Index: ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.js (revision 16446) +++ ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.js (revision 16447) @@ -1,1655 +1,1697 @@ RMS.LoadLibrary("rmgen"); TILE_CENTERED_HEIGHT_MAP = true; //random terrain textures var rt = randomizeBiome(); 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 = 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(); var oWood = "gaia/special_treasure_wood"; // decorative props 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 = -PI/4; // 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 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, tWater); } } var startAngle = randFloat(0, TWO_PI); var md = randInt(1,13); var needsAdditionalWood = false; //***************************************************************************************************************************** if (md == 1) //archipelago and island { needsAdditionalWood = true; // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); var radius = scaleByMapSize(17, 29); var hillSize = PI * radius * radius; var mdd1 = randInt(1,3); if (mdd1 == 1) //archipelago { // create islands log("Creating islands..."); placer = new ClumpPlacer(floor(hillSize*randFloat(0.8,1.2)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randInt(8,14) ); } else if (mdd1 == 2) //islands { // create islands log("Creating islands..."); placer = new ClumpPlacer(floor(hillSize*randFloat(0.6,1.4)), 0.80, 0.1, randFloat(0.0, 0.2)); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), scaleByMapSize(6, 10)*randInt(8,14) ); } else if (mdd1 == 3) // tight islands { // create islands log("Creating islands..."); placer = new ClumpPlacer(floor(hillSize*randFloat(0.8,1.2)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, randInt(8, 16), clPlayer, 3), scaleByMapSize(2, 5)*randInt(8,14) ); } } //******************************************************************************************************** else if (md == 2) //continent { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); 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, 0.09, 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); if (randInt(1,4)==1) // peninsula { var angle = randFloat(0, TWO_PI); var fx = fractionToTiles(0.5 + 0.25*cos(angle)); var fz = fractionToTiles(0.5 + 0.25*sin(angle)); ix = round(fx); iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.45, 0.9, 0.09, 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); } var mdd1 = randInt(1,3); if (mdd1 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randInt(scaleByMapSize(8,15),scaleByMapSize(15,23))*randInt(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2)); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), scaleByMapSize(2, 5)*randInt(8,14) ); } else if (mdd1 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randInt(scaleByMapSize(13,24),scaleByMapSize(24,45))*randInt(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randInt(8,14) ); } } //******************************************************************************************************** else if (md == 3) //central sea { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = primeSortPlayers(sortPlayers(playerIDs)); var WATER_WIDTH = randFloat(0.22,0.3)+scaleByMapSize(1,4)/20; log("Creating sea"); var theta = randFloat(0, 1); var theta2 = randFloat(0, 1); var seed = randFloat(2,3); var seed2 = randFloat(2,3); 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); // add the rough shape of the water var km = 20/scaleByMapSize(35, 160); var fadeDist = 0.05; if (mdd1 == 1) //vertical { var cu = km*rndRiver(theta+z*0.5*(mapSize/64),seed); var cu2 = km*rndRiver(theta2+z*0.5*(mapSize/64),seed2); 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 = 3 - 6 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - x)/fadeDist); } else if (x > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2)) { h = 3 - 6 * (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); } } else { setHeight(ix, iz, 3.1); addToClass(ix, iz, clLand); } } else //horizontal { var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed); var cu2 = km*rndRiver(theta2+x*0.5*(mapSize/64),seed2); if ((z > cu + 0.5 - WATER_WIDTH/2) && (z < cu + 0.5 + WATER_WIDTH/2)) { var h; if (z < (cu + 0.5 + fadeDist - WATER_WIDTH/2)) { h = 3 - 6 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - z)/fadeDist); } else if (z > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2)) { h = 3 - 6 * (1 - (z - (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); } } else { setHeight(ix, iz, 3.1); addToClass(ix, iz, clLand); } } } } if (!randInt(3)) { if (mdd1 == 1) //vertical { var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(randInt(16,24),randInt(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01); } else { var placer = new PathPlacer(fractionToTiles(0.5), 