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https://gitea.wildfiregames.com/0ad/0ad
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Adds "English Channel" random map.
This was SVN commit r12786.
This commit is contained in:
parent
97554bd726
commit
5ef6d1f92b
3 changed files with 639 additions and 0 deletions
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:f1b6262a8e2b14978b75889f184661dd90722754adde70653ce1e07b7792ba46
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size 126652
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623
binaries/data/mods/public/maps/random/english_channel.js
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623
binaries/data/mods/public/maps/random/english_channel.js
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RMS.LoadLibrary("rmgen");
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// terrain textures
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const tGrass = ["temp_grass_clovers"];
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const tGrassPForest = "temp_plants_bog";
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const tGrassDForest = "alpine_dirt_grass_50";
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const tCliff = ["temp_cliff_a", "temp_cliff_b"];
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const tGrassA = "temp_grass_d";
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const tGrassB = "temp_grass_c";
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const tGrassC = "temp_grass_clovers_2";
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const tHill = ["temp_highlands", "temp_grass_long_b"];
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const tDirt = ["temp_dirt_gravel", "temp_dirt_gravel_b"];
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const tRoad = "temp_road";
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const tRoadWild = "temp_road_overgrown";
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const tGrassPatch = "temp_grass_plants";
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const tShoreBlend = "temp_mud_plants";
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const tShore = "medit_sand_wet";
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const tWater = "medit_sand_wet";
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// gaia entities
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const oPoplar = "gaia/flora_tree_euro_beech";
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const oPalm = "gaia/flora_tree_poplar";
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const oApple = "gaia/flora_tree_apple";
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const oOak = "gaia/flora_tree_oak";
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const oBerryBush = "gaia/flora_bush_berry";
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const oChicken = "gaia/fauna_chicken";
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const oDeer = "gaia/fauna_deer";
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const oFish = "gaia/fauna_fish";
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const oGoat = "gaia/fauna_goat";
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const oBoar = "gaia/fauna_boar";
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const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
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const oStoneSmall = "gaia/geology_stone_temperate";
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const oMetalLarge = "gaia/geology_metal_temperate_slabs";
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// decorative props
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const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
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const aGrassShort = "actor|props/flora/grass_soft_large.xml";
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const aRockLarge = "actor|geology/stone_granite_large.xml";
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const aRockMedium = "actor|geology/stone_granite_med.xml";
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const aBushMedium = "actor|props/flora/bush_medit_me_lush.xml";
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const aBushSmall = "actor|props/flora/bush_medit_sm_lush.xml";
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const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
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const aLillies = "actor|props/flora/water_lillies.xml";
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// terrain + entity (for painting)
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const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oPoplar, tGrassDForest];
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const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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const WATER_WIDTH = 0.25;
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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 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 clSea = createTileClass();
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var clHighlands = createTileClass();
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var clFlatlands = createTileClass();
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var clShallow = 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 = primeSortPlayers(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 playerAngle = new Array(numPlayers);
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var playerPos = new Array(numPlayers);
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var iop = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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iop = i - 1;
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if (!(numPlayers%2)){
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / ((numPlayers / 2) + 1);
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}
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else
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{
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if (iop%2)
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{
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playerPos[i] = ((iop + abs(iop%2))/2 + 1) / (((numPlayers + 1) / 2) + 1);
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}
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else
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{
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playerPos[i] = ((iop)/2 + 1) / ((((numPlayers - 1)) / 2) + 1);
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}
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}
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playerZ[i] = 0.2 + 0.6*(i%2);
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playerX[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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// Setting tile class
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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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// calculate size based on the radius
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var hillSize = PI * radius * radius;
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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, paintClass(clPlayer)], 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, 0,3)],
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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(oBerryBush, 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 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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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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// create starting trees
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var num = 2;
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var tAngle = randFloat(-PI/3, 4*PI/3);
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var tDist = randFloat(11, 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(oOak, num, num, 0,5)],
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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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// create grass tufts
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var num = hillSize / 250;
