Index: ps/trunk/binaries/data/mods/public/maps/random/archipelago.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/archipelago.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/archipelago.js (revision 20132) @@ -1,335 +1,335 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tTier4Terrain = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier5Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tTier4Terrain = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier5Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; const oWood = "gaia/special_treasure_wood"; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const mapArea = mapSize*mapSize; var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = createTileClass(); var playerIDs = []; for (var i = 0; i < numPlayers; i++) playerIDs.push(i+1); playerIDs = sortPlayers(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(22,31); var shoreRadius = 4; var elevation = 3; var hillSize = PI * radius * radius; // 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); // create the main island var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 10)), floor(scaleByMapSize(25, 60)), 1, ix, iz, 0, [floor(radius)]); var terrainPainter = new LayeredPainter( [tMainTerrain , tMainTerrain, tMainTerrain], // terrains [1, shoreRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation shoreRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' }); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create woods var bbAngle = randFloat(0, TWO_PI); var bbDist = 13; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oWood, 14,14, 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 = 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 trees var num = floor(hillSize / 100); var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(11, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } log("Creating islands..."); placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, undefined, undefined, scaleByMapSize(30,70)); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(1, 5) * randIntInclusive(5, 10) ); paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain); paintTerrainBasedOnHeight(1, 3, 0, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); //creating the city patches for the players for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // 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); } createBumps([avoidClasses(clPlayer, 10), stayClasses(clLand, 5)]); if (randBool()) createHills([tMainTerrain, tCliff, tHill], [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], clHill, scaleByMapSize(1, 4) * numPlayers); else createMountains(tCliff, [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], clHill, scaleByMapSize(1, 4) * numPlayers); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], [avoidClasses(clPlayer, 20, clForest, 17, clHill, 0), stayClasses(clLand, 4)], clForest, 1, ...rBiomeTreeCount(1)); RMS.SetProgress(50); log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], [avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 12), stayClasses(clLand, 7)] ); log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, [avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 12), stayClasses(clLand, 7)] ); RMS.SetProgress(55); log("Creating stone mines..."); createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ], [avoidClasses(clForest, 1, clPlayer, 7, clRock, 10, clHill, 1), stayClasses(clLand, 6)] ); log("Creating metal mines..."); createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], [avoidClasses(clForest, 1, clPlayer, 7, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 6)], clMetal ); RMS.SetProgress(65); log("Creating decoration..."); var planetm = currentBiome() == "tropic" ? 8 : 1; createDecoration ( [[new SimpleObject(aRockMedium, 1,3, 0,1)], [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)], [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)], [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)] ); RMS.SetProgress(70); log("Creating animals..."); createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ], [avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20), stayClasses(clLand, 3)] ); RMS.SetProgress(75); log("Creating fruits..."); createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], [avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 10), stayClasses(clLand, 3)] ); RMS.SetProgress(80); log("Creating fish..."); createFood ( [ [new SimpleObject(oFish, 2,3, 0,2)] ], [ 25 * numPlayers ], avoidClasses(clLand, 3, clPlayer, 2, clFood, 20) ); RMS.SetProgress(85); log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types, [avoidClasses(clForest, 7, clHill, 1, clPlayer, 3, clMetal, 6, clRock, 6), stayClasses(clLand, 7)]); setWaterWaviness(4.0); setWaterType("ocean"); ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/canyon.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/canyon.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/canyon.js (revision 20132) @@ -1,512 +1,512 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; const oWood = "gaia/special_treasure_wood"; const oFood = "gaia/special_treasure_food_bin"; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); -const aTree = rBiomeA9(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; +const aTree = g_Decoratives.tree; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); var numPlayers = getNumPlayers(); var mapSize = getMapSize(); var mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clHill2 = createTileClass(); var clForest = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = 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, tMainTerrain); } } 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 * 0.065 * lSize, 0.7, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 3 // 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 = sortPlayers(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(18,32); var cliffRadius = 2; var elevation = 20; var hillSize = PI * radius * radius; // get the x and z in tiles fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); // create the hill var placer = new ClumpPlacer(hillSize, 0.65, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [cliffRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation cliffRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); // create starting units placeCivDefaultEntities(fx, fz, id); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 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)], 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 trees var num = floor(hillSize / 100); var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = 12; var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,4)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); // create the city patch var cityRadius = radius/2; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i])); var painter = new LayeredPainter([tMainTerrain, tMainTerrain], [1]); createArea(placer, [painter, paintClass(clPlayer)], null); } placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5)); var painter = new LayeredPainter([tRoad, tRoad], [1]); createArea(placer, [painter, paintClass(clHill)], null); for (var i = 0; i < scaleByMapSize(9,16); i++) { var placer = new PathPlacer( randIntExclusive(1, mapSize), randIntExclusive(1, mapSize), randIntExclusive(1, mapSize), randIntExclusive(1, mapSize), scaleByMapSize(11,16), 0.4, 3 * scaleByMapSize(1,4), 0.1, 0); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 30, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill2)], avoidClasses(clPlayer, 6, clHill2, 3, clHill, 2)); } for (var g = 0; g < scaleByMapSize(5,30); g++) { var tx = randIntInclusive(1, mapSize - 1); var tz = randIntInclusive(1, mapSize - 1); placer = new ClumpPlacer(mapArea * 0.01 * lSize, 0.7, 0.1, 10, tx, tz); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [3] // widths ); elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 3 // blend radius ); var newarea = createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 6)); if (newarea !== null) { var distances = new Array(0); var d1 = 9999; var d2 = 9999; var p1 = -1; var p2 = 0; for (var i = 0; i < numPlayers; i++) { distances.push(sqrt((tx-mapSize*playerX[i])*(tx-mapSize*playerX[i])+(tz-mapSize*playerZ[i])*(tz-mapSize*playerZ[i]))); } for (var a = 0; a < numPlayers; a++) { if (d1 >= distances[a]) { d2 = d1; d1 = distances[a]; p2 = p1; p1 = a; } else if (d2 >= distances[a]) { d2 = distances[a]; p2 = a; } } var placer = new PathPlacer(tx, tz, mapSize*playerX[p1], mapSize*playerZ[p1], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); if (numPlayers > 1) { var placer = new PathPlacer(tx, tz, mapSize*playerX[p2], mapSize*playerZ[p2], scaleByMapSize(11,17), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0.1); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); } } } for (var i = 0; i < numPlayers; i++) { if (i+1 == numPlayers) { var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[0]), fractionToTiles(playerZ[0]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0); } else { var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(playerX[i+1]), fractionToTiles(playerZ[i+1]), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0); } var terrainPainter = new LayeredPainter( [tRoadWild, tRoad], // terrains [1] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 2 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null); var placer = new PathPlacer(fractionToTiles(playerX[i]), fractionToTiles(playerZ[i]), fractionToTiles(0.5), fractionToTiles(0.5), scaleByMapSize(8,13), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0); var terrainPainter = new LayeredPainter( [tRoadWild, tRoad], // terrains [1] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 2 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand), paintClass(clHill)], null); } for (var i = 0; i < numPlayers; i++) { // create the city patch var cityRadius = radius/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, fractionToTiles(playerX[i]), fractionToTiles(playerZ[i])); var painter = new LayeredPainter([tRoad, tRoad], [1]); createArea(placer, [painter, paintClass(clPlayer)], null); } placer = new ClumpPlacer(150, 0.6, 0.3, 10, fractionToTiles(0.5), fractionToTiles(0.5)); var painter = new LayeredPainter([tRoad, tRoad], [1]); createArea(placer, [painter, paintClass(clHill)], null); RMS.SetProgress(20); paintTerrainBasedOnHeight(3.1, 29, 0, tCliff); paintTileClassBasedOnHeight(3.1, 32, 0, clHill2); // create bumps createBumps([avoidClasses(clPlayer, 2), stayClasses(clLand, 2)]); // create hills createHills([tCliff, tCliff, tHill], [avoidClasses(clPlayer, 2, clHill, 8, clHill2, 8), stayClasses(clLand, 5)], clHill, scaleByMapSize(10, 40)); // create hills outside the canyon createHills([tCliff, tCliff, tMainTerrain], avoidClasses(clLand, 1, clHill, 1), clHill, scaleByMapSize(20, 150), undefined, undefined, undefined, undefined, 40); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], [avoidClasses(clPlayer, 1, clForest, 15, clHill, 1, clHill2, 0), stayClasses(clLand, 4)], clForest, 1, ...rBiomeTreeCount(1) ); RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)] ); // create grass patches log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 4, clHill2, 0), stayClasses(clLand, 3)] ); log("Creating stone mines..."); // create stone quarries createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ], [avoidClasses(clForest, 1, clPlayer, 3, clRock, 10, clHill, 1, clHill2, 1), stayClasses(clLand, 2)] ); log("Creating metal mines..."); // create large metal quarries createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], [avoidClasses(clForest, 1, clPlayer, 3, clMetal, 10, clRock, 5, clHill, 1, clHill2, 1), stayClasses(clLand, 2)], clMetal ); RMS.SetProgress(65); // create decoration var planetm = 1; if (currentBiome() == "tropic") planetm = 8; createDecoration ( [[new SimpleObject(aRockMedium, 1,3, 0,1)], [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)], [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)], [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ], [ 3*scaleByMapSize(16, 262), 3*scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], avoidClasses(clForest, 0, clPlayer, 0, clHill, 0) ); // create actor trees log("Creating actor trees..."); group = new SimpleGroup( [new SimpleObject(aTree, 1,1, 0,1)], true ); createObjectGroupsDeprecated( group, 0, avoidClasses(clLand, 5), scaleByMapSize(200, 800), 50 ); RMS.SetProgress(70); // create animals createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ], [avoidClasses(clForest, 0, clPlayer, 4, clHill, 1, clFood, 20, clHill2, 1), stayClasses(clLand, 3)] ); // create fruits createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], [avoidClasses(clForest, 0, clPlayer, 4, clHill, 1, clFood, 10, clHill2, 1), stayClasses(clLand, 3)] ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types, [avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6, clHill2, 1), stayClasses(clLand, 3)]); // create treasures var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); for (let i = 0; i < randIntInclusive(3, 8); ++i) placeObject(fx + randFloat(-7, 7), fz + randFloat(-7, 7), oWood, 0, randFloat(0, 2 * PI)); for (let i = 0; i < randIntInclusive(3, 8); ++i) placeObject(fx + randFloat(-7, 7), fz + randFloat(-7, 7), oFood, 0, randFloat(0, 2 * PI)); // 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 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/continent.js (revision 20132) @@ -1,358 +1,358 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 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 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 ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.33)]); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [3] // 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 = sortPlayers(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); var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 9)), floor(scaleByMapSize(5, 20)), 1, ix, iz, 0, [floor(scaleByMapSize(23, 50))]); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [elevationPainter, paintClass(clLand)], null); // create starting units placeCivDefaultEntities(fx, fz, id); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 