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https://gitea.wildfiregames.com/0ad/0ad
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New random map: Kerala
This was SVN commit r13134.
This commit is contained in:
parent
305a654ae1
commit
5bea1e7b87
3 changed files with 487 additions and 0 deletions
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version https://git-lfs.github.com/spec/v1
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oid sha256:bc48419726ef7a990b193504ae4afe74bdc513ff32f6425c65f07c967c22ade4
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size 159064
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472
binaries/data/mods/public/maps/random/kerala.js
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472
binaries/data/mods/public/maps/random/kerala.js
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RMS.LoadLibrary("rmgen");
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var tGrass = ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"];
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var tGrassA = "tropic_plants_c";
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var tGrassB = "tropic_plants_c";
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var tGrassC = "tropic_grass_c";
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var tForestFloor = "tropic_grass_plants";
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var tCliff = ["tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a", "tropic_cliff_a_plants"];
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var tDirt = "tropic_plants";
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var tRoad = "tropic_citytile_a";
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var tRoadWild = "tropic_citytile_plants";
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var tShoreBlend = "tropic_beach_dry_plants";
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var tShore = "tropic_beach_dry";
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var tWater = "tropic_beach_wet";
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// gaia entities
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var oTree = "gaia/flora_tree_toona";
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var oPalm = "gaia/flora_tree_palm_tropic";
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var oStoneLarge = "gaia/geology_stonemine_tropic_quarry";
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var oStoneSmall = "gaia/geology_stone_tropic_a";
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var oMetalLarge = "gaia/geology_metal_tropic_slabs";
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var oFish = "gaia/fauna_fish";
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var oDeer = "gaia/fauna_deer";
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var oSheep = "gaia/fauna_tiger";
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var oChicken = "gaia/fauna_chicken";
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var oBush = "gaia/flora_bush_berry";
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// decorative props
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var aRockLarge = "actor|geology/stone_granite_large.xml";
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var aRockMedium = "actor|geology/stone_granite_med.xml";
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var aBush1 = "actor|props/flora/plant_tropic_a.xml";
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var aBush2 = "actor|props/flora/plant_lg.xml";
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var aBush3 = "actor|props/flora/plant_tropic_large.xml";
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var pForestD = [tForestFloor + TERRAIN_SEPARATOR + oTree, tForestFloor];
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var pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clHill2 = createTileClass();
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var clHill3 = createTileClass();
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var clHill4 = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clMountains = createTileClass();
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerPos = new Array(numPlayers);
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for (var i = 0; i < numPlayers; i++)
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{
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playerPos[i] = (i + 1) / (numPlayers + 1);
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playerX[i] = 0.45 + 0.2*(i%2)
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playerZ[i] = playerPos[i];
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}
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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var fz = fractionToTiles(playerZ[i]);
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var ix = round(fx);
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var iz = round(fz);
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addToClass(ix, iz, clPlayer);
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addToClass(ix+5, iz, clPlayer);
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addToClass(ix, iz+5, clPlayer);
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addToClass(ix-5, iz, clPlayer);
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addToClass(ix, iz-5, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oChicken, 5,5, 0,2)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(oBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 12;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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var group = new SimpleGroup(
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[new SimpleObject(oMetalLarge, 1,1, 0,0)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(oStoneLarge, 1,1, 0,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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var hillSize = PI * radius * radius;
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// create starting trees
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var num = floor(hillSize / 60);
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(12, 13);
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var tX = round(fx + tDist * cos(tAngle));
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var tZ = round(fz + tDist * sin(tAngle));
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group = new SimpleGroup(
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[new SimpleObject(oTree, num, num, 0,3)],
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false, clBaseResource, tX, tZ
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);
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createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
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}
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RMS.SetProgress(15);
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// create western sea
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var fadedistance = 8;
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for (ix = 0; ix < mapSize; ix++)
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{
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for (iz = 0; iz < mapSize; iz++)
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{
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if (ix < 0.31 * mapSize)
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{
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if (ix > 0.31 * mapSize - fadedistance)
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{
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setHeight(ix, iz, 3 - 8 * (0.31 * mapSize - ix) / fadedistance);
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if (ix, iz, 3 - 8 * (0.31 * mapSize - ix) / fadedistance < 0.5)
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addToClass(ix, iz, clWater);
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}
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else
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{
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setHeight(ix, iz, -5);
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addToClass(ix, iz, clWater);
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}
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}
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else if (ix > 0.69 * mapSize)
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{
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addToClass(ix, iz, clMountains)
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}
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}
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}
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// create shore
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log("Creating shores...");
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for (var i = 0; i < scaleByMapSize(20,120); i++)
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{
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placer = new ClumpPlacer(scaleByMapSize(50, 70), 0.2, 0.1, 10, randFloat(0.28,0.34)*mapSize, randFloat(0.1,0.9)*mapSize);
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var terrainPainter = new LayeredPainter(
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[tGrass, tGrass], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 3);
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createArea(
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placer,
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[terrainPainter, elevationPainter, unPaintClass(clWater)],
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null
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);
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}
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paintTerrainBasedOnHeight(-6, 1, 1, tWater);
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paintTerrainBasedOnHeight(1, 2.8, 1, tShoreBlend);
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paintTerrainBasedOnHeight(0, 1, 1, tShore);
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paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
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RMS.SetProgress(45);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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var terrainPainter = new LayeredPainter(
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[tCliff, tGrass], // terrains
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[3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 25, 3);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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[avoidClasses(clPlayer, 20, clHill, 5, clWater, 2, clBaseResource, 2), stayClasses(clMountains, 0)],
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scaleByMapSize(5, 40) * numPlayers
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);
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// calculate desired number of trees for map (based on size)
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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var P_FOREST = 0.7;
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var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrass, tGrass, tGrass, tGrass, pForestD], [tGrass, tGrass, tGrass, pForestD]],
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[[tGrass, tGrass, tGrass, tGrass, pForestP], [tGrass, tGrass, tGrass, pForestP]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ClumpPlacer(numForest / num, 0.1, 0.1, 1);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 8),
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num
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);
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}
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RMS.SetProgress(70);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 9), scaleByMapSize(5, 15), scaleByMapSize(8, 24)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[tGrassC,tGrassA,tGrassB], // terrains
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[2,1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16),
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scaleByMapSize(20, 80)
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);
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}
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var sizes = [scaleByMapSize(3, 9), scaleByMapSize(5, 15), scaleByMapSize(8, 24)];
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for (var i = 0; i < sizes.length; i++)
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{
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placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
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painter = new LayeredPainter(
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[tDirt,tDirt], // terrains
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[1] // widths
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);
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createAreas(
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placer,
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[painter, paintClass(clDirt)],
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avoidClasses(clWater, 8, clForest, 0, clHill, 0, clPlayer, 12, clDirt, 16),
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scaleByMapSize(20, 80)
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);
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}
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create small stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
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scaleByMapSize(4,16), 100
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);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockMedium, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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3*scaleByMapSize(16, 262), 50
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);
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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3*scaleByMapSize(8, 131), 50
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);
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//create small grass tufts
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log("Creating small grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aBush1, 1,2, 0,1, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
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8 * scaleByMapSize(13, 200)
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);
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RMS.SetProgress(90);
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// create large grass tufts
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log("Creating large grass tufts...");
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group = new SimpleGroup(
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[new SimpleObject(aBush2, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aBush1, 3,6, 1.2,2.5, -PI/8,PI/8)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0),
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8 * scaleByMapSize(13, 200)
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);
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RMS.SetProgress(95);
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// create bushes
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log("Creating bushes...");
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group = new SimpleGroup(
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[new SimpleObject(aBush3, 1,2, 0,2), new SimpleObject(aBush2, 2,4, 0,2)]
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1),
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8 * scaleByMapSize(13, 200), 50
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);
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RMS.SetProgress(95);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oTree, oPalm]; // some variation
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var num = floor(numStragglers / types.length);
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for (var i = 0; i < types.length; ++i)
|
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{
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group = new SimpleGroup(
|
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[new SimpleObject(types[i], 1,1, 0,3)],
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
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num
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);
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}
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// create deer
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log("Creating deer...");
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group = new SimpleGroup(
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[new SimpleObject(oDeer, 5,7, 0,4)],
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true, clFood
|
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(75);
|
||||
|
||||
// create sheep
|
||||
log("Creating sheep...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oSheep, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create fish
|
||||
log("Creating fish...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oFish, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
|
||||
25 * numPlayers, 60
|
||||
);
|
||||
|
||||
setSunColour(0.6, 0.6, 0.6);
|
||||
setSunElevation(PI/ 3);
|
||||
|
||||
setWaterColour(0.524,0.734,0.839);
|
||||
setWaterTint(0.369,0.765,0.745);
|
||||
setWaterReflectionTint(1,1,1);
|
||||
setWaterWaviness(1.5);
|
||||
setWaterMurkiness(0.35);
|
||||
setWaterReflectionTintStrength(0.0);
|
||||
|
||||
setSkySet("cirrus");
|
||||
ExportMap();
|
||||
12
binaries/data/mods/public/maps/random/kerala.json
Normal file
12
binaries/data/mods/public/maps/random/kerala.json
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"settings" : {
|
||||
"Name" : "Kerala",
|
||||
"Script" : "kerala.js",
|
||||
"Description" : "Players start in the southwestern shores of India between a sea and mountains.",
|
||||
"BaseTerrain" : ["tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_c", "tropic_grass_plants", "tropic_plants", "tropic_plants_b"],
|
||||
"BaseHeight" : 3,
|
||||
"Preview" : "kerala.png",
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue