants_bog"; -var tCliff = ["temp_cliff_a", "temp_cliff_b"]; -var tGrassA = "temp_grass_d"; -var tGrassB = "temp_grass_c"; -var tGrassC = "temp_grass_clovers_2"; -var tHill = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; -var tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"]; -var tRoad = "temp_road"; -var tRoadWild = "temp_road_overgrown"; -var tGrassPatch = "temp_grass_plants"; -var tShoreBlend = "temp_mud_plants"; -var tShore = "sand_grass_25"; -var tWater = "medit_sand_wet"; +var rt = randomizeBiome(); -// gaia entities -var oOak = "gaia/flora_tree_oak"; -var oOakLarge = "gaia/flora_tree_oak_large"; -var oApple = "gaia/flora_tree_apple"; -var oPine = "gaia/flora_tree_pine"; -var oAleppoPine = "gaia/flora_tree_aleppo_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_sheep"; -var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; -var oStoneSmall = "gaia/geology_stone_mediterranean"; -var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -var aLillies = "actor|props/flora/pond_lillies_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_medit_me.xml"; -var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; - -// terrain + entity (for painting) - -} -//snowy -else if (rt == 2) -{ -setSunColour(0.550, 0.601, 0.644); // a little darker - -var tGrass = ["polar_snow_b", "snow grass 75", "snow rocks", "snow forest"]; -var tGrassPForest = "polar_tundra_snow"; -var tGrassDForest = "polar_tundra_snow"; -var tCliff = ["polar_cliff_a", "polar_cliff_b"]; -var tGrassA = "snow grass 2"; -var tGrassB = "polar_snow_a"; -var tGrassC = "polar_ice_snow"; -var tHill = ["polar_snow_rocks", "polar_cliff_snow"]; -var tDirt = ["polar_ice_b", "polar_ice_c"]; -var tRoad = "new_alpine_citytile"; -var tRoadWild = "polar_ice_cracked"; -var tGrassPatch = "snow grass 2"; -var tShoreBlend = "polar_ice"; -var tShore = "snow_glacial_01"; -var tWater = "polar_ice_c"; - -// gaia entities -var oOak = "gaia/flora_tree_pine_w"; -var oOakLarge = "gaia/flora_tree_pine_w"; -var oApple = "gaia/flora_tree_pine_w"; -var oPine = "gaia/flora_tree_pine_w"; -var oAleppoPine = "gaia/flora_tree_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_muskox"; -var oFish = "gaia/fauna_fish_tuna"; -var oSheep = "gaia/fauna_walrus"; -var oStoneLarge = "gaia/geology_stone_alpine_a"; -var oStoneSmall = "gaia/geology_stone_alpine_a"; -var oMetalLarge = "gaia/geology_metal_alpine"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; - -// terrain + entity (for painting) - -} -//desert -else if (rt == 3) -{ -setSunColour(0.733, 0.746, 0.574); - -var tGrass = ["desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_dunes_50", "desert_sand_smooth"]; -var tGrassPForest = "forestfloor_dirty"; -var tGrassDForest = "desert_forestfloor_palms"; -var tCliff = ["desert_cliff_1", "desert_cliff_2", "desert_cliff_3", "desert_cliff_4", "desert_cliff_5"]; -var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"]; -var tGrassB = "dirta"; -var tGrassC = "medit_dirt_dry"; -var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"]; -var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"]; -var tRoad = "desert_city_tile"; -var tRoadWild = "desert_city_tile"; -var tGrassPatch = "desert_dirt_rough"; -var tShoreBlend = "desert_shore_stones"; -var tShore = "dirta"; -var tWater = "desert_sand_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_cretan_date_palm_short"; -var oOakLarge = "gaia/flora_tree_cretan_date_palm_tall"; -var oApple = "gaia/flora_tree_fig"; -var oPine = "gaia/flora_tree_dead"; -var oAleppoPine = "gaia/flora_tree_date_palm"; -var oBerryBush = "gaia/flora_bush_grapes"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_camel"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_gazelle"; -var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; -var oStoneSmall = "gaia/geology_stone_desert_small"; -var oMetalLarge = "gaia/geology_metal_desert_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aRockLarge = "actor|geology/stone_desert_med.xml"; -var aRockMedium = "actor|geology/stone_desert_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; -// terrain + entity (for painting) -} -//alpine -else if (rt == 4) -{ -var tGrass = ["alpine_dirt_grass_50"]; -var tGrassPForest = "alpine_forrestfloor"; -var tGrassDForest = "alpine_forrestfloor"; -var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"]; -var tGrassA = "alpine_grass_rocky"; -var tGrassB = ["alpine_grass_snow_50", "alpine_dirt_snow"]; -var tGrassC = ["alpine_snow_a", "alpine_snow_b"]; -var tHill = "alpine_cliff_snow"; -var tDirt = ["alpine_dirt", "alpine_grass_d"]; -var tRoad = "new_alpine_citytile"; -var tRoadWild = "new_alpine_citytile"; -var tGrassPatch = "new_alpine_grass_a"; -var tShoreBlend = "alpine_shore_rocks"; -var tShore = "alpine_shore_rocks_grass_50"; -var tWater = "alpine_shore_rocks"; - -// gaia entities -var oOak = "gaia/flora_tree_pine"; -var oOakLarge = "gaia/flora_tree_pine"; -var oApple = "gaia/flora_tree_pine"; -var oPine = "gaia/flora_tree_pine"; -var oAleppoPine = "gaia/flora_tree_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_goat"; -var oFish = "gaia/fauna_fish_tuna"; -var oSheep = "gaia/fauna_deer"; -var oStoneLarge = "gaia/geology_stone_alpine_a"; -var oStoneSmall = "gaia/geology_stone_alpine_a"; -var oMetalLarge = "gaia/geology_metal_alpine"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_dry_small_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_dry_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_desert_dry_a.xml"; - -// terrain + entity (for painting) -} -//medit -else if (rt == 5){ -var tGrass = ["medit_grass_field_a", "medit_grass_field_b"]; -var tGrassPForest = "medit_plants_dirt"; -var tGrassDForest = "medit_grass_shrubs"; -var tCliff = ["medit_cliff_grass", "medit_cliff_greek", "medit_cliff_greek_2", "medit_cliff_aegean", "medit_cliff_italia", "medit_cliff_italia_grass"]; -var tGrassA = "medit_grass_field_b"; -var tGrassB = "medit_grass_field_brown"; -var tGrassC = "medit_grass_field_dry"; -var tHill = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"]; -var tDirt = ["medit_dirt", "medit_dirt_b"]; -var tRoad = "medit_city_tile"; -var tRoadWild = "medit_city_tile"; -var tGrassPatch = "medit_grass_wild"; -var tShoreBlend = "medit_sand"; -var tShore = "sand_grass_25"; -var tWater = "medit_sand_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_cretan_date_palm_short"; -var oOakLarge = "gaia/flora_tree_medit_fan_palm"; -var oApple = "gaia/flora_tree_apple"; -var oPine = "gaia/flora_tree_cypress"; -var oAleppoPine = "gaia/flora_tree_aleppo_pine"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_sheep"; -var oStoneLarge = "gaia/geology_stonemine_medit_quarry"; -var oStoneSmall = "gaia/geology_stone_mediterranean"; -var oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_soft_large_tall.xml"; -var aGrassShort = "actor|props/flora/grass_soft_large.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_a.xml"; -var aLillies = "actor|props/flora/pond_lillies_large.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/bush_medit_me.xml"; -var aBushSmall = "actor|props/flora/bush_medit_sm.xml"; - -// terrain + entity (for painting) - -} -//savanah -else if (rt == 6) -{ -var tGrass = ["savanna_grass_a", "savanna_grass_b"]; -var tGrassPForest = "savanna_forestfloor_a"; -var tGrassDForest = "savanna_forestfloor_b"; -var tCliff = ["savanna_cliff_a", "savanna_cliff_b"]; -var tGrassA = "savanna_shrubs_a"; -var tGrassB = "savanna_dirt_rocks_b"; -var tGrassC = "dirt_brown_e"; -var tHill = ["savanna_grass_a", "savanna_grass_b"]; -var tDirt = ["savanna_dirt_rocks_b", "dirt_brown_e"]; -var tRoad = "savanna_tile_a"; -var tRoadWild = "savanna_tile_a"; -var tGrassPatch = "savanna_grass_a"; -var tShoreBlend = "savanna_riparian"; -var tShore = "savanna_riparian_bank"; -var