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 = 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 trees var num = 2; var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(12, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,3)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } RMS.SetProgress(20); paintTerrainBasedOnHeight(3, 4, 3, tMainTerrain); paintTerrainBasedOnHeight(1, 3, 0, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); for (var i = 0; i < numPlayers; ++i) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // 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); } // create bumps createBumps([avoidClasses(clPlayer, 10), stayClasses(clLand, 5)]); if (randBool()) createHills([tMainTerrain, tCliff, tHill], [avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)], clHill, scaleByMapSize(1, 4) * numPlayers); else createMountains(tCliff, [avoidClasses(clPlayer, 20, clHill, 15, clBaseResource, 3), stayClasses(clLand, 5)], clHill, scaleByMapSize(1, 4) * numPlayers); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], [avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)], clForest, 1.0, ...rBiomeTreeCount(1)); RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)] ); // create grass patches log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)] ); RMS.SetProgress(55); log("Creating stone mines..."); // create stone quarries createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ], [avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 6)] ); log("Creating metal mines..."); // create large metal quarries createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], [avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 6)], clMetal ); RMS.SetProgress(65); // create decoration var planetm = 1; if (currentBiome() == "tropic") planetm = 8; createDecoration ( [[new SimpleObject(aRockMedium, 1,3, 0,1)], [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)], [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)], [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)] ); RMS.SetProgress(70); // create animals createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ], [avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 5)] ); // create fruits createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], [avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10), stayClasses(clLand, 5)] ); // create fish createFood ( [ [new SimpleObject(oFish, 2,3, 0,2)] ], [ 25 * numPlayers ], avoidClasses(clLand, 2, clFood, 20) ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types, [avoidClasses(clForest, 7, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 7)]); setWaterWaviness(1.0); setWaterType("ocean"); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/flood.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/flood.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/flood.js (revision 20132) @@ -1,421 +1,421 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); -let tHill = rBiomeT8(); -let tDirt = rBiomeT9(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; +let tHill = g_Terrains.hill; +let tDirt = g_Terrains.dirt; if (currentBiome() == "temperate") { tDirt = ["medit_shrubs_a", "grass_field"]; tHill = ["grass_field", "peat_temp"]; } // Gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oMetalLarge = g_Gaia.metalLarge; // Decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const radius = scaleByMapSize(15, 25); const elevation = 2; const shoreRadius = 6; const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const mapArea = mapSize * mapSize; const centerOfMap = mapSize / 2; // Create tile classes let clPlayer = createTileClass(); let clHill = createTileClass(); let clMountain = createTileClass(); let clForest = createTileClass(); let clWater = createTileClass(); let clDirt = createTileClass(); let clRock = createTileClass(); let clMetal = createTileClass(); let clFood = createTileClass(); let clBaseResource = createTileClass(); for (let ix = 0; ix < mapSize; ++ix) for (let iz = 0; iz < mapSize; ++iz) placeTerrain(ix, iz, tWater); // Randomize player order let playerIDs = []; for (let i = 0; i < numPlayers; ++i) playerIDs.push(i+1); playerIDs = sortPlayers(playerIDs); // Place players let playerX = []; let playerZ = []; let playerAngle = []; let startAngle = randFloat(0, TWO_PI); for (let i = 0; i < numPlayers; ++i) { playerAngle[i] = startAngle + i * TWO_PI/numPlayers; playerX[i] = 0.5 + 0.38 * cos(playerAngle[i]); playerZ[i] = 0.5 + 0.38 * sin(playerAngle[i]); } let fx = fractionToTiles(0.5); let fz = fractionToTiles(0.5); let ix = round(fx); let iz = round(fz); // Create the water let placer = new ClumpPlacer(mapArea * 1, 1, 1, 1, ix, iz); let terrainPainter = new LayeredPainter( [tWater, tWater, tShore], // terrains [1, 4] // widths ); let elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type getMapBaseHeight(), // elevation 2 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5)); for (let i = 0; i < numPlayers; ++i) { let id = playerIDs[i]; log("Creating base for player " + id + "..."); // Get the x and z in tiles let fx = fractionToTiles(playerX[i]); let fz = fractionToTiles(playerZ[i]); let ix = round(fx); let iz = round(fz); let hillSize = PI * radius * radius * 2; // Create the hill let placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz); let terrainPainter = new LayeredPainter( [tShore, tMainTerrain], // terrains [shoreRadius] // widths ); let elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation shoreRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], null); // Mark a small area around the player's starting coördinates with the clPlayer 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); placeCivDefaultEntities(fx, fz, id, { "iberWall": false }); // Create the city patch let cityRadius = radius/3; placer = new ClumpPlacer(PI * cityRadius * cityRadius, 0.6, 0.3, 10, ix, iz); let painter = new LayeredPainter([tRoadWild, tRoad], [1]); createArea(placer, painter, null); placeDefaultChicken(fx, fz, clBaseResource); // Create berry bushes let bbAngle = randFloat(0, TWO_PI); let bbDist = 12; let bbX = round(fx + bbDist * cos(bbAngle)); let bbZ = round(fz + bbDist * sin(bbAngle)); let group = new SimpleGroup( [new SimpleObject(oFruitBush, 5, 5, 0, 3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // Create metal mine let mAngle = bbAngle; while (abs(mAngle - bbAngle) < PI/3) mAngle = randFloat(0, TWO_PI); let mDist = 12; let mX = round(fx + mDist * cos(mAngle)); let 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 trees, should avoid mines and bushes let tries = 50; let tDist = 16; let num = 50; for (let x = 0; x < tries; ++x) { let tAngle = randFloat(0, TWO_PI); let tX = round(fx + tDist * cos(tAngle)); let tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree2, num, num, 0, 7)], true, clBaseResource, tX, tZ ); if (createObjectGroup(group, 0, avoidClasses(clBaseResource, 5))) break; } placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } RMS.SetProgress(40); // Create central island placer = new ChainPlacer(floor(scaleByMapSize(6, 6)), floor(scaleByMapSize(10, 15)), floor(scaleByMapSize(200, 300)), 1, centerOfMap, centerOfMap, 0, [floor(mapSize * 0.01)]); terrainPainter = new LayeredPainter( [tShore, tMainTerrain], // terrains [shoreRadius, 100] // widths ); elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation shoreRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 40)); for (let m = 0; m < randIntInclusive(20, 34); ++m) { let placer = new ChainPlacer( Math.floor(scaleByMapSize(7, 7)), Math.floor(scaleByMapSize(15, 15)), Math.floor(scaleByMapSize(15, 20)), 1, randIntExclusive(0, mapSize), randIntExclusive(0, mapSize), 0, [Math.floor(mapSize * 0.01)]); let elevRand = randIntInclusive(6, 20); let terrainPainter = new LayeredPainter( [tDirt, tHill], // terrains [floor(elevRand / 3), 40] // widths ); let elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevRand, // elevation floor(elevRand / 3) // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], [avoidClasses(clBaseResource, 2, clPlayer, 40), stayClasses(clHill, 6)]); } for (let m = 0; m < randIntInclusive(8, 17); ++m) { let placer = new ChainPlacer( Math.floor(scaleByMapSize(5, 5)), Math.floor(scaleByMapSize(8, 8)), Math.floor(scaleByMapSize(15, 20)), 1, randIntExclusive(0, mapSize), randIntExclusive(0, mapSize), 0, [Math.floor(mapSize * 0.01)]); let elevRand = randIntInclusive(15, 29); let terrainPainter = new LayeredPainter( [tCliff, tForestFloor2], // terrains [floor(elevRand / 3), 40] // widths ); let elevationPainter = new SmoothElevationPainter( ELEVATION_MODIFY, // type elevRand, // elevation floor(elevRand / 3) // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clMountain)], [avoidClasses(clBaseResource, 2, clPlayer, 40), stayClasses(clHill, 6)]); } // Create center bounty let group = new SimpleGroup( [new SimpleObject(oMetalLarge, 3, 6, 25, floor(mapSize * 0.25))], true, clBaseResource, centerOfMap, centerOfMap ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 20, clPlayer, 40, clMountain, 4), stayClasses(clHill, 10)]); group = new SimpleGroup( [new SimpleObject(oStoneLarge, 3, 6, 25, floor(mapSize * 0.25))], true, clBaseResource, centerOfMap, centerOfMap ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 20, clPlayer, 40, clMountain, 4), stayClasses(clHill, 10)]); group = new SimpleGroup( [new SimpleObject(oMainHuntableAnimal, floor(6 * numPlayers), floor(6 * numPlayers), 2, floor(mapSize * 0.1))], true, clBaseResource, centerOfMap, centerOfMap ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clMountain, 4, clPlayer, 40, clWater, 2), stayClasses(clHill, 10)]); log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2, 3, 0, 2)], true, clFood ); createObjectGroupsDeprecated(group, 0, avoidClasses(clHill, 10, clFood, 20), 10 * numPlayers, 60 ); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], [avoidClasses(clPlayer, 25, clForest, 10, clBaseResource, 3, clMetal, 6, clRock, 3, clMountain, 2), stayClasses(clHill, 6)], clForest, 0.7, ...rBiomeTreeCount(0.7)); log("Creating straggeler trees..."); let types = [oTree1, oTree2, oTree4, oTree3]; createStragglerTrees(types, [avoidClasses(clBaseResource, 2, clMetal, 6, clRock, 3, clMountain, 2, clPlayer, 25), stayClasses(clHill, 6)]); RMS.SetProgress(65); log("Creating dirt patches..."); let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; let numb = currentBiome() == "savanna" ? 3 : 1; for (let i = 0; i < sizes.length; ++i) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); let painter = new LayeredPainter( [[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]], // terrains [1, 1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], avoidClasses(clForest, 0, clMountain, 0, clDirt, 5, clPlayer, 10), numb * scaleByMapSize(15, 45) ); } log("Painting shorelines..."); paintTerrainBasedOnHeight(1, 2, 0, tMainTerrain); paintTerrainBasedOnHeight(getMapBaseHeight(), 1, 3, tTier1Terrain); log("Creating grass patches..."); sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)]; for (let i = 0; i < sizes.length; ++i) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); let painter = new TerrainPainter(tTier4Terrain); createAreas( placer, painter, avoidClasses(clForest, 0, clMountain, 0, clDirt, 5, clPlayer, 10), numb * scaleByMapSize(15, 45) ); } log("Creating food..."); createFood( [ [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)], [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)] ], [3 * numPlayers, 3 * numPlayers], [avoidClasses(clForest, 0, clPlayer, 20, clMountain, 1, clFood, 4, clRock, 6, clMetal, 6), stayClasses(clHill, 2)] ); RMS.SetProgress(75); createFood( [ [new SimpleObject(oFruitBush, 5, 7, 0, 4)] ], [3 * numPlayers], [avoidClasses(clForest, 0, clPlayer, 15, clMountain, 1, clFood, 4, clRock, 6, clMetal, 6), stayClasses(clHill, 2)] ); RMS.SetProgress(85); log("Creating more straggeler trees..."); createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clMountain, 1, clPlayer, 30, clMetal, 6, clRock, 3)); log("Creating decoration..."); let planetm = currentBiome() == "tropic" ? 8 : 1; createDecoration ( [ [new SimpleObject(aRockMedium, 1, 3, 0, 1)], [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)], [new SimpleObject(aGrassShort, 2, 15, 0, 1, -PI/8, PI/8)], [new SimpleObject(aGrass, 2, 10, 0, 1.8, -PI/8, PI/8), new SimpleObject(aGrassShort, 3, 10, 1.2, 2.5, -PI/8, PI/8)], [new SimpleObject(aBushMedium, 1, 5, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], avoidClasses(clForest, 2, clPlayer, 20, clMountain, 5, clFood, 1, clBaseResource, 2) ); log("Creating water forests..."); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], avoidClasses(clPlayer, 30, clHill, 10, clFood, 5), clForest, 0.1, ...rBiomeTreeCount(0.1)); log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1, 2, 0, 1, -PI / 8, PI / 8)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clMountain, 2, clPlayer, 2, clDirt, 0), stayClasses(clHill, 8)], planetm * scaleByMapSize(13, 200) ); setSkySet(pickRandom(["cloudless", "cumulus", "overcast"])); setWaterMurkiness(0.4); ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/gear.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/gear.