1, fractionToTiles(0.5), fractionToTiles(0.99), scaleByMapSize(randInt(16,24),randInt(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01); } var terrainPainter = new LayeredPainter( [tGrass, tGrass, tGrass], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3.1, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null); } var mdd2 = randInt(1,3); if (mdd2 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randInt(scaleByMapSize(8,15),scaleByMapSize(15,23))*randInt(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2)); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), scaleByMapSize(2, 5)*randInt(8,14) ); } else if (mdd2 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randInt(scaleByMapSize(13,24),scaleByMapSize(24,45))*randInt(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randInt(8,14) ); } } //******************************************************************************************************** else if (md == 4) //central river { 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); setHeight(ix, iz, 3); } } // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = primeSortPlayers(sortPlayers(playerIDs)); // create the main river log("Creating the main river"); if (mdd1 == 2) var placer = new PathPlacer(fractionToTiles(0.5), 1, fractionToTiles(0.5) , fractionToTiles(0.99), scaleByMapSize(14,24), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01); else var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(14,24), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -4, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter], avoidClasses(clPlayer, 4)); if (mdd1 == 1) placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, 1, fractionToTiles(0.5)); else placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5), 1); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2); createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8)); if (mdd1 == 1) placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.99), fractionToTiles(0.5)); else placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5), fractionToTiles(0.99)); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2); createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8)); var mdd2 = randInt(1,2) if (mdd2 == 1) { // create the shallows of the main river log("Creating the shallows of the main river"); for (var i = 0; i <= randInt(1, scaleByMapSize(4,8)); i++) { var cLocation = randFloat(0.15,0.85); if (mdd1 == 1) passageMaker(fractionToTiles(cLocation), fractionToTiles(0.35), fractionToTiles(cLocation), fractionToTiles(0.65), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); else passageMaker(fractionToTiles(0.35), fractionToTiles(cLocation), fractionToTiles(0.65), fractionToTiles(cLocation), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); } } if (randInt(1,2) == 1) { // create tributaries log("Creating tributaries"); for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++) { var cLocation = randFloat(0.05,0.95); var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2); if (tang > 0) { var cDistance = 0.05; } else { var cDistance = -0.05; } if (mdd1 == 1) var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01); else var point = getTIPIADBON([fractionToTiles(0.5 + cDistance), fractionToTiles(cLocation)], [fractionToTiles(0.5 - cDistance), fractionToTiles(cLocation)], [-6, -1.5], 0.5, 4, 0.01); if (point !== undefined) { if (mdd1 == 1) var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*cos(tang))), floor(fractionToTiles(0.5 + 0.49*sin(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05); else var placer = new PathPlacer(floor(point[0]), floor(point[1]), floor(fractionToTiles(0.5 + 0.49*sin(tang))), floor(fractionToTiles(0.5 + 0.49*cos(tang))), scaleByMapSize(10,20), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.05); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -4, // elevation 4 // blend radius ); var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 2, clWater, 3, clShallow, 2)); if (success !== undefined) { if (mdd1 == 1) placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang))); else placer = new ClumpPlacer(0.95, floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang))); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2); createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 15)); } } } if (mdd2 == 1) { if (mdd1 == 1) { passageMaker(fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), fractionToTiles(0.25), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); passageMaker(fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), fractionToTiles(0.75), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); } passageMaker(fractionToTiles(0.25), fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); passageMaker(fractionToTiles(0.75), fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); } } } //******************************************************************************************************** else