tWater = "savanna_riparian_wet"; - -// gaia entities -var oOak = "gaia/flora_tree_baobab"; -var oOakLarge = "gaia/flora_tree_baobab"; -var oApple = "gaia/flora_tree_baobab"; -var oPine = "gaia/flora_tree_baobab"; -var oAleppoPine = "gaia/flora_tree_baobab"; -var oBerryBush = "gaia/flora_bush_grapes"; -var oChicken = "gaia/fauna_chicken"; -var rts = randInt(1,4); -if (rts==1){ -var oDeer = "gaia/fauna_wildebeest"; -} -else if (rts==2) -{ -var oDeer = "gaia/fauna_zebra"; -} -else if (rts==3) -{ -var oDeer = "gaia/fauna_giraffe"; -} -else if (rts==4) -{ -var oDeer = "gaia/fauna_elephant_african_bush"; -} -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_gazelle"; -var oStoneLarge = "gaia/geology_stonemine_desert_quarry"; -var oStoneSmall = "gaia/geology_stone_savanna_small"; -var oMetalLarge = "gaia/geology_metal_savanna_slabs"; - -// decorative props -var aGrass = "actor|props/flora/grass_savanna.xml"; -var aGrassShort = "actor|props/flora/grass_medit_field.xml"; -var aRockLarge = "actor|geology/stone_savanna_med.xml"; -var aRockMedium = "actor|geology/stone_savanna_med.xml"; -var aBushMedium = "actor|props/flora/bush_desert_dry_a.xml"; -var aBushSmall = "actor|props/flora/bush_dry_a.xml"; -// terrain + entity (for painting) -} -else if (rt == 7){ -var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"]; -var tGrassPForest = "tropic_plants_c"; -var tGrassDForest = "tropic_plants_c"; -var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"]; -var tGrassA = "tropic_grass_c"; -var tGrassB = "tropic_grass_plants"; -var tGrassC = "tropic_plants"; -var tHill = ["tropic_cliff_grass"]; -var tDirt = ["tropic_dirt_a", "tropic_dirt_a_plants"]; -var tRoad = "tropic_citytile_a"; -var tRoadWild = "tropic_citytile_plants"; -var tGrassPatch = "tropic_plants_b"; -var tShoreBlend = "temp_mud_plants"; -var tShore = "tropic_beach_dry"; -var tWater = "tropic_beach_wet"; +var tGrass = rBiomeT1(); +var tGrassPForest = rBiomeT2(); +var tGrassDForest = rBiomeT3(); +var tCliff = rBiomeT4(); +var tGrassA = rBiomeT5(); +var tGrassB = rBiomeT6(); +var tGrassC = rBiomeT7(); +var tHill = rBiomeT8(); +var tDirt = rBiomeT9(); +var tRoad = rBiomeT10(); +var tRoadWild = rBiomeT11(); +var tGrassPatch = rBiomeT12(); +var tShoreBlend = rBiomeT13(); +var tShore = rBiomeT14(); +var tWater = rBiomeT15(); // gaia entities -var oOak = "gaia/flora_tree_poplar"; -var oOakLarge = "gaia/flora_tree_poplar"; -var oApple = "gaia/flora_tree_poplar"; -var oPine = "gaia/flora_tree_cretan_date_palm_short"; -var oAleppoPine = "gaia/flora_tree_cretan_date_palm_tall"; -var oBerryBush = "gaia/flora_bush_berry"; -var oChicken = "gaia/fauna_chicken"; -var oDeer = "gaia/fauna_deer"; -var oFish = "gaia/fauna_fish"; -var oSheep = "gaia/fauna_tiger"; -var oStoneLarge = "gaia/geology_stonemine_tropic_quarry"; -var oStoneSmall = "gaia/geology_stone_tropic_a"; -var oMetalLarge = "gaia/geology_metal_tropic_slabs"; +var oOak = rBiomeE1(); +var oOakLarge = rBiomeE2(); +var oApple = rBiomeE3(); +var oPine = rBiomeE4(); +var oAleppoPine = rBiomeE5(); +var oBerryBush = rBiomeE6(); +var oChicken = rBiomeE7(); +var oDeer = rBiomeE8(); +var oFish = rBiomeE9(); +var oSheep = rBiomeE10(); +var oStoneLarge = rBiomeE11(); +var oStoneSmall = rBiomeE12(); +var oMetalLarge = rBiomeE13(); // decorative props -var aGrass = "actor|props/flora/plant_tropic_a.xml"; -var aGrassShort = "actor|props/flora/plant_lg.xml"; -var aReeds = "actor|props/flora/reeds_pond_lush_b.xml"; -var aLillies = "actor|props/flora/water_lillies.xml"; -var aRockLarge = "actor|geology/stone_granite_large.xml"; -var aRockMedium = "actor|geology/stone_granite_med.xml"; -var aBushMedium = "actor|props/flora/plant_tropic_large.xml"; -var aBushSmall = "actor|props/flora/plant_tropic_large.xml"; - -// terrain + entity (for painting) - -} +var aGrass = rBiomeA1(); +var aGrassShort = rBiomeA2(); +var aReeds = rBiomeA3(); +var