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/gear.js (revision 20132) @@ -1,474 +1,474 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT1(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.mainTerrain; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const 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(); for (var ix = 0; ix < mapSize; ix++) for (var iz = 0; iz < mapSize; iz++) placeTerrain(ix, iz, tMainTerrain); var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); var ix = round(fx); var iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 8)))); var placer = new ClumpPlacer(mapArea * 0.23, 1, 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 = sortPlayers(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); placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' }); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 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 = 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 trees var num = 2; var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(12, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,3)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } RMS.SetProgress(20); var split = 1; if (mapSize == 128 && numPlayers <= 2) split = 2; else if (mapSize == 192 && numPlayers <= 3) split = 2; else if (mapSize == 256) { if (numPlayers <= 3) split = 3; else if (numPlayers == 4) split = 2; } else if (mapSize == 320) { if (numPlayers <= 3) split = 3; else if (numPlayers == 4) split = 2; } else if (mapSize == 384) { if (numPlayers <= 3) split = 4; else if (numPlayers == 4) split = 3; else if (numPlayers == 5) split = 2; } else if (mapSize == 448) { if (numPlayers <= 2) split = 5; else if (numPlayers <= 4) split = 4; else if (numPlayers == 5) split = 3; else if (numPlayers == 6) split = 2; } log ("Creating rivers..."); for (var m = 0; m < numPlayers*split; m++) { var tang = startAngle + (m+0.5)*TWO_PI/(numPlayers*split); var placer = new PathPlacer(fractionToTiles(0.5 + 0.15*cos(tang)), fractionToTiles(0.5 + 0.15*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(14,40), 0.0, 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(14,40)*scaleByMapSize(14,40)/4), 1, 0, 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, 4); createArea(placer, [painter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 5)); var tang = startAngle + (m)*TWO_PI/(numPlayers*split); var placer = new PathPlacer(fractionToTiles(0.5 + 0.05*cos(tang)), fractionToTiles(0.5 + 0.05*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang)), fractionToTiles(0.5 + 0.49*sin(tang)), scaleByMapSize(10,40), 0.0, 3*(scaleByMapSize(1,3)), 0.2, 0.05); var terrainPainter = new LayeredPainter( [tWater, tShore, tMainTerrain], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter], null); } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.15, 1, 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, unPaintClass(clWater)], null); var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 8)))); var placer = new ClumpPlacer(mapArea * 0.09, 1, 1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type -2, // elevation 3 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null); var placer = new ClumpPlacer((mapSize - 50) * (mapSize - 50) * 0.09, 1, 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, unPaintClass(clWater)], null); var placer = new ClumpPlacer(scaleByMapSize(6, 18)*scaleByMapSize(6, 18)*22, 1, 1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [1] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 20, // elevation 8 // blend radius ); createArea(placer, [terrainPainter, elevationPainter], null); paintTerrainBasedOnHeight(-6, 1, 1, tWater); paintTerrainBasedOnHeight(1, 2, 1, tShore); paintTerrainBasedOnHeight(2, 5, 1, tMainTerrain); paintTileClassBasedOnHeight(-6, 0.5, 1, clWater); unPaintTileClassBasedOnHeight(0.5, 10, 1, clWater); for (var i = 0; i < numPlayers; i++) { fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); // 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); } if (randBool()) createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); else createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2), clForest, 1, ...rBiomeTreeCount(1)); RMS.SetProgress(50); log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); RMS.SetProgress(55); log("Creating stone mines..."); createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1) ); log("Creating metal mines..."); createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), clMetal ); log("Creating fish..."); createObjectGroupsDeprecated( new SimpleGroup([new SimpleObject(oFish, 1,1, 0,3)], true, clFood), 0, [stayClasses(clWater, 8), avoidClasses(clFood, 14)], scaleByMapSize(400, 2000), 100); RMS.SetProgress(65); // create decoration var planetm = 1; if (currentBiome() == "tropic") planetm = 8; createDecoration ( [[new SimpleObject(aRockMedium, 1,3, 0,1)], [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)], [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)], [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0) ); RMS.SetProgress(70); // create animals createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20) ); // create fruits createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10) ); // create straggler trees var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6)); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/island_stronghold.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/island_stronghold.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/island_stronghold.js (revision 20132) @@ -1,561 +1,561 @@ /** * Returns starting position in tile coordinates for the given player. */ function getPlayerTileCoordinates(playerIdx, teamIdx, fractionX, fractionZ) { let playerAngle = startAngle + (playerIdx+1) * TWO_PI / teams[teamIdx].length; let fx = fractionToTiles(fractionX + 0.05 * cos(playerAngle)); let fz = fractionToTiles(fractionZ + 0.05 * sin(playerAngle)); return [playerAngle, fx, fz, round(fx), round(fz)]; } RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); RMS.LoadLibrary("heightmap"); const g_InitialMines = 1; const g_InitialMineDistance = 14; const g_InitialTrees = 50; setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tTier4Terrain = rBiomeT12(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; const oWhale = "gaia/fauna_whale_humpback"; const oShipwreck = "other/special_treasure_shipwreck"; const oShipDebris = "other/special_treasure_shipwreck_debris"; const oObelisk = "other/obelisk"; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); // create tile classes let clPlayer = createTileClass(); let clHill = createTileClass(); let clForest = createTileClass(); let clDirt = createTileClass(); let clRock = createTileClass(); let clMetal = createTileClass(); let clFood = createTileClass(); let clBaseResource = createTileClass(); let clLand = createTileClass(); for (let ix = 0; ix < mapSize; ++ix) for (let iz = 0; iz < mapSize; ++iz) placeTerrain(ix, iz, tWater); // some constants let radius = scaleByMapSize(15, 25); let fx = fractionToTiles(0.5); let fz = fractionToTiles(0.5); let startAngle = randFloat(0, TWO_PI); // Group players by team let teams = []; for (let i = 0; i < numPlayers; ++i) { let team = getPlayerTeam(i); if (team == -1) continue; if (!teams[team]) teams[team] = []; teams[team].push(i+1); } // Players without a team get a custom index for (let i = 0; i < numPlayers; ++i) { let team = getPlayerTeam(i); if (team != -1) continue; let unusedIndex = teams.findIndex(team => !team); if (unusedIndex != -1) teams[unusedIndex] = [i+1]; else teams.push([i+1]); } // Get number of used team IDs let numTeams = teams.filter(team => team).length; RMS.SetProgress(10); let shoreRadius = 6; let elevation = 3; let teamNo = 0; for (let i = 0; i < teams.length; ++i) { if (!teams[i]) continue; ++teamNo; let teamAngle = startAngle + teamNo*TWO_PI/numTeams; let fractionX = 0.5 + 0.3 * cos(teamAngle); let fractionZ = 0.5 + 0.3 * sin(teamAngle); let teamX = fractionToTiles(fractionX); let teamZ = fractionToTiles(fractionZ); log("Creating island and starting entities for team " + i); for (let p = 0; p < teams[i].length; ++p) { let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ); // mark a small area around the player's starting coordinates with the clPlayer 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); // create an island let placer = new ChainPlacer(2, floor(scaleByMapSize(5, 11)), floor(scaleByMapSize(60, 250)), 1, ix, iz, 0, [floor(mapSize * 0.01)]); let terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain, tMainTerrain], // terrains [1, shoreRadius] // widths ); let elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation shoreRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); // create starting units placeCivDefaultEntities(fx, fz, teams[i][p], { "iberWall": false }); } log("Create initial mines for team " + i); for (let p = 0; p < teams[i].length; ++p) { let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ); let mAngle = randFloat(playerAngle - PI / teams[i].length, playerAngle + PI / teams[i].length); // Metal let mX = round(fx + g_InitialMineDistance * cos(mAngle)); let mZ = round(fz + g_InitialMineDistance * sin(mAngle)); let group = new SimpleGroup( [new SimpleObject(oMetalLarge, g_InitialMines, g_InitialMines, 0, 4)], true, clBaseResource, mX, mZ ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 4), stayClasses(clLand, 2)]); // Stone let sX = round(fx + g_InitialMineDistance * cos(mAngle + PI/4)); let sZ = round(fz + g_InitialMineDistance * sin(mAngle + PI/4)); group = new SimpleGroup( [new SimpleObject(oStoneLarge, g_InitialMines, g_InitialMines, 0, 4)], true, clBaseResource, sX, sZ ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 4), stayClasses(clLand, 2)]); } log("Place initial trees and animals for team " + i); for (let p = 0; p < teams[i].length; ++p) { let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ); placeDefaultChicken(fx, fz, clBaseResource, [stayClasses(clLand, 5)]); // create initial berry bushes let bbAngle = randFloat(PI, PI*1.5); let bbDist = 10; let bbX = round(fx + bbDist * cos(bbAngle)); let bbZ = round(fz + bbDist * sin(bbAngle)); let group = new SimpleGroup( [new SimpleObject(oFruitBush, 5, 5, 0, 3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 4, clPlayer, 4), stayClasses(clLand, 5)]); // create initial trees let tries = 10; let tDist = 16; for (let x = 0; x < tries; ++x) { let tAngle = randFloat(playerAngle - TWO_PI/teams[i].length, playerAngle + TWO_PI/teams[i].length); let tX = round(fx + tDist * cos(tAngle)); let tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree2, g_InitialTrees, g_InitialTrees, 0, 7)], true, clBaseResource, tX, tZ ); if (createObjectGroup(group, 0, [avoidClasses(clBaseResource, 4, clPlayer, 4), stayClasses(clLand, 4)])) break; } // create huntable animals group = new SimpleGroup( [new SimpleObject(oMainHuntableAnimal, 2 * numPlayers / numTeams, 2 * numPlayers / numTeams, 0, floor(mapSize * 0.2))], true, clBaseResource, teamX, teamZ ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]); group = new SimpleGroup( [new SimpleObject(oSecondaryHuntableAnimal, 4 * numPlayers / numTeams, 4 * numPlayers / numTeams, 0, floor(mapSize * 0.2))], true, clBaseResource, teamX, teamZ ); createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]); } } RMS.SetProgress(40); log("Creating expansion islands..."); let landAreas = []; let playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12, 16))); let landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12, 16))); for (let x = 0; x < mapSize; ++x) for (let z = 0; z < mapSize; ++z) if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) landAreas.push([x, z]); log("Creating big islands..."); let chosenPoint; let landAreaLen; let numIslands = scaleByMapSize(4, 14); for (let i = 0; i < numIslands; ++i) { landAreaLen = landAreas.length; if (!landAreaLen) break; chosenPoint = pickRandom(landAreas); // create big islands let placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(30, 70)); let terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6); let newIsland = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), 1, 1 ); if (!newIsland || !newIsland.length) continue; let n = 0; for (let j = 0; j < landAreaLen; ++j) { let x = landAreas[j][0]; let z = landAreas[j][1]; if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) landAreas[n++] = landAreas[j]; } landAreas.length = n; } playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9, 12))); landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9, 12))); log("Creating small islands..."); numIslands = scaleByMapSize(6, 18) * scaleByMapSize(1, 3); for (let i = 0; i < numIslands; ++i) { landAreaLen = landAreas.length; if (!landAreaLen) break; chosenPoint = pickRandom(landAreas); let placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(22, 40)); let terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6); let newIsland = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), 1, 1 ); if (newIsland === undefined) continue; let temp = []; for (let j = 0; j < landAreaLen; ++j) { let x = landAreas[j][0]; let z = landAreas[j][1]; if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) temp.push([x, z]); } landAreas = temp; } RMS.SetProgress(70); log("Smoothing heightmap..."); for (let i = 0; i < 5; ++i) globalSmoothHeightmap(); // repaint clLand to compensate for smoothing unPaintTileClassBasedOnHeight(-10, 10, 3, clLand); paintTileClassBasedOnHeight(0, 5, 3, clLand); RMS.SetProgress(85); createBumps(); createMines( [ [new SimpleObject(oMetalLarge, 1, 1, 3, (numPlayers * 2) + 1)] ], [avoidClasses(clForest, 1, clPlayer, 40, clRock, 20, clHill, 5), stayClasses(clLand, 4)], clMetal ); createMines( [ [new SimpleObject(oStoneLarge, 1, 1, 3, (numPlayers * 2) + 1)], [new SimpleObject(oStoneSmall, 2, 2, 2, (numPlayers * 2) + 1)] ], [avoidClasses(clForest, 1, clPlayer, 40, clMetal, 20, clHill, 5), stayClasses(clLand, 4)], clRock ); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], [avoidClasses(clPlayer, 10, clForest, 20, clHill, 10, clBaseResource, 5, clRock, 6, clMetal, 6), stayClasses(clLand, 3)], clForest, 1, ...rBiomeTreeCount(1)); log("Creating hills..."); let placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5); let painter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [painter, elevationPainter, paintClass(clHill)], [avoidClasses(clBaseResource, 20, clHill, 15, clRock, 6, clMetal, 6), stayClasses(clLand, 0)], scaleByMapSize(4, 13) ); for (let i = 0; i < 3; ++i) globalSmoothHeightmap(); createStragglerTrees( [oTree1, oTree2, oTree4, oTree3], [avoidClasses(clForest, 10, clPlayer, 20, clMetal, 6, clRock, 6, clHill, 1), stayClasses(clLand, 4)] ); createFood( [ [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)], [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)] ], [3 * numPlayers, 3 * numPlayers], [avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clRock, 6, clMetal, 6), stayClasses(clLand, 2)] ); createFood( [ [new SimpleObject(oFruitBush, 5, 7, 0, 4)] ], [3 * numPlayers], [avoidClasses(clForest, 0, clPlayer, 15, clHill, 1, clFood, 4, clRock, 6, clMetal, 6), stayClasses(clLand, 2)] ); if (currentBiome() == "desert") { log("Creating obelisks"); let group = new SimpleGroup( [new SimpleObject(oObelisk, 1, 1, 0, 1)], true ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clBaseResource, 0, clHill, 0, clRock, 0, clMetal, 0, clFood, 0), stayClasses(clLand, 1)], scaleByMapSize(3, 8), 1000 ); } log("Creating dirt patches..."); let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; let numb = currentBiome() == "savanna" ? 3 : 1; for (let i = 0; i < sizes.length; ++i) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new LayeredPainter( [[tMainTerrain,tTier1Terrain], [tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // 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) ); } log("Creating grass patches..."); sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)]; for (let i = 0; i < sizes.length; ++i) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new TerrainPainter(tTier4Terrain); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)], numb * scaleByMapSize(15, 45) ); } log("Creating small decorative rocks..."); let group = new SimpleGroup( [new SimpleObject(aRockMedium, 1, 3, 0, 1)], true ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clForest, 0, clHill, 0), stayClasses(clLand, 2)], scaleByMapSize(16, 262), 50 ); log("Creating large decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)], true ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clForest, 0, clHill, 0), stayClasses(clLand, 2)], scaleByMapSize(8, 131), 50 ); log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2, 3, 0, 2)], true, clFood ); createObjectGroupsDeprecated(group, 0, avoidClasses(clLand, 4, clFood, 20), 25 * numPlayers, 60 ); log("Creating Whales..."); group = new SimpleGroup( [new SimpleObject(oWhale, 1, 1, 0, 3)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clLand, 4),avoidClasses(clFood, 8)], scaleByMapSize(5, 20), 100 ); log("Creating shipwrecks..."); group = new SimpleGroup( [new SimpleObject(oShipwreck, 1, 1, 0, 1)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clLand, 4),avoidClasses(clFood, 8)], scaleByMapSize(12, 16), 100 ); log("Creating shipwreck debris..."); group = new SimpleGroup( [new SimpleObject(oShipDebris, 1, 1, 0, 1)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clLand, 4),avoidClasses(clFood, 8)], scaleByMapSize(10, 20), 100 ); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius, [stayClasses(clLand, 5)]); log("Creating small grass tufts..."); let planetm = currentBiome() == "tropic" ? 8 : 1; group = new SimpleGroup( [new SimpleObject(aGrassShort, 1, 2, 0, 1, -PI / 8, PI / 8)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(95); 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)], planetm * scaleByMapSize(13, 200) ); paintTerrainBasedOnHeight(1, 2, 0, tShore); paintTerrainBasedOnHeight(getMapBaseHeight(), 1, 3, tWater); setSkySet(pickRandom(["cloudless", "cumulus", "overcast"])); setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/5, PI/3)); setWaterWaviness(2); RMS.SetProgress(100); ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/islands.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/islands.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/islands.js (revision 20132) @@ -1,573 +1,573 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; const oWood = "gaia/special_treasure_wood"; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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(20,29); var shoreRadius = 6; var elevation = 3; var hillSize = PI * radius * radius; // 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); // create the hill var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tMainTerrain , tMainTerrain, tMainTerrain], // terrains [1, shoreRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation shoreRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); // create starting units placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' }); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create woods var bbAngle = randFloat(0, TWO_PI); var bbDist = 13; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oWood, 14,14, 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 = 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); var hillSize = PI * radius * radius; // create starting trees var num = 5; var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(12, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,3)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); //create docks var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3); if (dockLocation !== undefined) placeObject(dockLocation[0], dockLocation[1], "structures/" + getCivCode(id-1) + "_dock", id, playerAngle[i] + PI); } var landAreas = []; var playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12,16))); var landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12,16))); for (var x = 0; x < mapSize; ++x) for (var z = 0; z < mapSize; ++z) if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) landAreas.push([x, z]); var chosenPoint; var landAreaLen; log("Creating big islands..."); var numIslands = scaleByMapSize(4, 14); for (var i = 0; i < numIslands; ++i) { landAreaLen = landAreas.length; if (!landAreaLen) break; chosenPoint = pickRandom(landAreas); // create big islands placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(30,70)); //placer = new ClumpPlacer(floor(hillSize*randFloat(0.9,2.1)), 0.80, 0.1, 0.07, chosenPoint[0], chosenPoint[1]); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6); var newIsland = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), 1, 1 ); if (newIsland && newIsland.length) { var n = 0; for (var j = 0; j < landAreaLen; ++j) { var x = landAreas[j][0], z = landAreas[j][1]; if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) landAreas[n++] = landAreas[j]; } landAreas.length = n; } } playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9,12))); landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9,12))); log("Creating small islands..."); numIslands = scaleByMapSize(6, 18) * scaleByMapSize(1,3); for (var i = 0; i < numIslands; ++i) { landAreaLen = landAreas.length; if (!landAreaLen) break; chosenPoint = pickRandom(landAreas); placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(22,40)); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clLand, 3, clPlayer, 3), 1, 1 ); if (newIsland !== undefined) { var temp = []; for (var j = 0; j < landAreaLen; ++j) { var x = landAreas[j][0], z = landAreas[j][1]; if (playerConstraint.allows(x, z) && landConstraint.allows(x, z)) temp.push([x, z]); } landAreas = temp; } } paintTerrainBasedOnHeight(1, 3, 0, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // 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); } // 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, 0), stayClasses(clLand, 3)], scaleByMapSize(20, 100) ); // create hills log("Creating hills..."); placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], scaleByMapSize(4, 13) ); // calculate desired number of trees for map (based on size) if (currentBiome() == "savanna") { var MIN_TREES = 200; var MAX_TREES = 1250; var P_FOREST = 0; } else if (currentBiome() == "tropic") { var MIN_TREES = 1000; var MAX_TREES = 6000; var P_FOREST = 0.52; } 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 = [ [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]], [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]] ]; // some variation if (currentBiome() != "savanna") { var size = numForest / (scaleByMapSize(3,6) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], [avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)], num ); } } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; var numb = 1; if (currentBiome() == "savanna") numb = 3; for (var i = 0; i < sizes.length; i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new LayeredPainter( [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)], numb*scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)]; for (var i = 0; i < sizes.length; i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new TerrainPainter(tTier4Terrain); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)], numb*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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 0, 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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 0, 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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 0, 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 ); createObjectGroupsDeprecated( group, 0, [avoidClasses(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 ); createObjectGroupsDeprecated( group, 0, [avoidClasses(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(oMainHuntableAnimal, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)], 3 * numPlayers, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)], 3 * numPlayers, 50 ); // create fruit bush log("Creating fruit bush..."); group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)], randIntInclusive(1, 4) * numPlayers + 2, 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, avoidClasses(clLand, 4, clForest, 2, clPlayer, 2, clHill, 2, clFood, 20), 25 * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // 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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6), stayClasses(clLand, 6)], num ); } var planetm = 1; if (currentBiome() == "tropic") 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)], 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200), 50 ); setSkySet(pickRandom(["cirrus", "cumulus", "sunny"])); setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); setWaterWaviness(2); // 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 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/lake.js (revision 20132) @@ -1,370 +1,370 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const 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, tMainTerrain); } } // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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 starting units placeCivDefaultEntities(fx, fz, id); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 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 = 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 trees var num = 5; var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(12, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,3)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } RMS.SetProgress(20); //create the lake var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); const lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6)))); var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]); 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)], avoidClasses(clPlayer, 20)); // create more shore jaggedness log("Creating more shore jaggedness..."); placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], borderClasses(clWater, 4, 7), scaleByMapSize(12, 130) * 2, 150 ); paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain); paintTerrainBasedOnHeight(1, 2.4, 0, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); paintTileClassBasedOnHeight(-6, 0, 1, clWater); for (var i = 0; i < numPlayers; ++i) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // 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); } // create bumps createBumps(avoidClasses(clWater, 2, clPlayer, 20)); // create hills if (randBool()) createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); else createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2), clForest, 1, ...rBiomeTreeCount(1)); RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); // create grass patches log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); RMS.SetProgress(55); log("Creating stone mines..."); // create stone quarries createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1) ); log("Creating metal mines..."); // create large metal quarries createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), clMetal ); RMS.SetProgress(65); // create decoration var planetm = 1; if (currentBiome() == "tropic") planetm = 8; createDecoration ( [[new SimpleObject(aRockMedium, 1,3, 0,1)], [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)], [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)], [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0) ); RMS.SetProgress(70); // create animals createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20) ); // create fruits createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10) ); // create fish createFood ( [ [new SimpleObject(oFish, 2,3, 0,2)] ], [ 25 * numPlayers ], [avoidClasses(clFood, 20), stayClasses(clWater, 6)] ); RMS.SetProgress(85); // create straggler trees var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6)); setWaterWaviness(4.0); setWaterType("lake"); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/mainland.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/mainland.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/mainland.js (revision 20132) @@ -1,303 +1,303 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = 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, tMainTerrain); } } // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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 starting units placeCivDefaultEntities(fx, fz, id); // 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); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 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 = 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 trees var num = 5; var tAngle = randFloat(0, TWO_PI); var tDist = randFloat(12, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,3)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } RMS.SetProgress(20); // create bumps createBumps(); // create hills if (randBool()) createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15), clHill, scaleByMapSize(3, 15)); else createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15), clHill, scaleByMapSize(3, 15)); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], avoidClasses(clPlayer, 20, clForest, 18, clHill, 0), clForest, 1, ...rBiomeTreeCount(1)); RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1] ); // create grass patches log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain ); RMS.SetProgress(55); log("Creating stone mines..."); // create stone quarries createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ] ); log("Creating metal mines..."); // create large metal quarries createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), clMetal ); RMS.SetProgress(65); // create decoration var planetm = 1; if (currentBiome() == "tropic") planetm = 8; createDecoration ( [[new SimpleObject(aRockMedium, 1,3, 0,1)], [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)], [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)], [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ] ); RMS.SetProgress(70); // create animals createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ] ); RMS.SetProgress(75); // create fruits createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10) ); RMS.SetProgress(85); // create straggler trees var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/migration.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/migration.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/migration.js (revision 20132) @@ -1,489 +1,489 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; const oWood = "gaia/special_treasure_wood"; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const mapArea = mapSize*mapSize; // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clSettlement = createTileClass(); var clLand = createTileClass(); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) playerIDs.push(i+1); playerIDs = sortPlayers(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = PI/2 + PI/14; for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle - (i+1)*(PI+ PI/7)/(numPlayers+1); 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 shoreRadius = 4; var elevation = 3; var hillSize = PI * radius * radius; // get the x and z in tiles fx = fractionToTiles(playerX[i]); fz = fractionToTiles(playerZ[i]); ix = round(fx); iz = round(fz); // create the hill var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz); var terrainPainter = new LayeredPainter( [tWater , tShore, tMainTerrain], // terrains [1, shoreRadius] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type elevation, // elevation shoreRadius // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); // 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); // create starting units placeCivDefaultEntities(fx, fz, id, { 'iberWall': false }); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create woods var bbAngle = randFloat(0, TWO_PI); var bbDist = 13; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oWood, 14,14, 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 trees var num = floor(hillSize / 60); var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = 11; var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,4)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); //create docks var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3); if (dockLocation !== undefined) placeObject(dockLocation[0], dockLocation[1], "structures/" + getCivCode(id-1) + "_dock", id, playerAngle[i] + PI); } RMS.SetProgress(15); //Create the continent body var fx = fractionToTiles(0.12); var fz = fractionToTiles(0.5); var ix = round(fx); var iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.50, 0.80, 0.08, 10, ix, iz); var terrainPainter = new LayeredPainter( [tWater, tShore, tMainTerrain], // terrains [4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], avoidClasses(clPlayer, 8)); RMS.SetProgress(20); log("Creating shore jaggedness..."); placer = new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], [borderClasses(clLand, 6, 3), avoidClasses(clPlayer, 8)], scaleByMapSize(20, 150) * 2, 150 ); paintTerrainBasedOnHeight(1, 3, 0, tShore); paintTerrainBasedOnHeight(-8, 1, 2, tWater); RMS.SetProgress(25); 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, 10), stayClasses(clLand, 3)], scaleByMapSize(100, 200) ); RMS.SetProgress(30); 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, 7)], scaleByMapSize(1, 4) * numPlayers ); RMS.SetProgress(34); // calculate desired number of trees for map (based on size) if (currentBiome() == "savanna") { var MIN_TREES = 200; var MAX_TREES = 1250; var P_FOREST = 0.02; } else if (currentBiome() == "tropic") { 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); log("Creating forests..."); var types = [ [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]], [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]] ]; // some variation var size = numForest / (scaleByMapSize(2,8) * numPlayers) * (currentBiome() == "savanna" ? 2 : 1); 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(38); 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( [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } RMS.SetProgress(42); 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(tTier4Terrain); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 7)], scaleByMapSize(15, 45) ); } RMS.SetProgress(46); log("Creating stone mines..."); group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(50); log("Creating small stone quarries..."); group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(54); log("Creating metal mines..."); // create large metal quarries group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 7)], scaleByMapSize(4,16), 100 ); RMS.SetProgress(58); // create small decorative rocks log("Creating small decorative rocks..."); group = new SimpleGroup( [new SimpleObject(aRockMedium, 1,3, 0,1)], true ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)], scaleByMapSize(16, 262), 50 ); RMS.SetProgress(62); // 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 ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)], scaleByMapSize(8, 131), 50 ); RMS.SetProgress(66); log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)], 3 * numPlayers, 50 ); RMS.SetProgress(70); log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)], 3 * numPlayers, 50 ); RMS.SetProgress(74); log("Creating fruit bush..."); group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 7)], randIntInclusive(1, 4) * numPlayers + 2, 50 ); RMS.SetProgress(78); log("Creating fish..."); createObjectGroupsDeprecated( new SimpleGroup([new SimpleObject(oFish, 2,3, 0,2)], true, clFood), 0, avoidClasses(clLand, 2, clPlayer, 2, clHill, 0, clFood, 20), 25 * numPlayers, 60 ); RMS.SetProgress(82); log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // 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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 9)], num ); } RMS.SetProgress(86); var planetm = currentBiome() == "tropic" ? 8 : 1; log("Creating small grass tufts..."); group = new SimpleGroup( [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(90); 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200) ); RMS.SetProgress(94); log("Creating bushes..."); group = new SimpleGroup( [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)], planetm * scaleByMapSize(13, 200), 50 ); RMS.SetProgress(98); setSkySet(pickRandom(["cirrus", "cumulus", "sunny"])); setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); setWaterWaviness(2); ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/rivers.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rivers.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/rivers.js (revision 20132) @@ -1,514 +1,514 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -var tShore = rBiomeT14(); -var tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +var tShore = g_Terrains.shore; +var tWater = g_Terrains.water; if (currentBiome() == "tropic") { tShore = "tropic_dirt_b_plants"; tWater = "tropic_dirt_b"; } // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const 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, tMainTerrain); } } 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 = sortPlayers(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); // create starting units placeCivDefaultEntities(fx, fz, id); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 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 = 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 trees var num = 2; var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(11, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } 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 createBumps(avoidClasses(clWater, 2, clPlayer, 20)); // create hills if (randBool()) createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15)); else createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15)); createForests( [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2], avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2), clForest, 1, ...rBiomeTreeCount(1)); RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], [1,1], avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); // create grass patches log("Creating grass patches..."); createPatches( [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)], tTier4Terrain, avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12) ); RMS.SetProgress(55); log("Creating stone mines..."); // create stone quarries createMines( [ [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], [new SimpleObject(oStoneSmall, 2,5, 1,3)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1) ); log("Creating metal mines..."); // create large metal quarries createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), clMetal ); RMS.SetProgress(65); // create decoration var planetm = 1; if (currentBiome() == "tropic") planetm = 8; createDecoration ( [[new SimpleObject(aRockMedium, 1,3, 0,1)], [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)], [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)], [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)], [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(8, 131), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200), planetm * scaleByMapSize(13, 200) ], avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0) ); // create water decoration in the shallow parts createDecoration ( [[new SimpleObject(aReeds, 1,3, 0,1)], [new SimpleObject(aLillies, 1,2, 0,1)] ], [ scaleByMapSize(800, 12800), scaleByMapSize(800, 12800) ], stayClasses(clShallow, 0) ); RMS.SetProgress(70); // create animals createFood ( [ [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)] ], [ 3 * numPlayers, 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20) ); // create fruits createFood ( [ [new SimpleObject(oFruitBush, 5,7, 0,4)] ], [ 3 * numPlayers ], avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10) ); // create fish createFood ( [ [new SimpleObject(oFish, 2,3, 0,2)] ], [ 25 * numPlayers ], [avoidClasses(clFood, 20), stayClasses(clWater, 6)] ); RMS.SetProgress(85); // create straggler trees var types = [oTree1, oTree2, oTree4, oTree3]; // some variation createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6)); setWaterWaviness(3.0); setWaterType("lake"); // Export map data ExportMap(); Index: ps/trunk/binaries/data/mods/public/maps/random/rmbiome/randombiome.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmbiome/randombiome.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/rmbiome/randombiome.js (revision 20132) @@ -1,260 +1,75 @@ RMS.LoadLibrary("rmbiome/biomes"); var g_BiomeID; var g_Terrains = {}; var g_Gaia = {}; var g_Decoratives = {}; var g_TreeCount = {}; function currentBiome() { return g_BiomeID; } function setSelectedBiome() { setBiome(g_MapSettings.Biome); } function setBiome(biomeID) { loadBiomeFile("defaultbiome"); setSkySet(pickRandom(["cirrus", "cumulus", "sunny"])); setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 6, PI / 3)); g_BiomeID = biomeID; loadBiomeFile("biomes/" + biomeID); let setupBiomeFunc = global["setupBiome_" + biomeID]; if (setupBiomeFunc) setupBiomeFunc(); } function loadBiomeFile(file) { let path = "maps/random/rmbiome/" + file + ".json"; if (!RMS.FileExists(path)) { error("Could not load biome file '" + file + "'"); return; } let biome = RMS.ReadJSONFile(path) let copyProperties = (from, to) => { for (let prop in from) { if (typeof from[prop] == "object" && !Array.isArray(from[prop])) { if (!to[prop]) to[prop] = {}; copyProperties(from[prop], to[prop]); } else to[prop] = from[prop]; } }; for (let rmsGlobal in biome) copyProperties(biome[rmsGlobal], global["g_" + rmsGlobal]); } function rBiomeTreeCount(multiplier = 1) { return [ g_TreeCount.minTrees * multiplier, g_TreeCount.maxTrees * multiplier, g_TreeCount.forestProbability ]; } - -function rBiomeT1() -{ - return g_Terrains.mainTerrain; -} - -function rBiomeT2() -{ - return g_Terrains.forestFloor1; -} - -function rBiomeT3() -{ - return g_Terrains.forestFloor2; -} - -function rBiomeT4() -{ - return g_Terrains.cliff; -} - -function rBiomeT5() -{ - return g_Terrains.tier1Terrain; -} - -function rBiomeT6() -{ - return g_Terrains.tier2Terrain; -} - -function rBiomeT7() -{ - return g_Terrains.tier3Terrain; -} - -function rBiomeT8() -{ - return g_Terrains.hill; -} - -function rBiomeT9() -{ - return g_Terrains.dirt; -} - -function rBiomeT10() -{ - return g_Terrains.road; -} - -function rBiomeT11() -{ - return g_Terrains.roadWild; -} - -function rBiomeT12() -{ - return g_Terrains.tier4Terrain; -} - -function rBiomeT13() -{ - return g_Terrains.shoreBlend; -} - -function rBiomeT14() -{ - return g_Terrains.shore; -} - -function rBiomeT15() -{ - return g_Terrains.water; -} - -function rBiomeE1() -{ - return g_Gaia.tree1; -} - -function rBiomeE2() -{ - return g_Gaia.tree2; -} - -function rBiomeE3() -{ - return g_Gaia.tree3; -} - -function rBiomeE4() -{ - return g_Gaia.tree4; -} - -function rBiomeE5() -{ - return g_Gaia.tree5; -} - -function rBiomeE6() -{ - return g_Gaia.fruitBush; -} - -function rBiomeE7() -{ - return g_Gaia.chicken; -} - -function rBiomeE8() -{ - return g_Gaia.mainHuntableAnimal; -} - -function rBiomeE9() -{ - return g_Gaia.fish; -} - -function rBiomeE10() -{ - return g_Gaia.secondaryHuntableAnimal; -} - -function rBiomeE11() -{ - return g_Gaia.stoneLarge; -} - -function rBiomeE12() -{ - return g_Gaia.stoneSmall; -} - -function rBiomeE13() -{ - return g_Gaia.metalLarge; -} - -function rBiomeA1() -{ - return g_Decoratives.grass; -} - -function rBiomeA2() -{ - return g_Decoratives.grassShort; -} - -function rBiomeA3() -{ - return g_Decoratives.reeds; -} - -function rBiomeA4() -{ - return g_Decoratives.lillies; -} - -function rBiomeA5() -{ - return g_Decoratives.rockLarge; -} - -function rBiomeA6() -{ - return g_Decoratives.rockMedium; -} - -function rBiomeA7() -{ - return g_Decoratives.bushMedium; -} - -function rBiomeA8() -{ - return g_Decoratives.bushSmall; -} - -function rBiomeA9() -{ - return g_Decoratives.tree; -} Index: ps/trunk/binaries/data/mods/public/maps/random/snowflake_searocks.