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for (var j = 0; j < num; j++)
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{
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var gAngle = randFloat(0, TWO_PI);
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var gDist = radius - (5 + randInt(7));
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var gX = round(fx + gDist * cos(gAngle));
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var gZ = round(fz + gDist * sin(gAngle));
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
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false, clBaseResource, gX, gZ
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);
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createObjectGroup(group, 0);
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}
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}
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RMS.SetProgress(10);
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log("Creating sea");
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var theta = randFloat(0, 1);
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var theta2 = randFloat(0, 1);
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var seed = randFloat(2,3);
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var seed2 = randFloat(2,3);
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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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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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// add the rough shape of the water
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var km = 20/scaleByMapSize(35, 160);
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var fadeDist = 0.05;
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var cu = km*rndRiver(theta+x*0.5*(mapSize/64),seed);
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var cu2 = km*rndRiver(theta2+x*0.5*(mapSize/64),seed2);
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if ((z > cu + 0.5 - WATER_WIDTH/2) && (z < cu + 0.5 + WATER_WIDTH/2))
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{
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var h;
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if (z < (cu + 0.5 + fadeDist - WATER_WIDTH/2))
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{
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h = 3 - 6 * (1 - ((cu + 0.5 + fadeDist - WATER_WIDTH/2) - z)/fadeDist);
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}
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else if (z > (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))
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{
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h = 3 - 6 * (1 - (z - (cu2 + 0.5 - fadeDist + WATER_WIDTH/2))/fadeDist);
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}
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else
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{
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h = -3.0;
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}
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if (h < -1.5)
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{
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placeTerrain(ix, iz, tWater);
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}
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else
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{
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placeTerrain(ix, iz, tShore);
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}
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setHeight(ix, iz, h);
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if (h < 0){
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addToClass(ix, iz, clSea);
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}
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}
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else
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{
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setHeight(ix, iz, 3.1);
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}
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}
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}
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RMS.SetProgress(20);
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// create fish
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log("Creating fish...");
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num = scaleByMapSize(10, 20);
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for (i=0; i < num; i++){
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group = new SimpleGroup(
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[new SimpleObject(oFish, 2,3, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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[stayClasses(clWater, 2), avoidClasses(clFood, 3)],
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numPlayers, 50
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);
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}
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// create rivers
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log("Creating rivers");
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for (var i = 0; i <= randInt(8, (scaleByMapSize(12,20))); i++)
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{
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var cLocation = randFloat(0.05,0.95);
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var tang = randFloat(PI*0.2, PI*0.8)*((randInt(2)-0.5)*2);
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if (tang > 0)
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{
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var cDistance = 0.05;
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}
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else
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{
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var cDistance = -0.05;
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}
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var point = getTIPIADBON([fractionToTiles(cLocation), fractionToTiles(0.5 + cDistance)], [fractionToTiles(cLocation), fractionToTiles(0.5 - cDistance)], [-6, -1.5], 0.5, 4, 0.01);
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if (point !== undefined)
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{
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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);
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var terrainPainter = new LayeredPainter(
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[tShore, tWater, tWater], // terrains
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[1, 3] // widths
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);
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var elevationPainter = new SmoothElevationPainter(
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ELEVATION_SET, // type
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-4, // elevation
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4 // blend radius
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);
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var success = createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], avoidClasses(clPlayer, 8, clWater, 3, clShallow, 2));
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if (success !== undefined)
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{
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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)));
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var painter = new LayeredPainter([tWater, tWater], [1]);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -3, 2);
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createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 22));
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}
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}
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}