aLillies = rBiomeA4(); +var aRockLarge = rBiomeA5(); +var aRockMedium = rBiomeA6(); +var aBushMedium = rBiomeA7(); +var aBushSmall = rBiomeA8(); var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; const BUILDING_ANGlE = 0.75*PI; // initialize map log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = createTileClass(); //Create the continent body for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { var x = ix / (mapSize + 1.0); var z = iz / (mapSize + 1.0); placeTerrain(ix, iz, tWater); } } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.45, 0.9, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tWater, tShore, tGrass], // terrains [4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 5, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = shuffleArray(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = randFloat(0, TWO_PI); for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/numPlayers; playerX[i] = 0.5 + 0.25*cos(playerAngle[i]); playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]); } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); addToClass(ix, iz, clPlayer); addToClass(ix+5, iz, clPlayer); addToClass(ix, iz+5, clPlayer); addToClass(ix-5, iz, clPlayer); addToClass(ix, iz-5, clPlayer); // create the city patch var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); // get civ specific starting entities var civEntities = getStartingEntities(id-1); - // create the TC - var group = new SimpleGroup( // elements (type, min/max count, min/max distance, min/max angle) - [new SimpleObject(civEntities[0].Template, 1,1, 0,0, BUILDING_ANGlE, BUILDING_ANGlE)], - true, null, ix, iz - ); - createObjectGroup(group, id); - // create starting units - // create starting units - var uDist = 6; - var uSpace = 2; - for (var j = 1; j < civEntities.length; ++j) - { - var uAngle = -BUILDING_ANGlE + PI * (j - 1) / 2; - var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); - for (var numberofentities = 0; numberofentities < count; numberofentities++) - { - var ux = fx + uDist * cos(uAngle) + numberofentities * uSpace * cos(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * cos(uAngle + PI/2)); - var uz = fz + uDist * sin(uAngle) + numberofentities * uSpace * sin(uAngle + PI/2) - (0.75 * uSpace * floor(count / 2) * sin(uAngle + PI/2)); - placeObject(ux, uz, civEntities[j].Template, id, (j % 2 - 1) * PI + uAngle); - } - } + createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE) // create animals for (var j = 0; j < 2; ++j) { var aAngle = randFloat(0, TWO_PI); var aDist = 7; var aX = round(fx + aDist * cos(aAngle)); var aZ = round(fz + aDist * sin(aAngle)); - group = new SimpleGroup( + var group = new SimpleGroup( [new SimpleObject(oChicken, 5,5, 0,3)], true, clBaseResource, aX, aZ ); createObjectGroup(group, 0); } // create berry bushes var bbAngle = randFloat(0, TWO_PI); var bbDist = 12; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = radius - 4; var mX = round(fx + mDist * cos(mAngle)); var mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oMetalLarge, 1,1, 0,0)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); // create stone mines mAngle += randFloat(PI/8, PI/4); mX = round(fx + mDist * cos(mAngle)); mZ = round(fz + mDist * sin(mAngle)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 1,1, 0,2)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0); var hillSize = PI * radius * radius; // create starting straggler trees var num = hillSize / 100; for (var j = 0; j < num; j++) { var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(6, radius - 2); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oOak, 1,3, 0,2)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); } // create grass tufts var num = hillSize / 250; for (var j = 0; j < num; j++) { var gAngle = randFloat(0, TWO_PI); var gDist = radius - (5 + randInt(7)); var gX = round(fx + gDist * cos(gAngle)); var gZ = round(fz + gDist * sin(gAngle)); group = new SimpleGroup( [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)], false, clBaseResource, gX, gZ ); createObjectGroup(group, 0); } } RMS.SetProgress(20); // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, [avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 3)], scaleByMapSize(100, 200) ); // create hills log("Creating hills..