Index: ps/trunk/binaries/data/mods/public/maps/random/wild_lake.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/wild_lake.js (revision 25772) +++ ps/trunk/binaries/data/mods/public/maps/random/wild_lake.js (revision 25773) @@ -1,644 +1,644 @@ Engine.LoadLibrary("rmgen"); Engine.LoadLibrary("rmgen-common"); Engine.LoadLibrary("rmbiome"); Engine.LoadLibrary("heightmap"); var g_Map = new RandomMap(0, "whiteness"); /** * getArray - To ensure a terrain texture is contained within an array */ function getArray(stringOrArrayOfStrings) { if (typeof stringOrArrayOfStrings == "string") return [stringOrArrayOfStrings]; return stringOrArrayOfStrings; } setSelectedBiome(); // Terrain, entities and actors let wildLakeBiome = [ // 0 Deep water { "texture": getArray(g_Terrains.water), "actor": [[g_Gaia.fish], 0.01], "textureHS": getArray(g_Terrains.water), "actorHS": [[g_Gaia.fish], 0.03] }, // 1 Shallow water { "texture": getArray(g_Terrains.water), "actor": [[g_Decoratives.lillies, g_Decoratives.reeds], 0.3], "textureHS": getArray(g_Terrains.water), "actorHS": [[g_Decoratives.lillies], 0.1] }, // 2 Shore { "texture": getArray(g_Terrains.shore), "actor": [ [ g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.mainHuntableAnimal, g_Decoratives.grass, g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium ], 0.3 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 3 Low ground { "texture": getArray(g_Terrains.tier1Terrain), "actor": [ [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ], 0.2 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 4 Mid ground. Player and path height { "texture": getArray(g_Terrains.mainTerrain), "actor": [ [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ], 0.2 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 5 High ground { "texture": getArray(g_Terrains.tier2Terrain), "actor": [ [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ], 0.2 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 6 Lower hilltop forest border { "texture": getArray(g_Terrains.dirt), "actor": [ [ g_Gaia.tree1, g_Gaia.tree3, g_Gaia.fruitBush, g_Gaia.secondaryHuntableAnimal, g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium ], 0.3 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] }, // 7 Hilltop forest { "texture": getArray(g_Terrains.forestFloor1), "actor": [ [ g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree4, g_Gaia.tree5, g_Decoratives.tree, g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium ], 0.5 ], "textureHS": getArray(g_Terrains.cliff), "actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1] } ]; var mercenaryCampGuards = { "generic/temperate": [ { "Template": "structures/merc_camp_egyptian" }, { "Template": "units/mace/infantry_javelineer_b", "Count": 4 }, { "Template": "units/mace/cavalry_spearman_e", "Count": 3 }, { "Template": "units/mace/infantry_archer_a", "Count": 4 }, { "Template": "units/mace/champion_infantry_spearman", "Count": 3 } ], "generic/arctic": [ { "Template": "structures/ptol/mercenary_camp" }, { "Template": "units/brit/infantry_javelineer_b", "Count": 4 }, { "Template": "units/brit/cavalry_swordsman_e", "Count": 3 }, { "Template": "units/brit/infantry_slinger_a", "Count": 4 }, - { "Template": "units/brit/champion_infantry", "Count": 3 } + { "Template": "units/brit/champion_infantry_swordsman", "Count": 3 } ], "generic/sahara": [ { "Template": "structures/ptol/mercenary_camp" }, { "Template": "units/pers/infantry_javelineer_b", "Count": 4 }, { "Template": "units/pers/cavalry_axeman_e", "Count": 3 }, { "Template": "units/pers/infantry_archer_a", "Count": 4 }, { "Template": "units/pers/champion_infantry", "Count": 3 } ], "generic/alpine": [ { "Template": "structures/ptol/mercenary_camp" }, { "Template": "units/rome/infantry_swordsman_b", "Count": 4 }, { "Template": "units/rome/cavalry_spearman_e", "Count": 3 }, { "Template": "units/rome/infantry_javelineer_a", "Count": 4 }, { "Template": "units/rome/champion_infantry_swordsman", "Count": 3 } ], "generic/aegean": [ { "Template": "structures/merc_camp_egyptian" }, { "Template": "units/iber/infantry_javelineer_b", "Count": 4 }, { "Template": "units/iber/cavalry_spearman_e", "Count": 3 }, { "Template": "units/iber/infantry_slinger_a", "Count": 4 }, - { "Template": "units/iber/champion_infantry", "Count": 3 } + { "Template": "units/iber/champion_infantry_swordsman", "Count": 3 } ], "generic/savanna": [ { "Template": "structures/merc_camp_egyptian" }, { "Template": "units/sele/infantry_javelineer_b", "Count": 4 }, { "Template": "units/sele/cavalry_spearman_merc_e", "Count": 3 }, { "Template": "units/sele/infantry_spearman_a", "Count": 4 }, { "Template": "units/sele/champion_infantry_swordsman", "Count": 3 } ], "generic/india": [ { "Template": "structures/merc_camp_egyptian" }, { "Template": "units/ptol/infantry_javelineer_b", "Count": 4 }, { "Template": "units/ptol/cavalry_archer_e", "Count": 3 }, { "Template": "units/ptol/infantry_slinger_a", "Count": 4 }, { "Template": "units/ptol/champion_infantry_pikeman", "Count": 3 } ], "generic/autumn": [ { "Template": "structures/ptol/mercenary_camp" }, { "Template": "units/gaul/infantry_javelineer_b", "Count": 4 }, { "Template": "units/gaul/cavalry_swordsman_e", "Count": 3 }, { "Template": "units/gaul/infantry_slinger_a", "Count": 4 }, - { "Template": "units/gaul/champion_infantry", "Count": 3 } + { "Template": "units/gaul/champion_infantry_swordsman", "Count": 3 } ] }; /** * Resource spots and other points of interest */ function placeMine(position, centerEntity, decorativeActors = [ g_Decoratives.grass, g_Decoratives.grassShort, g_Decoratives.rockLarge, g_Decoratives.rockMedium, g_Decoratives.bushMedium, g_Decoratives.bushSmall ] ) { g_Map.placeEntityPassable(centerEntity, 0, position, randomAngle()); let quantity = randIntInclusive(11, 23); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) g_Map.placeEntityPassable( pickRandom(decorativeActors), 0, Vector2D.add(position, new Vector2D(randFloat(2, 5), 0).rotate(-dAngle * randFloat(i, i + 1))), randomAngle()); } // Groves, only wood let groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium]; let clGrove = g_Map.createTileClass(); let clGaiaCamp = g_Map.createTileClass(); function placeGrove(point, groveEntities = [ g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5 ], groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium], groveTileClass = undefined, groveTerrainTexture = getArray(g_Terrains.forestFloor1) ) { let position = new Vector2D(point.x, point.y); g_Map.placeEntityPassable(pickRandom(["structures/gaul/outpost", "gaia/tree/oak_new"]), 0, position, randomAngle()); let quantity = randIntInclusive(20, 30); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { let angle = dAngle * randFloat(i, i + 1); let dist = randFloat(2, 5); let objectList = groveEntities; if (i % 3 == 0) objectList = groveActors; let pos = Vector2D.add(position, new Vector2D(dist, 0).rotate(-angle)); g_Map.placeEntityPassable(pickRandom(objectList), 0, pos, randomAngle()); let painters = [new TerrainPainter(groveTerrainTexture)]; if (groveTileClass) painters.push(new TileClassPainter(groveTileClass)); createArea( new ClumpPlacer(5, 1, 1, Infinity, pos), painters); } } var farmEntities = { "generic/temperate": { "building": "structures/mace/farmstead", "animal": "gaia/fauna_pig" }, "generic/arctic": { "building": "structures/brit/farmstead", "animal": "gaia/fauna_sheep" }, "generic/sahara": { "building": "structures/pers/farmstead", "animal": "gaia/fauna_camel" }, "generic/alpine": { "building": "structures/rome/farmstead", "animal": "gaia/fauna_sheep" }, "generic/aegean": { "building": "structures/iber/farmstead", "animal": "gaia/fauna_pig" }, "generic/savanna": { "building": "structures/sele/farmstead", "animal": "gaia/fauna_horse" }, "generic/india": { "building": "structures/ptol/farmstead", "animal": "gaia/fauna_camel" }, "generic/autumn": { "building": "structures/gaul/farmstead", "animal": "gaia/fauna_horse" } }; g_WallStyles.other = { "overlap": 0, "fence": readyWallElement("structures/fence_long", "gaia"), "fence_short": readyWallElement("structures/fence_short", "gaia"), "bench": { "angle": Math.PI / 2, "length": 1.5, "indent": 0, "bend": 0, "templateName": "structures/bench" }, "foodBin": { "angle": Math.PI / 2, "length": 1.5, "indent": 0, "bend": 0, "templateName": "gaia/treasure/food_bin" }, "animal": { "angle": 0, "length": 0, "indent": 0.75, "bend": 0, "templateName": farmEntities[currentBiome()].animal }, "farmstead": { "angle": Math.PI, "length": 0, "indent": -3, "bend": 0, "templateName": farmEntities[currentBiome()].building } }; let fences = [ new Fortress("fence", [ "foodBin", "farmstead", "bench", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "bench", "animal", "fence", "turn_0.25", "animal", "turn_0.25", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "turn_0.5", "bench", "turn_-0.5", "fence_short", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "turn_0.5", "fence_short", "turn_-0.5", "bench", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence" ]), new Fortress("fence", [ "foodBin", "farmstead", "fence", "turn_0.25", "animal", "turn_0.25", "bench", "animal", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence", "turn_0.25", "animal", "turn_0.25", "fence_short", "animal", "fence" ]) ]; let num = fences.length; for (let i = 0; i < num; ++i) fences.push(new Fortress("fence", clone(fences[i].wall).reverse())); // Camps with fire and gold treasure function placeCamp(position, centerEntity = "actor|props/special/eyecandy/campfire.xml", otherEntities = ["gaia/treasure/metal", "gaia/treasure/standing_stone", "units/brit/infantry_slinger_b", "units/brit/infantry_javelineer_b", "units/gaul/infantry_slinger_b", "units/gaul/infantry_javelineer_b", "units/gaul/champion_fanatic", "actor|props/special/common/waypoint_flag.xml", "actor|props/special/eyecandy/barrel_a.xml", "actor|props/special/eyecandy/basket_celt_a.xml", "actor|props/special/eyecandy/crate_a.xml", "actor|props/special/eyecandy/dummy_a.xml", "actor|props/special/eyecandy/handcart_1.xml", "actor|props/special/eyecandy/handcart_1_broken.xml", "actor|props/special/eyecandy/sack_1.xml", "actor|props/special/eyecandy/sack_1_rough.xml" ] ) { g_Map.placeEntityPassable(centerEntity, 0, position, randomAngle()); let quantity = randIntInclusive(5, 11); let dAngle = 2 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { let angle = dAngle * randFloat(i, i + 1); let dist = randFloat(1, 3); g_Map.placeEntityPassable(pickRandom(otherEntities), 0, Vector2D.add(position, new Vector2D(dist, 0).rotate(-angle)), randomAngle()); } addCivicCenterAreaToClass(position, clGaiaCamp); } function placeStartLocationResources( point, foodEntities = [g_Gaia.fruitBush, g_Gaia.chicken], groveEntities = [ g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree3, g_Gaia.tree4, g_Gaia.tree4, g_Gaia.tree5 ], groveTerrainTexture = getArray(g_Terrains.forestFloor1), averageDistToCC = 10, dAverageDistToCC = 2 ) { function getRandDist() { return averageDistToCC + randFloat(-dAverageDistToCC, dAverageDistToCC); } let currentAngle = randomAngle(); // Stone let dAngle = 4/9 * Math.PI; let angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4); placeMine(Vector2D.add(point, new Vector2D(averageDistToCC, 0).rotate(-angle)), g_Gaia.stoneLarge); currentAngle += dAngle; // Wood let quantity = 80; dAngle = 2/3 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { angle = currentAngle + randFloat(0, dAngle); let dist = getRandDist(); let objectList = groveEntities; if (i % 2 == 0) objectList = groveActors; let position = Vector2D.add(point, new Vector2D(dist, 0).rotate(-angle)); g_Map.placeEntityPassable(pickRandom(objectList), 0, position, randomAngle()); createArea( new ClumpPlacer(5, 1, 1, Infinity, position), [ new TerrainPainter(groveTerrainTexture), new TileClassPainter(clGrove) ]); currentAngle += dAngle; } // Metal dAngle = 4/9 * Math.PI; angle = currentAngle + randFloat(dAngle / 4, 3 * dAngle / 4); placeMine(Vector2D.add(point, new Vector2D(averageDistToCC, 0).rotate(-angle)), g_Gaia.metalLarge); currentAngle += dAngle; // Berries and domestic animals quantity = 15; dAngle = 4/9 * Math.PI / quantity; for (let i = 0; i < quantity; ++i) { angle = currentAngle + randFloat(0, dAngle); let dist = getRandDist(); g_Map.placeEntityPassable(pickRandom(foodEntities), 0, Vector2D.add(point, new Vector2D(dist, 0).rotate(-angle)), randomAngle()); currentAngle += dAngle; } } /** * Base terrain shape generation and settings */ // Height range by map size let heightScale = (g_Map.size + 512) / 1024 / 5; let heightRange = { "min": MIN_HEIGHT * heightScale, "max": MAX_HEIGHT * heightScale }; // Water coverage let averageWaterCoverage = 1 / 5; // NOTE: Since terrain generation is quite unpredictable actual water coverage might vary much with the same value let heightSeaGround = -MIN_HEIGHT + heightRange.min + averageWaterCoverage * (heightRange.max - heightRange.min); // Water height in environment and the engine let heightSeaGroundAdjusted = heightSeaGround + MIN_HEIGHT; // Water height as terrain height setWaterHeight(heightSeaGround); // Generate base terrain shape let lowH = heightRange.min; let medH = (heightRange.min + heightRange.max) / 2; // Lake let initialHeightmap = [ [medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH], [medH, medH, lowH, lowH, medH, medH], [medH, medH, lowH, lowH, medH, medH], [medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH], ]; if (g_Map.size < 256) { initialHeightmap = [ [medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH], [medH, medH, lowH, medH, medH], [medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH] ]; } if (g_Map.size >= 384) { initialHeightmap = [ [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, lowH, lowH, medH, medH, medH], [medH, medH, medH, lowH, lowH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], [medH, medH, medH, medH, medH, medH, medH, medH], ]; } setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, initialHeightmap, 0.8); g_Map.log("Eroding map"); for (let i = 0; i < 5; ++i) splashErodeMap(0.1); g_Map.log("Smoothing map"); createArea( new MapBoundsPlacer(), new SmoothingPainter(1, 0.5, Math.ceil(g_Map.size/128) + 1)); g_Map.log("Rescaling map"); rescaleHeightmap(heightRange.min, heightRange.max); Engine.SetProgress(25); /** * Prepare terrain texture placement */ let heighLimits = [ heightRange.min + 3/4 * (heightSeaGroundAdjusted - heightRange.min), // 0 Deep water heightSeaGroundAdjusted, // 1 Shallow water heightSeaGroundAdjusted + 2/8 * (heightRange.max - heightSeaGroundAdjusted), // 2 Shore heightSeaGroundAdjusted + 3/8 * (heightRange.max - heightSeaGroundAdjusted), // 3 Low ground heightSeaGroundAdjusted + 4/8 * (heightRange.max - heightSeaGroundAdjusted), // 4 Player and path height heightSeaGroundAdjusted + 6/8 * (heightRange.max - heightSeaGroundAdjusted), // 5 High ground heightSeaGroundAdjusted + 7/8 * (heightRange.max - heightSeaGroundAdjusted), // 6 Lower forest border heightRange.max // 7 Forest ]; let playerHeightRange = { "min": heighLimits[3], "max": heighLimits[4] }; let resourceSpotHeightRange = { "min": (heighLimits[2] + heighLimits[3]) / 