if (md == 5) //rivers and lake { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); 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); setHeight(ix, iz, 3); } } var mdd1 = randInt(1,2); if (mdd1 == 1) //lake { 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 -4, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); } if (randInt(1,2) == 1) //rivers { //create rivers log ("Creating rivers..."); for (var m = 0; m < numPlayers; m++) { var tang = startAngle + (m+0.5)*TWO_PI/(numPlayers); var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -4, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5)); placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/5), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang))); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 0); createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5)); } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.005, 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 -4, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); } if ((randInt(1,3) == 1)&&(mdd1 == 1))//island { var placer = new ClumpPlacer(mapArea * 0.006 * 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); } } //******************************************************************************************************** else if (md == 6) //edge seas { 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); setHeight(ix, iz, 3); } } var mdd1 = randInt(1,2); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); var mdd2 = randInt(1,3); var fadedistance = 7; if (mdd1 == 1) { if ((mdd2 == 1)||(mdd2 == 3)) { var distance = randFloat(0., 0.1); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { if (iz > (0.69+distance) * mapSize) { if (iz < (0.69+distance) * mapSize + fadedistance) { setHeight(ix, iz, 3 - 7 * (iz - (0.69+distance) * mapSize) / fadedistance); if (3 - 7 * (iz - (0.69+distance) * mapSize) / fadedistance < 0.5) addToClass(ix, iz, clWater); } else { setHeight(ix, iz, -4); addToClass(ix, iz, clWater); } } } } for (var i = 0; i < scaleByMapSize(20,120); i++) { placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.1,0.9)*mapSize, randFloat(0.67+distance,0.74+distance)*mapSize); var terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3); createArea( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null ); } } if ((mdd2 == 2)||(mdd2 == 3)) { var distance = randFloat(0., 0.1); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { if (iz < (0.31-distance) * mapSize) { if (iz > (0.31-distance) * mapSize - fadedistance) { setHeight(ix, iz, 3 - 7 * ((0.31-distance) * mapSize - iz) / fadedistance); if (3 - 7 * ((0.31-distance) * mapSize - iz) / fadedistance < 0.5) addToClass(ix, iz, clWater); } else { setHeight(ix, iz, -4); addToClass(ix, iz, clWater); } } } } for (var i = 0; i < scaleByMapSize(20,120); i++) { placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.1,0.9)*mapSize, randFloat(0.26-distance,0.34-distance)*mapSize); var terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3); createArea( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null ); } } } else //vertical { if ((mdd2 == 1)||(mdd2 == 3)) { var distance = randFloat(0., 0.1); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { if (ix > (0.69+distance) * mapSize) { if (ix < (0.69+distance) * mapSize + fadedistance) { setHeight(ix, iz, 3 - 7 * (ix - (0.69+distance) * mapSize) / fadedistance); if (3 - 7 * (ix - (0.69+distance) * mapSize) / fadedistance < 0.5) addToClass(ix, iz, clWater); } else { setHeight(ix, iz, -4); addToClass(ix, iz, clWater); } } } } for (var i = 0; i < scaleByMapSize(20,120); i++) { placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.67+distance,0.74+distance)*mapSize, randFloat(0.1,0.9)*mapSize); var terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3); createArea( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null ); } } if ((mdd2 == 2)||(mdd2 == 3)) { var distance = randFloat(0., 0.1); for (var ix = 0; ix < mapSize; ix++) { for (var iz = 0; iz < mapSize; iz++) { if (ix < (0.31-distance) * mapSize) { if (ix > (0.31-distance) * mapSize - fadedistance) { setHeight(ix, iz, 3 - 7 * ((0.31-distance) * mapSize - ix) / fadedistance); if (3 - 7 * ((0.31-distance) * mapSize - ix) / fadedistance < 0.5) addToClass(ix, iz, clWater); } else { setHeight(ix, iz, -4); addToClass(ix, iz, clWater); } } } } for (var i = 0; i < scaleByMapSize(20,120); i++) { placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.26-distance,0.34-distance)*mapSize, randFloat(0.1,0.9)*mapSize); var terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3); createArea( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], null ); } } } var mdd3 = randInt(1,3); if (mdd3 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randInt(scaleByMapSize(8,15),scaleByMapSize(15,23))*randInt(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2)); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), scaleByMapSize(2, 5)*randInt(8,14) ); } else if (mdd3 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randInt(scaleByMapSize(13,24),scaleByMapSize(24,45))*randInt(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randInt(8,14) ); } } //******************************************************************************************************** else if (md == 7) //gulf { 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); setHeight(ix, iz, 3); } } var mdd1 = randInt(1,4); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var lSize = 1; var placer = new ClumpPlacer(mapArea * 0.08 * lSize, 0.7, 0.05, 10, ix, iz); var terrainPainter = new LayeredPainter( [tGrass, tGrass, tGrass, tGrass], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(15,25))); var fx = fractionToTiles(0.5 - 0.2*cos(mdd1*PI/2)); var fz = fractionToTiles(0.5 - 0.2*sin(mdd1*PI/2)); ix = round(fx); iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6)))); var placer = new ClumpPlacer(mapArea * 0.13 * lSize, 0.7, 0.05, 10, ix, iz); var terrainPainter = new LayeredPainter( [tGrass, tGrass, tGrass, tGrass], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(15,25))); var fx = fractionToTiles(0.5 - 0.49*cos(mdd1*PI/2)); var fz = fractionToTiles(0.5 - 0.49*sin(mdd1*PI/2)); ix = round(fx); iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6)))); var placer = new ClumpPlacer(mapArea * 0.15 * lSize, 0.7, 0.05, 10, ix, iz); var terrainPainter = new LayeredPainter( [tGrass, tGrass, tGrass, tGrass], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer,scaleByMapSize(15,25))); } //******************************************************************************************************** else if (md == 8) //lakes { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); 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); setHeight(ix, iz, 3); } } // create lakes log("Creating lakes..."); placer = new ClumpPlacer(scaleByMapSize(160, 700), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5); if (randInt(1,2) == 1) { createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 12, clWater, 8), scaleByMapSize(5, 16) ); } else { createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 12), scaleByMapSize(5, 16) ); } } //******************************************************************************************************** else if (md == 9) //passes { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); 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); setHeight(ix, iz, 3); } } //create ranges log ("Creating ranges..."); for (var m = 0; m < numPlayers; m++) { var tang = startAngle + (m+0.5)*TWO_PI/(numPlayers); var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 24, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5)); placer = new ClumpPlacer(floor(PI*scaleByMapSize(10,50)*scaleByMapSize(10,50)/5), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang))); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 24, 0); createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 5)); var placer = new PathPlacer(fractionToTiles(0.5 + 0.3*cos(tang) - 0.1 * cos(tang+PI/2)), fractionToTiles(0.5 + 0.3*sin(tang) - 0.1 * sin(tang+PI/2)), fractionToTiles(0.5 + 0.3*cos(tang) + 0.1 * cos(tang+PI/2)), fractionToTiles(0.5 + 0.3*sin(tang) + 0.1 * sin(tang+PI/2)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05); var painter = new LayeredPainter([tCliff, tCliff], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 2); createArea(placer, [painter, elevationPainter], null); } var mdd1 = randInt (1,3); if (mdd1 <= 2) { var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.005, 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 24, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); } else { 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 * 0.03 * 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 -4, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); } } //******************************************************************************************************** else if (md == 10) //lowlands { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); 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); setHeight(ix, iz, 30); } } var radius = scaleByMapSize(18,32); var cliffRadius = 2; var elevation = 20; var hillSize = PI * radius * radius; var split = 1; if ((mapSize / 64 == 2)&&(numPlayers <= 2)) { split = 2; } else if ((mapSize / 64 == 3)&&(numPlayers <= 3)) { split = 2; } else if ((mapSize / 64 == 4)&&(numPlayers <= 4)) { split = 2; } else if ((mapSize / 64 == 5)&&(numPlayers <= 4)) { split = 2; } else if ((mapSize / 64 == 6)&&(numPlayers <= 5)) { split = 2; } else if ((mapSize / 64 == 7)&&(numPlayers <= 6)) { split = 2; } for (var i = 0; i < numPlayers*split; i++) { var tang = startAngle + (i)*TWO_PI/(numPlayers*split); var fx = fractionToTiles(0.5 + 0.35*cos(tang)); var fz = fractionToTiles(0.5 + 0.35*sin(tang)); var ix = round(fx); var iz = round(fz); // create the hill var placer = new ClumpPlacer(hillSize, 0.65, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tGrass, tGrass], // terrains [cliffRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation cliffRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); } 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 * 0.091 * lSize, 0.7, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tGrass, tGrass, tGrass, tGrass], // terrains [1, 4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); for (var m = 0; m < numPlayers*split; m++) { var tang = startAngle + m*TWO_PI/(numPlayers*split); var placer = new PathPlacer(fractionToTiles(0.5), fractionToTiles(0.5), fractionToTiles(0.5 + 0.35*cos(tang)), fractionToTiles(0.5 + 0.35*sin(tang)), scaleByMapSize(14,24), 0.4, 3*(scaleByMapSize(1,3)), 0.2, 0.05); var terrainPainter = new LayeredPainter( [tGrass, tGrass, tGrass], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); } } //******************************************************************************************************** else //mainland { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); 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); setHeight(ix, iz, 3); } } } paintTerrainBasedOnHeight(3.12, 40, 1, tCliff); paintTerrainBasedOnHeight(3, 3.12, 1, tGrass); paintTerrainBasedOnHeight(1, 3, 1, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); unPaintTileClassBasedOnHeight(0, 3.12, 1, clWater); unPaintTileClassBasedOnHeight(-6, 0, 1, clLand); paintTileClassBasedOnHeight(-6, 0, 1, clWater); paintTileClassBasedOnHeight(0, 3.12, 1, clLand); paintTileClassBasedOnHeight(3.12, 40, 1, clHill); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var distmin = scaleByMapSize(60,240); distmin *= distmin; for (var i = 0; i < numPlayers; i++) { var placableArea = []; for (var mx = 0; mx < mapSize; mx++) { for (var mz = 0; mz < mapSize; mz++) { if (!g_Map.validT(mx, mz, 6)) continue; var placable = true; for (var c = 0; c < i; c++) if ((playerX[c] - mx)*(playerX[c] - mx) + (playerZ[c] - mz)*(playerZ[c] - mz) < distmin) placable = false; if (!placable) continue; if (g_Map.getHeight(mx, mz) >= 3 && g_Map.getHeight(mx, mz) <= 3.12) placableArea.push([mx, mz]); } } if (!placableArea.length) { for (var mx = 0; mx < mapSize; ++mx) { for (var mz = 0; mz < mapSize; mz++) { if (!g_Map.validT(mx, mz, 6)) continue; var placable = true; for (var c = 0; c < i; c++) if ((playerX[c] - mx)*(playerX[c] - mx) + (playerZ[c] - mz)*(playerZ[c] - mz) < distmin/4) placable = false; if (!placable) continue; if (g_Map.getHeight(mx, mz) >= 3 && g_Map.getHeight(mx, mz) <= 3.12) placableArea.push([mx, mz]); } } } if (!placableArea.length) { for (var mx = 0; mx < mapSize; ++mx) for (var mz = 0; mz < mapSize; ++mz) if (g_Map.getHeight(mx, mz) >= 3 && g_Map.getHeight(mx, mz) <= 3.12) placableArea.push([mx, mz]); } var chosen = floor(Math.random()*placableArea.length); playerX[i] = placableArea[chosen][0]; playerZ[i] = placableArea[chosen][1]; } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating units for player " + id + "..."); // get the x and z in tiles var ix = playerX[i]; var iz = playerZ[i]; var civEntities = getStartingEntities(id-1); var angle = randFloat(0, TWO_PI); - - var pEntities = [civEntities[1].Template, civEntities[1].Template, civEntities[2].Template, civEntities[2].Template, civEntities[3].Template]; - - for (var p = 0; p < 5; ++p) - placeObject(ix+(2*cos(angle + p * TWO_PI / 5)), iz+(2*sin(angle + p * TWO_PI / 5)), pEntities[p], id, randFloat(0,TWO_PI)); + for (var j = 1; j < 4; ++j) + { + var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); + var jx = ix + 2 * cos(angle); + var jz = iz + 2 * sin(angle); + var kAngle = randFloat(0, TWO_PI); + for (var k = 0; k < count; ++k) + placeObject(jx + cos(kAngle + k*TWO_PI/count), jz + sin(kAngle + k*TWO_PI/count), civEntities[j].Template, id, randFloat(0, TWO_PI)); + angle += TWO_PI / 3; + } + + if (md > 9) // maps without water, so we must have enough resources to build a cc + { + if (g_MapSettings.StartingResources < 500) + { + var loop = (g_MapSettings.StartingResources < 200) ? 