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], [avoidClasses(clPlayer, 10, clHill, 15), stayClasses(clLand, 5)], scaleByMapSize(1, 4) * numPlayers ); // calculate desired number of trees for map (based on size) if (rt == 6) { var MIN_TREES = 200; var MAX_TREES = 1250; var P_FOREST = 0.02; } else if (rt == 7) { var MIN_TREES = 1000; var MAX_TREES = 6000; var P_FOREST = 0.6; } else { var MIN_TREES = 500; var MAX_TREES = 3000; var P_FOREST = 0.7; } var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES); var numForest = totalTrees * P_FOREST; var numStragglers = totalTrees * (1.0 - P_FOREST); // create forests log("Creating forests..."); var types = [ [[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]], [[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]] ]; // some variation if (rt == 6) { var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers); } else { var size = numForest / (scaleByMapSize(2,8) * numPlayers); } var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], [avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 7)], num ); } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)]; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new TerrainPainter(tGrassPatch); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } RMS.SetProgress(55); log("Creating stone mines..."); // create large stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroups(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 5)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(65); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroups( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)], scaleByMapSize(16, 262), 50 ); // create large decorative rocks log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], true ); createObjectGroups( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)], scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oDeer, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 3)], 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSheep, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 3)], 3 * numPlayers, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clLand, 2, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20), 25 * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oOak, oOakLarge, oPine, oApple]; // some variation var num = floor(numStragglers / types.length); for (var i = 0; i < types.length; ++i) { group = new SimpleGroup( [new SimpleObject(types[i], 1,1, 0,3)], true, clForest ); createObjectGroups(group, 0, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)], num ); } var planetm = 1; if (rt==7) { planetm = 8; } //create small grass tufts log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(90); // create large grass tufts log("Creating large grass tufts..."); group = new SimpleGroup( [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)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(95); // create bushes log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroups(group, 0, [avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200), 50 ); rt = randInt(1,3) if (rt==1){ setSkySet("cirrus"); } else if (rt ==2){ setSkySet("cumulus"); } else if (rt ==3){ setSkySet("sunny"); } setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); setWaterTint(0.447, 0.412, 0.322); // muddy brown setWaterReflectionTint(0.447, 0.412, 0.322); // muddy brown setWaterMurkiness(1.0); setWaterReflectionTintStrength(0.677); // Export map data ExportMap();