2, "max": (heighLimits[4] + heighLimits[5]) / 2 }; let playerHeight = (playerHeightRange.min + playerHeightRange.max) / 2; // Average player height g_Map.log("Chosing starting locations"); let [playerIDs, playerPosition] = groupPlayersCycle(getStartLocationsByHeightmap(playerHeightRange, 1000, 30)); g_Map.log("Smoothing starting locations before height calculation"); for (let position of playerPosition) createArea( new ClumpPlacer(diskArea(20), 0.8, 0.8, Infinity, position), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 20)); Engine.SetProgress(30); /** * Calculate tile centered height map after start position smoothing but before placing paths * This has nothing to to with TILE_CENTERED_HEIGHT_MAP which should be false! */ let tchm = getTileCenteredHeightmap(); g_Map.log("Get points per height"); let areas = heighLimits.map(heightLimit => []); for (let x = 0; x < tchm.length; ++x) for (let y = 0; y < tchm[0].length; ++y) { let minHeight = heightRange.min; for (let h = 0; h < heighLimits.length; ++h) { if (tchm[x][y] >= minHeight && tchm[x][y] <= heighLimits[h]) { areas[h].push(new Vector2D(x, y)); break; } minHeight = heighLimits[h]; } } g_Map.log("Get slope limits per heightrange"); let slopeMap = getSlopeMap(); let minSlope = []; let maxSlope = []; for (let h = 0; h < heighLimits.length; ++h) { minSlope[h] = Infinity; maxSlope[h] = 0; for (let point of areas[h]) { let slope = slopeMap[point.x][point.y]; if (slope > maxSlope[h]) maxSlope[h] = slope; if (slope < minSlope[h]) minSlope[h] = slope; } } g_Map.log("Paint areas by height and slope"); for (let h = 0; h < heighLimits.length; ++h) for (let point of areas[h]) { let actor; let texture = pickRandom(wildLakeBiome[h].texture); if (slopeMap[point.x][point.y] < (minSlope[h] + maxSlope[h]) / 2) { if (randBool(wildLakeBiome[h].actor[1])) actor = pickRandom(wildLakeBiome[h].actor[0]); } else { texture = pickRandom(wildLakeBiome[h].textureHS); if (randBool(wildLakeBiome[h].actorHS[1])) actor = pickRandom(wildLakeBiome[h].actorHS[0]); } g_Map.setTexture(point, texture); if (actor) g_Map.placeEntityAnywhere(actor, 0, randomPositionOnTile(point), randomAngle()); } Engine.SetProgress(40); g_Map.log("Placing resources"); let avoidPoints = playerPosition.map(pos => pos.clone()); for (let i = 0; i < avoidPoints.length; ++i) avoidPoints[i].dist = 30; let resourceSpots = getPointsByHeight(resourceSpotHeightRange, avoidPoints).map(point => new Vector2D(point.x, point.y)); Engine.SetProgress(55); g_Map.log("Placing players"); if (isNomad()) placePlayersNomad( g_Map.createTileClass(), [ new HeightConstraint(playerHeightRange.min, playerHeightRange.max), avoidClasses(clGaiaCamp, 8) ]); else for (let p = 0; p < playerIDs.length; ++p) { placeCivDefaultStartingEntities(playerPosition[p], playerIDs[p], g_Map.size > 192); placeStartLocationResources(playerPosition[p]); } let mercenaryCamps = isNomad() ? 0 : Math.ceil(g_Map.size / 256); g_Map.log("Placing at most " + mercenaryCamps + " mercenary camps"); for (let i = 0; i < resourceSpots.length; ++i) { let radius; let choice = i % (isNomad() ? 4 : 5); if (choice == 0) placeMine(resourceSpots[i], g_Gaia.stoneLarge); if (choice == 1) placeMine(resourceSpots[i], g_Gaia.metalLarge); if (choice == 2) placeGrove(resourceSpots[i]); if (choice == 3) { placeCamp(resourceSpots[i]); radius = 5; } if (choice == 4) { if (mercenaryCamps) { placeStartingEntities(resourceSpots[i], 0, mercenaryCampGuards[currentBiome()]); radius = 15; --mercenaryCamps; } else { placeCustomFortress(resourceSpots[i], pickRandom(fences), "other", 0, randomAngle()); radius = 10; } } if (radius) createArea( new DiskPlacer(radius, resourceSpots[i]), new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(resourceSpots[i]), radius / 3)); } g_Map.ExportMap();