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/snowflake_searocks.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/snowflake_searocks.js (revision 20132) @@ -1,1893 +1,1893 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT1(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.mainTerrain; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const mapArea = mapSize*mapSize; log(mapSize); // create tile classes var clPlayer = createTileClass(); var clHill = createTileClass(); var clForest = 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); } } const radius = scaleByMapSize(15,30); const cliffRadius = 2; const elevation = 20; // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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) cu + 0.5 - WATER_WIDTH/2) && (x < cu2 + 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 < cu2 + 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 (randBool(1/3)) { // linked if (mdd1 == 1) //vertical { var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(randIntInclusive(16,24),randIntInclusive(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(randIntInclusive(16,24),randIntInclusive(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01); } var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain, tMainTerrain], // 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 = randIntInclusive(1,7); if (mdd2 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(8,15),scaleByMapSize(15,23))*randIntInclusive(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2)); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // 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)*randIntInclusive(8,14) ); } else if (mdd2 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45))*randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randIntInclusive(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)); // 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; var mdd1 = randIntInclusive(1,2); if (mdd1 == 1) //horizontal { 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] = 0.25 + 0.5*(i%2); playerX[i] = playerPos[i]; } } else //vertical { 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] = 0.25 + 0.5*(i%2); } } // 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 = randIntInclusive(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 <= randIntInclusive(1, scaleByMapSize(4,8)); i++) { var cLocation = randFloat(0.15,0.85); if (mdd1 == 1) passageMaker(floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); else passageMaker(floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), floor(fractionToTiles(cLocation)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); } } if (randBool()) { for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // create the city patch var cityRadius = scaleByMapSize(17,29)/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); } // create tributaries log("Creating tributaries"); for (var i = 0; i <= randIntInclusive(8, (scaleByMapSize(12,20))); i++) { var cLocation = randFloat(0.05,0.95); var tang = randFloat(PI*0.2, PI*0.8)*((randIntInclusive(0, 1)-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, 5, 0.01); else var point = getTIPIADBON([fractionToTiles(0.5 + cDistance), fractionToTiles(cLocation)], [fractionToTiles(0.5 - cDistance), fractionToTiles(cLocation)], [-6, -1.5], 0.5, 5, 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, 3, 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(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang))); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2); createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 3)); } } } } } //******************************************************************************************************** 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); // 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]); 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); } 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 = randIntInclusive(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); // create shore jaggedness log("Creating shore jaggedness..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], [avoidClasses(clPlayer, 20), borderClasses(clWater, 6, 4)], scaleByMapSize(7, 130) * 2, 150 ); placer = new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], borderClasses(clWater, 4, 7), scaleByMapSize(12, 130) * 2, 150 ); } if (randBool()) // 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 (randBool(1/3) &&(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 = randIntInclusive(1,2); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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); if (mdd1 == 1) //horizontal { playerX[i] = playerPos[i]; playerZ[i] = 0.4 + 0.2*(i%2); } else //vertical { playerX[i] = 0.4 + 0.2*(i%2); playerZ[i] = playerPos[i]; } 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); } var mdd2 = randIntInclusive(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( [tMainTerrain, tMainTerrain], // 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( [tMainTerrain, tMainTerrain], // 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); } } } } } 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); } } } } } } // create shore jaggedness log("Creating shore jaggedness..."); placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], [avoidClasses(clPlayer, 20), borderClasses(clWater, 6, 4)], scaleByMapSize(7, 130) * 2, 150 ); placer = new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], borderClasses(clWater, 4, 7), scaleByMapSize(12, 130) * 2, 150 ); var mdd3 = randIntInclusive(1,3); if (mdd3 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(8,15),scaleByMapSize(15,23))*randIntInclusive(scaleByMapSize(8,15),scaleByMapSize(15,23)), 0.80, 0.1, randFloat(0.0, 0.2)); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // 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)*randIntInclusive(8,14) ); } else if (mdd3 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45))*randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randIntInclusive(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 = randFloat(0,4); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = -PI/6 + (mdd1-1)*PI/2; for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/(numPlayers-1)*2/3; 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 fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // create the city patch var cityRadius = scaleByMapSize(17,29)/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); } fx = fractionToTiles(0.5); 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( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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,floor(scaleByMapSize(15,25)))); fx = fractionToTiles(0.5 - 0.2*cos(mdd1*PI/2)); 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( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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,floor(scaleByMapSize(15,25)))); fx = fractionToTiles(0.5 - 0.49*cos(mdd1*PI/2)); 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( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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,floor(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); // 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 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); } } for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // create the city patch var cityRadius = scaleByMapSize(17,29)/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); } // 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 (randBool()) { 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); // 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 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 = randIntInclusive(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); // 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 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( [tMainTerrain, tMainTerrain], // 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( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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( [tMainTerrain, tMainTerrain, tMainTerrain], // 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); // 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 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, tMainTerrain); 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); for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(17,29); var shoreRadius = 4; var elevation = 3; var hillSize = PI * radius * radius; // 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); // create starting units if (iberianTowers) placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' }); else placeCivDefaultEntities(fx, fz, id); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); if (needsAdditionalWood) { // create woods var bbAngle = randFloat(0, TWO_PI); var bbDist = 13; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oWood, 14,14, 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 = 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); var hillSize = PI * radius * radius; // create starting trees var num = floor(hillSize / 100); var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(11, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // 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, paintClass(clPlayer)], null); } // 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)], randIntInclusive(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, 20, clHill, randIntInclusive(6, 18)), stayClasses(clLand, 0)], randIntInclusive(0, scaleByMapSize(4, 8))*randIntInclusive(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 (currentBiome() == "savanna") { var MIN_TREES = floor(200*multiplier); var MAX_TREES = floor(1250*multiplier); var P_FOREST = randFloat(0.02, 0.05); } else if (currentBiome() == "tropic") { 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 = [ [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]], [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]] ]; // some variation if (currentBiome() == "savanna") 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, 20, clForest, randIntInclusive(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 (currentBiome() == "savanna") numb = 3; for (var i = 0; i < sizes.length; i++) { placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5); painter = new LayeredPainter( [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 7), 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(tTier4Terrain); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 7), stayClasses(clLand, 4)], numb*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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 4)], randIntInclusive(scaleByMapSize(2,9),scaleByMapSize(9,40)), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 4)], randIntInclusive(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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 4)], randIntInclusive(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 ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 4)], 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 ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 4)], scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)], randIntInclusive(numPlayers+3, 5*numPlayers+4), 50 ); // create berry bush log("Creating berry bush..."); group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)], randIntInclusive(1, 4) * numPlayers + 2, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)], randIntInclusive(numPlayers+3, 5*numPlayers+4), 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, avoidClasses(clLand, 5, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20), randIntInclusive(15, 40) * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // 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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6), stayClasses(clLand, 4)], num ); } var planetm = 1; if (currentBiome() == "tropic") 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 4)], 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 4)], 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)] ); createObjectGroupsDeprecated(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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)], planetm * scaleByMapSize(13, 200), 50 ); setSkySet(pickRandom(["cirrus", "cumulus", "sunny", "sunny 1", "mountainous", "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_land.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/unknown_land.