Index: ps/trunk/binaries/data/mods/public/maps/random/corinthian_isthmus.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/corinthian_isthmus.js (revision 20315) +++ ps/trunk/binaries/data/mods/public/maps/random/corinthian_isthmus.js (revision 20316) @@ -1,323 +1,323 @@ RMS.LoadLibrary("rmgen"); TILE_CENTERED_HEIGHT_MAP = true; const tCity = "medit_city_pavement"; const tCityPlaza = "medit_city_pavement"; const tHill = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"]; const tMainDirt = "medit_dirt"; const tCliff = "medit_cliff_aegean"; const tForestFloor = "medit_grass_shrubs"; const tGrass = ["medit_grass_field", "medit_grass_field_a"]; const tGrassSand50 = "medit_grass_field_a"; const tGrassSand25 = "medit_grass_field_b"; const tDirt = "medit_dirt_b"; const tDirt2 = "medit_rocks_grass"; const tDirt3 = "medit_rocks_shrubs"; const tDirtCracks = "medit_dirt_c"; const tShore = "medit_sand"; const tWater = "medit_sand_wet"; const oBerryBush = "gaia/flora_bush_berry"; const oDeer = "gaia/fauna_deer"; const oFish = "gaia/fauna_fish"; const oSheep = "gaia/fauna_sheep"; const oGoat = "gaia/fauna_goat"; const oStoneLarge = "gaia/geology_stonemine_medit_quarry"; const oStoneSmall = "gaia/geology_stone_mediterranean"; const oMetalLarge = "gaia/geology_metal_mediterranean_slabs"; const oDatePalm = "gaia/flora_tree_cretan_date_palm_short"; const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall"; const oCarob = "gaia/flora_tree_carob"; const oFanPalm = "gaia/flora_tree_medit_fan_palm"; const oPoplar = "gaia/flora_tree_poplar_lombardy"; const oCypress = "gaia/flora_tree_cypress"; const aBush1 = "actor|props/flora/bush_medit_sm.xml"; const aBush2 = "actor|props/flora/bush_medit_me.xml"; const aBush3 = "actor|props/flora/bush_medit_la.xml"; const aBush4 = "actor|props/flora/bush_medit_me.xml"; const aDecorativeRock = "actor|geology/stone_granite_med.xml"; const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; InitMap(); const numPlayers = getNumPlayers(); const mapSize = getMapSize(); var clPlayer = createTileClass(); var clForest = createTileClass(); var clWater = createTileClass(); var clDirt = createTileClass(); var clRock = createTileClass(); var clMetal = createTileClass(); var clFood = createTileClass(); var clBaseResource = createTileClass(); var clGrass = createTileClass(); var clHill = createTileClass(); var landHeight = getMapBaseHeight(); var waterHeight = -4; var riverWidth = scaleByMapSize(15, 70); var riverAngle = -Math.PI / 4; var riv1 = [0, 0.5]; var riv2 = [1, 0.5]; log("Creating the main river"); var [riverX1, riverZ1] = rotateCoordinates(...riv1, riverAngle).map(f => fractionToTiles(f)); var [riverX2, riverZ2] = rotateCoordinates(...riv2, riverAngle).map(f => fractionToTiles(f)); createArea( new PathPlacer(riverX1, riverZ1, riverX2, riverZ2, riverWidth, 0.2, 15 * scaleByMapSize(1, 3), 0.04, 0.01), new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4), null); log("Creating small puddles at the map border to ensure players being separated..."); for (let [x, z] of [[riverX1, riverZ1], [riverX2, riverZ2]]) createArea( new ClumpPlacer(Math.floor(Math.PI * Math.pow(riverWidth / 2, 2)), 0.95, 0.6, 10, x, z), new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4), null); log("Creating passage connecting the two riversides..."); createArea( new PathPlacer( ...rotateCoordinates(...riv1, riverAngle + Math.PI / 2).map(f => fractionToTiles(f)), ...rotateCoordinates(...riv2, riverAngle + Math.PI / 2).map(f => fractionToTiles(f)), scaleByMapSize(10, 30), 0.5, 3 * scaleByMapSize(1, 4), 0.1, 0.01), new SmoothElevationPainter(ELEVATION_SET, landHeight, 4), null); paintTerrainBasedOnHeight(-6, 1, 1, tWater); paintTerrainBasedOnHeight(1, 2, 1, tShore); paintTerrainBasedOnHeight(2, 5, 1, tGrass); paintTileClassBasedOnHeight(-6, 0.5, 1, clWater); var playerIDs = primeSortAllPlayers(); var playerPos = placePlayersRiver(); var playerX = []; var playerZ = []; for (var i = 0; i < numPlayers; i++) { playerZ[i] = Math.sqrt(0.5)*(0.6*(i%2) - 0.8 + playerPos[i]) + 0.5; playerX[i] = Math.sqrt(0.5)*(0.6*(i%2) + 0.2 - playerPos[i]) + 0.5; } for (var i = 0; i < numPlayers; i++) { var id = playerIDs[i]; log("Creating base for player " + id + "..."); var radius = scaleByMapSize(15,25); var cliffRadius = 2; var elevation = 20; // get the x and z in tiles var fx = fractionToTiles(playerX[i]); var fz = fractionToTiles(playerZ[i]); var ix = floor(fx); var iz = floor(fz); addToClass(ix, iz, clPlayer); // create the city patch var cityRadius = radius/3; var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz); var painter = new LayeredPainter([tCityPlaza, tCity], [1]); createArea(placer, painter, null); 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(oBerryBush, 5,5, 0,3)], true, clBaseResource, bbX, bbZ ); createObjectGroup(group, 0); // create metal mine var mAngle = bbAngle; while(abs(mAngle - bbAngle) < PI/3) { mAngle = randFloat(0, TWO_PI); } var mDist = 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(oCarob, num, num, 0,5)], false, clBaseResource, tX, tZ ); createObjectGroup(group, 0, avoidClasses(clBaseResource,2)); placeDefaultDecoratives(fx, fz, aBush1, clBaseResource, radius); } RMS.SetProgress(40); createBumps(avoidClasses(clWater, 2, clPlayer, 20)); createForests( [tForestFloor, tForestFloor, tForestFloor, pForest, pForest], avoidClasses(clPlayer, 20, clForest, 17, clWater, 2, clBaseResource, 3), clForest ); RMS.SetProgress(50); if (randBool()) createHills([tGrass, tCliff, tHill], avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15)); else createMountains(tCliff, avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15)); log("Creating grass patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]], [1,1], avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1) ); RMS.SetProgress(55); log("Creating dirt patches..."); createLayeredPatches( [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)], [tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]], [1,1,1], avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1) ); RMS.SetProgress(60); 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, 20, clRock, 10, clWater, 1, clHill, 1) + avoidClasses(clForest, 4, clPlayer, 15, clRock, 10, clWater, 4, clHill, 4) ); log("Creating metal mines..."); createMines( [ [new SimpleObject(oMetalLarge, 1,1, 0,4)] ], - avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clWater, 1, clHill, 1), + avoidClasses(clForest, 4, clPlayer, 15, clMetal, 10, clRock, 5, clWater, 4, clHill, 4), clMetal ); RMS.SetProgress(65); createDecoration ( [[new SimpleObject(aDecorativeRock, 1,3, 0,1)], [new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)] ], [ scaleByMapSize(16, 262), scaleByMapSize(40, 360) ], - avoidClasses(clWater, 2, clForest, 0, clPlayer, 0, clHill, 1) + avoidClasses(clWater, 2, clForest, 0, clPlayer, 5, clBaseResource, 6, clHill, 1, clRock, 6, clMetal, 6) ); RMS.SetProgress(70); createFood ( [ [new SimpleObject(oFish, 2,3, 0,2)] ], [ 3*scaleByMapSize(5,20) ], [avoidClasses(clFood, 10), stayClasses(clWater, 5)] ); createFood ( [ [new SimpleObject(oSheep, 5,7, 0,4)], [new SimpleObject(oGoat, 2,4, 0,3)], [new SimpleObject(oDeer, 2,4, 0,2)] ], [ scaleByMapSize(5,20), scaleByMapSize(5,20), scaleByMapSize(5,20) ], - avoidClasses(clForest, 0, clPlayer, 8, clWater, 1, clFood, 10, clHill, 1) + avoidClasses(clForest, 0, clPlayer, 10, clBaseResource, 6, clWater, 1, clFood, 10, clHill, 1, clRock, 6, clMetal, 6) ); createFood ( [ [new SimpleObject(oBerryBush, 5,7, 0,4)] ], [ 3 * numPlayers ], - avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10) + avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRock, 6, clMetal, 6) ); RMS.SetProgress(90); log("Creating straggler trees..."); createStragglerTrees( [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress], - avoidClasses(clForest, 1, clWater, 2, clPlayer, 8, clMetal, 6, clHill, 1)); + avoidClasses(clForest, 1, clWater, 2, clPlayer, 8, clBaseResource, 6, clMetal, 6, clRock, 6, clHill, 1)); setSkySet("sunny"); setSunColor(0.917, 0.828, 0.734); setWaterColor(0, 0.501961, 1); setWaterTint(0.501961, 1, 1); setWaterWaviness(2.5); setWaterType("ocean"); setWaterMurkiness(0.49); setFogFactor(0.3); setFogThickness(0.25); setPPEffect("hdr"); setPPContrast(0.62); setPPSaturation(0.51); setPPBloom(0.12); ExportMap();