2 : 1; + for (let l = 0; l < loop; ++l) + { + var angle = randFloat(0, TWO_PI); + var rad = randFloat(3, 5); + var jx = ix + rad * cos(angle); + var jz = iz + rad * sin(angle); + placeObject(jx, jz, "gaia/special_treasure_wood", 0, randFloat(0, TWO_PI)); + var angle = randFloat(0, TWO_PI); + var rad = randFloat(3, 5); + var jx = ix + rad * cos(angle); + var jz = iz + rad * sin(angle); + placeObject(jx, jz, "gaia/special_treasure_stone", 0, randFloat(0, TWO_PI)); + var angle = randFloat(0, TWO_PI); + var rad = randFloat(3, 5); + var jx = ix + rad * cos(angle); + var jz = iz + rad * sin(angle); + placeObject(jx, jz, "gaia/special_treasure_metal", 0, randFloat(0, TWO_PI)); + } + } + } + else // we must have enough resources to build a dock + { + if (g_MapSettings.StartingResources < 200) + { + var angle = randFloat(0, TWO_PI); + var rad = randFloat(3, 5); + var jx = ix + rad * cos(angle); + var jz = iz + rad * sin(angle); + placeObject(jx, jz, "gaia/special_treasure_wood", 0, randFloat(0, TWO_PI)); + } + } } for (var i = 0; i < numPlayers; i++) { var radius = scaleByMapSize(18,32); var ix = playerX[i]; var iz = playerZ[i]; var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); } // create bumps log("Creating bumps..."); placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1); var painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2); createAreas( placer, painter, [avoidClasses(clWater, 2, clPlayer, 10), stayClasses(clLand, 3)], randInt(0,scaleByMapSize(200, 400)) ); // 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, 15, clHill, randInt(6, 18)), stayClasses(clLand, 0)], randInt(0, scaleByMapSize(4, 8))*randInt(1, scaleByMapSize(4, 9)) ); var multiplier = sqrt(randFloat(0.5,1.2)*randFloat(0.5,1.2)); // calculate desired number of trees for map (based on size) if (rt == 6) { var MIN_TREES = floor(200*multiplier); var MAX_TREES = floor(1250*multiplier); var P_FOREST = randFloat(0.02, 0.05); } else if (rt == 7) { var MIN_TREES = floor(1000*multiplier); var MAX_TREES = floor(6000*multiplier); var P_FOREST = randFloat(0.5, 0.7); } else { var MIN_TREES = floor(500*multiplier); var MAX_TREES = floor(3000*multiplier); var P_FOREST = randFloat(0.5,0.8); } 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, 17, clForest, randInt(5, 15), clHill, 0), stayClasses(clLand, 4)], num ); } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)]; var numb = 1; if (rt == 6) numb = 3 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), stayClasses(clLand, 4)], numb*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), stayClasses(clLand, 4)], numb*scaleByMapSize(15, 45) ); } RMS.SetProgress(55); log("Creating stone mines..."); // create large stone quarries var 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, 3)], randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 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, 3)], randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 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, 3)], randInt(scaleByMapSize(2,9),scaleByMapSize(9,40)), 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, 3)], 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, 3)], 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, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)], randInt(numPlayers+3, 5*numPlayers+4), 50 ); // create berry bush log("Creating berry bush..."); group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,7, 0,4)], true, clFood ); createObjectGroups(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)], randInt(1, 4) * numPlayers + 2, 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, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)], randInt(numPlayers+3, 5*numPlayers+4), 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroups(group, 0, avoidClasses(clLand, 4, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20), randInt(15, 40) * 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, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 4)], 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, 3)], 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, 3)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(95); // 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 ); // 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, 3)], planetm * scaleByMapSize(13, 200), 50 ); rt = randInt(1,6) if (rt==1){ setSkySet("cirrus"); } else if (rt ==2){ setSkySet("cumulus"); } else if (rt ==3){ setSkySet("sunny"); } else if (rt ==4){ setSkySet("sunny 1"); } else if (rt ==5){ setSkySet("mountainous"); } else if (rt ==6){ setSkySet("stratus"); } setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.json =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.json (revision 16446) +++ ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.json (revision 16447) @@ -1,13 +1,12 @@ { "settings" : { "Name" : "Unknown Nomad", "Script" : "unknown_nomad.js", "Description" : "The unknown... Players start with only some citizen soldiers and females. [color=\"red\"]Warning: The starting resources should be set at least at Medium.[/color]", "BaseTerrain" : ["medit_sand_wet"], "BaseHeight" : -5, "Preview" : "unknown.png", - "Keywords": ["demo"], "CircularMap" : true, "XXXXXX" : "Optionally define other things here, like we would for a scenario" } }