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/unknown_land.js (revision 20132) @@ -1,1796 +1,1796 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; setSelectedBiome(); -const tMainTerrain = rBiomeT1(); -const tForestFloor1 = rBiomeT2(); -const tForestFloor2 = rBiomeT3(); -const tCliff = rBiomeT4(); -const tTier1Terrain = rBiomeT5(); -const tTier2Terrain = rBiomeT6(); -const tTier3Terrain = rBiomeT7(); -const tHill = rBiomeT8(); -const tDirt = rBiomeT9(); -const tRoad = rBiomeT10(); -const tRoadWild = rBiomeT11(); -const tTier4Terrain = rBiomeT12(); -const tShoreBlend = rBiomeT13(); -const tShore = rBiomeT14(); -const tWater = rBiomeT15(); +const tMainTerrain = g_Terrains.mainTerrain; +const tForestFloor1 = g_Terrains.forestFloor1; +const tForestFloor2 = g_Terrains.forestFloor2; +const tCliff = g_Terrains.cliff; +const tTier1Terrain = g_Terrains.tier1Terrain; +const tTier2Terrain = g_Terrains.tier2Terrain; +const tTier3Terrain = g_Terrains.tier3Terrain; +const tHill = g_Terrains.hill; +const tDirt = g_Terrains.dirt; +const tRoad = g_Terrains.road; +const tRoadWild = g_Terrains.roadWild; +const tTier4Terrain = g_Terrains.tier4Terrain; +const tShoreBlend = g_Terrains.shoreBlend; +const tShore = g_Terrains.shore; +const tWater = g_Terrains.water; // gaia entities -const oTree1 = rBiomeE1(); -const oTree2 = rBiomeE2(); -const oTree3 = rBiomeE3(); -const oTree4 = rBiomeE4(); -const oTree5 = rBiomeE5(); -const oFruitBush = rBiomeE6(); -const oMainHuntableAnimal = rBiomeE8(); -const oFish = rBiomeE9(); -const oSecondaryHuntableAnimal = rBiomeE10(); -const oStoneLarge = rBiomeE11(); -const oStoneSmall = rBiomeE12(); -const oMetalLarge = rBiomeE13(); +const oTree1 = g_Gaia.tree1; +const oTree2 = g_Gaia.tree2; +const oTree3 = g_Gaia.tree3; +const oTree4 = g_Gaia.tree4; +const oTree5 = g_Gaia.tree5; +const oFruitBush = g_Gaia.fruitBush; +const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal; +const oFish = g_Gaia.fish; +const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal; +const oStoneLarge = g_Gaia.stoneLarge; +const oStoneSmall = g_Gaia.stoneSmall; +const oMetalLarge = g_Gaia.metalLarge; const oWood = "gaia/special_treasure_wood"; // decorative props -const aGrass = rBiomeA1(); -const aGrassShort = rBiomeA2(); -const aReeds = rBiomeA3(); -const aLillies = rBiomeA4(); -const aRockLarge = rBiomeA5(); -const aRockMedium = rBiomeA6(); -const aBushMedium = rBiomeA7(); -const aBushSmall = rBiomeA8(); +const aGrass = g_Decoratives.grass; +const aGrassShort = g_Decoratives.grassShort; +const aReeds = g_Decoratives.reeds; +const aLillies = g_Decoratives.lillies; +const aRockLarge = g_Decoratives.rockLarge; +const aRockMedium = g_Decoratives.rockMedium; +const aBushMedium = g_Decoratives.bushMedium; +const aBushSmall = g_Decoratives.bushSmall; const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; log("Initializing map..."); InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); const 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 md = randIntInclusive(2,13); var needsAdditionalWood = false; //***************************************************************************************************************************** if (md == 2) //continent { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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]); 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); var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 9)), floor(scaleByMapSize(5, 20)), 1, ix, iz, 0, [floor(scaleByMapSize(23, 50))]); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [elevationPainter, paintClass(clLand)], null); } var fx = fractionToTiles(0.5); var fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.33)]); var terrainPainter = new LayeredPainter( [tWater, tShore, tMainTerrain], // terrains [4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); var clPeninsulaSteam = createTileClass(); if (randBool(1/3)) // 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 ChainPlacer(2, floor(scaleByMapSize(5, 12)), floor(scaleByMapSize(60, 700)), 1, ix, iz, 0, [floor(mapSize * 0.33)]); var terrainPainter = new LayeredPainter( [tWater, tShore, tMainTerrain], // terrains [4, 2] // widths ); var elevationPainter = new SmoothElevationPainter( ELEVATION_SET, // type 3, // elevation 4 // blend radius ); createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); var fx = fractionToTiles(0.5 + 0.35*cos(angle)); var fz = fractionToTiles(0.5 + 0.35*sin(angle)); ix = round(fx); iz = round(fz); var placer = new ClumpPlacer(mapArea * 0.3, 0.9, 0.01, 10, ix, iz); createArea(placer, [paintClass(clPeninsulaSteam)], null); } } //******************************************************************************************************** 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)); // 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; var mdd1 = randIntInclusive(1,2); if (mdd1 == 1) //vertical { 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); } } else //horizontal { 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] = 0.2 + 0.6*(i%2); playerX[i] = playerPos[i]; } } 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 < cu2 + 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 < cu2 + 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); } } } } // linked if (mdd1 == 1) //vertical { var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(randIntInclusive(16,24),randIntInclusive(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(randIntInclusive(16,24),randIntInclusive(100,140)), 0.5, 3*(scaleByMapSize(1,4)), 0.1, 0.01); } var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain, tMainTerrain], // 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 = randIntInclusive(1,7); if (mdd2 == 1) { // create islands log("Creating islands..."); placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // 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)*randIntInclusive(8,14) ); } else if (mdd2 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45))*randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45)), 0.80, 0.1, 10); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randIntInclusive(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)); // 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; var mdd1 = randIntInclusive(1,2); if (mdd1 == 1) //horizontal { 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] = 0.25 + 0.5*(i%2); playerX[i] = playerPos[i]; } } else //vertical { 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] = 0.25 + 0.5*(i%2); } } // 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)); // create the shallows of the main river log("Creating the shallows of the main river"); for (var i = 0; i <= randIntInclusive(1, scaleByMapSize(4,8)); i++) { var cLocation = randFloat(0.15,0.85); if (mdd1 == 1) passageMaker(floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); else passageMaker(floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), floor(fractionToTiles(cLocation)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4); } if (randBool()) { for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // create the city patch var cityRadius = scaleByMapSize(17,29)/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); } // create tributaries log("Creating tributaries"); for (var i = 0; i <= randIntInclusive(8, (scaleByMapSize(12,20))); i++) { var cLocation = randFloat(0.05,0.95); var tang = randFloat(PI*0.2, PI*0.8)*((randIntInclusive(0, 1)-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, 5, 0.01); else var point = getTIPIADBON([fractionToTiles(0.5 + cDistance), fractionToTiles(cLocation)], [fractionToTiles(0.5 - cDistance), fractionToTiles(cLocation)], [-6, -1.5], 0.5, 5, 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, 3, 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(floor(PI*scaleByMapSize(10,20)*scaleByMapSize(10,20)/4), 0.95, 0.6, 10, fractionToTiles(0.5 + 0.49*sin(tang)), fractionToTiles(0.5 + 0.49*cos(tang))); var painter = new LayeredPainter([tWater, tWater], [1]); var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -4, 2); createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 3)); } } } } } //******************************************************************************************************** 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); // 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]); 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); } 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 = randIntInclusive(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 ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]); 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); // create shore jaggedness log("Creating shore jaggedness..."); placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], borderClasses(clWater, 4, 7), scaleByMapSize(12, 130) * 2, 150 ); } if (randBool(1/3) &&(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 = randIntInclusive(1,2); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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); if (mdd1 == 1) //horizontal { playerX[i] = playerPos[i]; playerZ[i] = 0.4 + 0.2*(i%2); } else //vertical { playerX[i] = 0.4 + 0.2*(i%2); playerZ[i] = playerPos[i]; } 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); } var mdd2 = randIntInclusive(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); } } } } } 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); } } } } } } 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); } } } } } 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); } } } } } } // create shore jaggedness log("Creating shore jaggedness..."); placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], [avoidClasses(clPlayer, 20), borderClasses(clWater, 6, 4)], scaleByMapSize(7, 130) * 2, 150 ); placer = new ChainPlacer(2, floor(scaleByMapSize(4, 6)), 3, 1); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 4); createAreas( placer, [terrainPainter, elevationPainter, unPaintClass(clWater)], borderClasses(clWater, 4, 7), scaleByMapSize(12, 130) * 2, 150 ); var mdd3 = randIntInclusive(1,5); if (mdd3 == 1) { // create islands log("Creating islands..."); placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // 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)*randIntInclusive(8,14) ); } else if (mdd3 == 2) { // create extentions log("Creating extentions..."); placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07); terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3.1, 4); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clLand)], null, scaleByMapSize(2, 5)*randIntInclusive(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 = randFloat(0,4); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); // place players var playerX = new Array(numPlayers); var playerZ = new Array(numPlayers); var playerAngle = new Array(numPlayers); var startAngle = -PI/6 + (mdd1-1)*PI/2; for (var i = 0; i < numPlayers; i++) { playerAngle[i] = startAngle + i*TWO_PI/(numPlayers-1)*2/3; 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 fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // create the city patch var cityRadius = scaleByMapSize(17,29)/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); } fx = fractionToTiles(0.5); fz = fractionToTiles(0.5); ix = round(fx); iz = round(fz); var lSize = 1; var placer = new ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 200)), 1, ix, iz, 0, [floor(mapSize * 0.17 * lSize)]); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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,floor(scaleByMapSize(15,25)))); fx = fractionToTiles(0.5 - 0.2*cos(mdd1*PI/2)); 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 ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 120)), 1, ix, iz, 0, [floor(mapSize * 0.18 * lSize)]); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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,floor(scaleByMapSize(15,25)))); fx = fractionToTiles(0.5 - 0.49*cos(mdd1*PI/2)); 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 ChainPlacer(2, floor(scaleByMapSize(5, 16)), floor(scaleByMapSize(35, 100)), 1, ix, iz, 0, [floor(mapSize * 0.19 * lSize)]); var terrainPainter = new LayeredPainter( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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,floor(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); // 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 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); } } for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // create the city patch var cityRadius = scaleByMapSize(17,29)/3; placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); createArea(placer, paintClass(clPlayer), null); } var lakeAreas = []; var playerConstraint = new AvoidTileClassConstraint(clPlayer, 20); var waterConstraint = new AvoidTileClassConstraint(clWater, 8); for (var x = 0; x < mapSize; ++x) for (var z = 0; z < mapSize; ++z) if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z)) lakeAreas.push([x, z]); var chosenPoint; var lakeAreaLen; // create lakes log("Creating lakes..."); var numLakes = scaleByMapSize(5, 16); for (var i = 0; i < numLakes; ++i) { lakeAreaLen = lakeAreas.length; if (!lakeAreaLen) break; chosenPoint = pickRandom(lakeAreas); placer = new ChainPlacer(1, floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(40, 180)), 0.7, chosenPoint[0], chosenPoint[1]); terrainPainter = new LayeredPainter( [tShore, tWater, tWater], // terrains [1, 3] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 5); var newLake = createAreas( placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 20, clWater, 8), 1, 1 ); if (newLake && newLake.length) { var n = 0; for (var j = 0; j < lakeAreaLen; ++j) { var x = lakeAreas[j][0], z = lakeAreas[j][1]; if (playerConstraint.allows(x, z) && waterConstraint.allows(x, z)) lakeAreas[n++] = lakeAreas[j]; } lakeAreas.length = n; } } } //******************************************************************************************************** else if (md == 9) //passes { // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(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 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 = randIntInclusive (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); // 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 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( [tMainTerrain, tMainTerrain], // 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( [tMainTerrain, tMainTerrain, tMainTerrain, tMainTerrain], // 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( [tMainTerrain, tMainTerrain, tMainTerrain], // 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); // 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 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, tMainTerrain); 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); for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); // some constants var radius = scaleByMapSize(17,29); var shoreRadius = 4; var elevation = 3; var hillSize = PI * radius * radius; // 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); // create starting units placeCivDefaultEntities(fx, fz, id); placeDefaultChicken(fx, fz, clBaseResource); // 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)); var group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); if (needsAdditionalWood) { // create woods var bbAngle = randFloat(0, TWO_PI); var bbDist = 13; var bbX = round(fx + bbDist * cos(bbAngle)); var bbZ = round(fz + bbDist * sin(bbAngle)); group = new SimpleGroup( [new SimpleObject(oWood, 14,14, 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 = 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); var hillSize = PI * radius * radius; // create starting trees var num = floor(hillSize / 100); var tAngle = randFloat(-PI/3, 4*PI/3); var tDist = randFloat(11, 13); var tX = round(fx + tDist * cos(tAngle)); var tZ = round(fz + tDist * sin(tAngle)); group = new SimpleGroup( [new SimpleObject(oTree1, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius); } for (var i = 0; i < numPlayers; i++) { var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = round(fx); var iz = round(fz); // 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, paintClass(clPlayer)], null); } // 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)], randIntInclusive(0,scaleByMapSize(200, 400)) ); // create hills log("Creating hills..."); placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5); terrainPainter = new LayeredPainter( [tCliff, tHill], // terrains [2] // widths ); elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2); createAreas( placer, [terrainPainter, elevationPainter, paintClass(clHill)], [avoidClasses(clPlayer, 20, clHill, randIntInclusive(6, 18)), stayClasses(clLand, 0)], randIntInclusive(0, scaleByMapSize(4, 8))*randIntInclusive(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 (currentBiome() == "savanna") { var MIN_TREES = floor(200*multiplier); var MAX_TREES = floor(1250*multiplier); var P_FOREST = 0; } else if (currentBiome() == "tropic") { 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 = [ [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]], [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]] ]; // some variation if (currentBiome() != "savanna") { var size = numForest / (scaleByMapSize(3,6) * numPlayers); var num = floor(size / types.length); for (var i = 0; i < types.length; ++i) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5); painter = new LayeredPainter( types[i], // terrains [2] // widths ); createAreas( placer, [painter, paintClass(clForest)], [avoidClasses(clPlayer, 20, clForest, randIntInclusive(5, 15), clHill, 0), stayClasses(clLand, 4)], num ); } } RMS.SetProgress(50); // create dirt patches log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; var numb = 1; if (currentBiome() == "savanna") numb = 3; for (var i = 0; i < sizes.length; i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new LayeredPainter( [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains [1,1] // widths ); createAreas( placer, [painter, paintClass(clDirt)], [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 7), stayClasses(clLand, 4)], numb*scaleByMapSize(15, 45) ); } // create grass patches log("Creating grass patches..."); var sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)]; for (var i = 0; i < sizes.length; i++) { placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5); painter = new TerrainPainter(tTier4Terrain); createAreas( placer, painter, [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 7), stayClasses(clLand, 4)], numb*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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 4)], randIntInclusive(scaleByMapSize(2,9),scaleByMapSize(9,40)), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 20, clRock, 10, clHill, 1), stayClasses(clLand, 4)], randIntInclusive(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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 4)], randIntInclusive(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 ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 4)], 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 ); createObjectGroupsDeprecated( group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 4)], scaleByMapSize(8, 131), 50 ); RMS.SetProgress(70); // create deer log("Creating deer..."); group = new SimpleGroup( [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)], randIntInclusive(numPlayers+3, 5*numPlayers+4), 50 ); // create berry bush log("Creating berry bush..."); group = new SimpleGroup( [new SimpleObject(oFruitBush, 5,7, 0,4)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)], randIntInclusive(1, 4) * numPlayers + 2, 50 ); RMS.SetProgress(75); // create sheep log("Creating sheep..."); group = new SimpleGroup( [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20), stayClasses(clLand, 4)], randIntInclusive(numPlayers+3, 5*numPlayers+4), 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, avoidClasses(clLand, 5, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20), randIntInclusive(15, 40) * numPlayers, 60 ); RMS.SetProgress(85); // create straggler trees log("Creating straggler trees..."); var types = [oTree1, oTree2, oTree4, oTree3]; // 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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 1, clForest, 7, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6), stayClasses(clLand, 4)], num ); } var planetm = 1; if (currentBiome() == "tropic") 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 4)], 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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 4)], 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)] ); createObjectGroupsDeprecated(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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)], planetm * scaleByMapSize(13, 200), 50 ); setSkySet(pickRandom(["cirrus", "cumulus", "sunny", "sunny 1", "mountainous", "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.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.js (revision 20131) +++ ps/trunk/binaries/data/mods/public/maps/random/unknown_nomad.js (revision 20132) @@ -1,1668 +1,1668 @@ RMS.LoadLibrary("rmgen"); RMS.LoadLibrary("rmbiome"); TILE_CENTERED_HEIGHT_MAP = true; setSelectedBiome(); -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(); +var tGrass = g_Terrains.mainTerrain; +var tGrassPForest = g_Terrains.forestFloor1; +var tGrassDForest = g_Terrains.forestFloor2; +var tCliff = g_Terrains.cliff; +var tGrassA = g_Terrains.tier1Terrain; +var tGrassB = g_Terrains.tier2Terrain; +var tGrassC = g_Terrains.tier3Terrain; +var tHill = g_Terrains.hill; +var tDirt = g_Terrains.dirt; +var tRoad = g_Terrains.road; +var tRoadWild = g_Terrains.roadWild; +var tGrassPatch = g_Terrains.tier4Terrain; +var tShoreBlend = g_Terrains.shoreBlend; +var tShore = g_Terrains.shore; +var tWater = g_Terrains.water; // gaia entities -var oOak = rBiomeE1(); -var oOakLarge = rBiomeE2(); -var oApple = rBiomeE3(); -var oPine = rBiomeE4(); -var oAleppoPine = rBiomeE5(); -var oBerryBush = rBiomeE6(); -var oDeer = rBiomeE8(); -var oFish = rBiomeE9(); -var oSheep = rBiomeE10(); -var oStoneLarge = rBiomeE11(); -var oStoneSmall = rBiomeE12(); -var oMetalLarge = rBiomeE13(); +var oOak = g_Gaia.tree1; +var oOakLarge = g_Gaia.tree2; +var oApple = g_Gaia.tree3; +var oPine = g_Gaia.tree4; +var oAleppoPine = g_Gaia.tree5; +var oBerryBush = g_Gaia.fruitBush; +var oDeer = g_Gaia.mainHuntableAnimal; +var oFish = g_Gaia.fish; +var oSheep = g_Gaia.secondaryHuntableAnimal; +var oStoneLarge = g_Gaia.stoneLarge; +var oStoneSmall = g_Gaia.stoneSmall; +var oMetalLarge = g_Gaia.metalLarge; 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 aGrass = g_Decoratives.grass; +var aGrassShort = g_Decoratives.grassShort; +var aReeds = g_Decoratives.reeds; +var aLillies = g_Decoratives.lillies; +var aRockLarge = g_Decoratives.rockLarge; +var aRockMedium = g_Decoratives.rockMedium; +var aBushMedium = g_Decoratives.bushMedium; +var aBushSmall = g_Decoratives.bushSmall; var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; 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 = randIntInclusive(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 = randIntInclusive(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)*randIntInclusive(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)*randIntInclusive(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, randIntInclusive(8, 16), clPlayer, 3), scaleByMapSize(2, 5)*randIntInclusive(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 (randBool(1/4)) // 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 = randIntInclusive(1,3); if (mdd1 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(8,15),scaleByMapSize(15,23))*randIntInclusive(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)*randIntInclusive(8,14) ); } else if (mdd1 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45))*randIntInclusive(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)*randIntInclusive(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 (randBool(1/3)) { if (mdd1 == 1) //vertical { var placer = new PathPlacer(1, fractionToTiles(0.5), fractionToTiles(0.99), fractionToTiles(0.5), scaleByMapSize(randIntInclusive(16,24),randIntInclusive(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(randIntInclusive(16,24),randIntInclusive(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 = randIntInclusive(1,3); if (mdd2 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(8,15),scaleByMapSize(15,23))*randIntInclusive(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)*randIntInclusive(8,14) ); } else if (mdd2 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45))*randIntInclusive(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)*randIntInclusive(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 = randIntInclusive(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 <= randIntInclusive(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 (randBool()) { // create tributaries log("Creating tributaries"); for (var i = 0; i <= randIntInclusive(8, (scaleByMapSize(12,20))); i++) { var cLocation = randFloat(0.05,0.95); var tang = randFloat(PI*0.2, PI*0.8)*((randIntInclusive(0, 1)-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)); } } } } } //******************************************************************************************************** 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 = randIntInclusive(1,3); if (mdd1 < 3) //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 (mdd1 > 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 (randBool(1/3) && mdd1 < 3)//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 = randIntInclusive(1,2); // randomize player order var playerIDs = []; for (var i = 0; i < numPlayers; i++) { playerIDs.push(i+1); } playerIDs = sortPlayers(playerIDs); var mdd2 = randIntInclusive(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 = randIntInclusive(1,3); if (mdd3 == 1) { // create islands log("Creating islands..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(8,15),scaleByMapSize(15,23))*randIntInclusive(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)*randIntInclusive(8,14) ); } else if (mdd3 == 2) { // create extentions log("Creating extentions..."); placer = new ClumpPlacer(randIntInclusive(scaleByMapSize(13,24),scaleByMapSize(24,45))*randIntInclusive(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)*randIntInclusive(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 = randIntInclusive(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 (randBool()) { 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 = randIntInclusive(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]); [playerX[i], playerZ[i]] = pickRandom(placableArea); } 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); for (var j = 0; j < civEntities.length; ++j) { // TODO: Make an rmlib function to get only non-structure starting entities and loop over those if (!civEntities[j].Template.startsWith("units/")) continue; var count = 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)], randIntInclusive(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, randIntInclusive(6, 18)), stayClasses(clLand, 0)], randIntInclusive(0, scaleByMapSize(4, 8))*randIntInclusive(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 (currentBiome() == "savanna") { var MIN_TREES = floor(200*multiplier); var MAX_TREES = floor(1250*multiplier); var P_FOREST = randFloat(0.02, 0.05); } else if (currentBiome() == "tropic") { 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 (currentBiome() == "savanna") { 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, randIntInclusive(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 (currentBiome() == "savanna") 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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 3)], randIntInclusive(scaleByMapSize(2,9),scaleByMapSize(9,40)), 100 ); // create small stone quarries group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 3)], randIntInclusive(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); createObjectGroupsDeprecated(group, 0, [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 3)], randIntInclusive(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 ); createObjectGroupsDeprecated( 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 ); createObjectGroupsDeprecated( 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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)], randIntInclusive(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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)], randIntInclusive(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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 0, clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 2)], randIntInclusive(numPlayers+3, 5*numPlayers+4), 50 ); // create fish log("Creating fish..."); group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood ); createObjectGroupsDeprecated(group, 0, avoidClasses(clLand, 4, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20), randIntInclusive(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 ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6), 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)] ); createObjectGroupsDeprecated(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)] ); createObjectGroupsDeprecated(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)] ); createObjectGroupsDeprecated(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)] ); createObjectGroupsDeprecated(group, 0, [avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 3)], planetm * scaleByMapSize(13, 200), 50 ); setSkySet(pickRandom(["cirrus", "cumulus", "sunny", "sunny 1", "mountainous", "stratus"])); setSunRotation(randFloat(0, TWO_PI)); setSunElevation(randFloat(PI/ 5, PI / 3)); // Export map data ExportMap();