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passageMaker(fractionToTiles(0.2), fractionToTiles(0.25), fractionToTiles(0.8), fractionToTiles(0.25), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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passageMaker(fractionToTiles(0.2), fractionToTiles(0.75), fractionToTiles(0.8), fractionToTiles(0.75), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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paintTerrainBasedOnHeight(-5, 2, 1, tWater);
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paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
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RMS.SetProgress(25);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 3);
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createAreas(
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placer,
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painter,
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stayClasses(clHighlands, 1),
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scaleByMapSize(300, 600)
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);
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RMS.SetProgress(30);
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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, tHill], // terrains
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[2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 12, 2);
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createAreas(
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placer,
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[terrainPainter, elevationPainter, paintClass(clHill)],
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avoidClasses(clSea, 5, clPlayer, 15, clWater, 5, clHill, 15, clHighlands, 5),
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scaleByMapSize(1, 4) * numPlayers
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);
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RMS.SetProgress(35);
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// calculate desired number of trees for map (based on size)
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const MIN_TREES = 500;
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const MAX_TREES = 2500;
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const 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 mainland forests
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log("Creating mainland forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestD], [tGrassDForest, pForestD]]
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]; // some variation
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var size = numForest*1.3 / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(0.7*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, 6, clWater, 3, clForest, 10, clHill, 0, clSea, 6, clBaseResource, 3),
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num
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);
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}
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RMS.SetProgress(45);
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// create highland forests
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log("Creating highland forests...");
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var types = [
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[[tGrassDForest, tGrass, pForestP], [tGrassDForest, 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
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clForest)],
|
||||
avoidClasses(clPlayer, 6, clWater, 3, clForest, 2, clHill, 0, clSea, 6, clFlatlands, 3),
|
||||
num
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
RMS.SetProgress(70);
|
||||
|
||||
// create dirt patches
|
||||
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(
|
||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||||
[1,1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clSea, 0),
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
RMS.SetProgress(75);
|
||||
|
||||
// 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(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0, clSea, 0),
|
||||
scaleByMapSize(15, 45)
|
||||
);
|
||||
}
|
||||
|
||||
RMS.SetProgress(80);
|
||||
|
||||
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);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clSea, 2, clHill, 2)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
// create small stone quarries
|
||||
group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clRock, 10, clSea, 2, clHill, 2)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
log("Creating metal mines...");
|
||||
// create large metal quarries
|
||||
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
|
||||
createObjectGroups(group, 0,
|
||||
[avoidClasses(clWater, 0, clForest, 1, clPlayer, 5, clMetal, 10, clRock, 5, clSea, 0, clHill, 2)],
|
||||
scaleByMapSize(4,16), 100
|
||||
);
|
||||
|
||||
RMS.SetProgress(85);
|
||||
|
||||
// create small decorative rocks
|
||||
log("Creating small decorative rocks...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aRockMedium, 1,3, 0,1)],
|
||||
true
|
||||
);
|
||||
createObjectGroups(
|
||||
group, 0,
|
||||
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clSea, 0),
|
||||
scaleByMapSize(16, 262), 50
|
||||
);
|
||||
|
||||
RMS.SetProgress(90);
|
||||
|
||||
// create large decorative rocks
|
||||
log("Creating large decorative rocks...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
|
||||
true
|
||||
);
|
||||
createObjectGroups(
|
||||
group, 0,
|
||||
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clSea, 0),
|
||||
scaleByMapSize(8, 131), 50
|
||||
);
|
||||
|
||||
|
||||
// create deer
|
||||
log("Creating deer...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oDeer, 5,7, 0,4)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 5, clSea, 0, clFlatlands, 0),
|
||||
6 * numPlayers, 50
|
||||
);
|
||||
|
||||
|
||||
// create sheep
|
||||
log("Creating sheep...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oGoat, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSea, 0),
|
||||
3 * numPlayers, 50
|
||||
);
|
||||
|
||||
// create boar
|
||||
log("Creating boar...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oBoar, 2,3, 0,2)],
|
||||
true, clFood
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0, clFood, 20, clSea, 0, clFlatlands, 0),
|
||||
2 * numPlayers, 50
|
||||
);
|
||||
|
||||
|
||||
// create straggler trees
|
||||
log("Creating straggler trees...");
|
||||
var types = [oPoplar, oPalm, oApple]; // some variation
|
||||
var num = floor(numStragglers / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
{
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(types[i], 1,1, 0,3)],
|
||||
true, clForest
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 1, clRock, 1, clSea, 1, clHighlands, 25),
|
||||
num
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
//create small grass tufts
|
||||
log("Creating small grass tufts...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0, clSea, 1),
|
||||
scaleByMapSize(13, 200)
|
||||
);
|
||||
|
||||
|
||||
// create large grass tufts
|
||||
log("Creating large grass tufts...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aGrass, 2,4, 0,1.8, -PI/8,PI/8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -PI/8,PI/8)]
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 3, clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0, clSea, 1),
|
||||
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)]
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 1, clHill, 1, clPlayer, 1, clDirt, 1, clSea, 1),
|
||||
scaleByMapSize(13, 200), 50
|
||||
);
|
||||
|
||||
// Set environment
|
||||
setSkySet("cirrus");
|
||||
setWaterTint(0.412, 0.412, 0.312);
|
||||
setWaterReflectionTint(0.447, 0.402, 0.322);
|
||||
setWaterMurkiness(1.0);
|
||||
setWaterReflectionTintStrength(0.677);
|
||||
|
||||
// Export map data
|
||||
ExportMap();
|
||||
13
binaries/data/mods/public/maps/random/english_channel.json
Normal file
13
binaries/data/mods/public/maps/random/english_channel.json
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
{
|
||||
"settings" : {
|
||||
"Name" : "English Channel",
|
||||
"Script" : "english_channel.js",
|
||||
"Description" : "Players start in either northern France or southern Britain while the English channel separates them.",
|
||||
"BaseTerrain" : ["temp_grass_long"],
|
||||
"BaseHeight" : 1,
|
||||
"Keywords": ["naval"],
|
||||
"Preview" : "english_channel.png",
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue