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Inline the placer, terrainPainter, elevationPainter, group and sizes helper variables that are used only once. Thus do not hoist variable declarations from unrelated scopes. Remove few dozens of painters that are overpainted by the paintBasedOnTerrainHeight call afterwards. Remove 334 noisy misaligned code comments (// terrains // widths // blend radius and // some variation). Label the createArea calls so that the reader knows what they do. Remove unbenefitial Math.PI/8 grass min/max angle limitation. Use height variables for the SmoothElevationPainter calls so that levels can be modified more easily. Use Math prototype functions instead of the unfortunate rmgen proxies. Does not touch starting base code, Unknown maps, Snowflake Searocks and Corsica & Sardinia which need special treatment. This was SVN commit r20301.
238 lines
6.2 KiB
JavaScript
238 lines
6.2 KiB
JavaScript
RMS.LoadLibrary("rmgen");
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RMS.LoadLibrary("rmbiome");
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setSelectedBiome();
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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const tForestFloor2 = g_Terrains.forestFloor2;
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const tCliff = g_Terrains.cliff;
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const tTier1Terrain = g_Terrains.tier1Terrain;
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const tTier2Terrain = g_Terrains.tier2Terrain;
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const tTier3Terrain = g_Terrains.tier3Terrain;
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const tHill = g_Terrains.hill;
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const tRoad = g_Terrains.road;
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const tRoadWild = g_Terrains.roadWild;
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const tTier4Terrain = g_Terrains.tier4Terrain;
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const oTree1 = g_Gaia.tree1;
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const oTree2 = g_Gaia.tree2;
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const oTree3 = g_Gaia.tree3;
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const oTree4 = g_Gaia.tree4;
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const oTree5 = g_Gaia.tree5;
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const oFruitBush = g_Gaia.fruitBush;
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const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
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const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
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const oStoneLarge = g_Gaia.stoneLarge;
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const oStoneSmall = g_Gaia.stoneSmall;
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const oMetalLarge = g_Gaia.metalLarge;
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const aGrass = g_Decoratives.grass;
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const aGrassShort = g_Decoratives.grassShort;
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const aRockLarge = g_Decoratives.rockLarge;
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const aRockMedium = g_Decoratives.rockMedium;
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const aBushMedium = g_Decoratives.bushMedium;
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const aBushSmall = g_Decoratives.bushSmall;
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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InitMap();
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const numPlayers = getNumPlayers();
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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 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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initTerrain(tMainTerrain);
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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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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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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addCivicCenterAreaToClass(ix, iz, clPlayer);
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placeCivDefaultEntities(fx, fz, id);
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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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placeDefaultChicken(fx, fz, clBaseResource);
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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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var group = new SimpleGroup(
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[new SimpleObject(oFruitBush, 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 = 5;
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var tAngle = randFloat(0, TWO_PI);
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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(oTree1, 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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placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius);
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}
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RMS.SetProgress(20);
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createBumps();
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if (randBool())
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createHills([tCliff, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15), clHill, scaleByMapSize(3, 15));
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else
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createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15), clHill, scaleByMapSize(3, 15));
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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avoidClasses(clPlayer, 20, clForest, 18, clHill, 0),
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clForest,
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1,
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...rBiomeTreeCount(1));
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RMS.SetProgress(50);
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log("Creating dirt patches...");
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createLayeredPatches(
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[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
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[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
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[1,1]
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);
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log("Creating grass patches...");
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createPatches(
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[scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
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tTier4Terrain
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);
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RMS.SetProgress(55);
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log("Creating stone mines...");
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createMines(
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[
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[new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
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[new SimpleObject(oStoneSmall, 2,5, 1,3)]
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]
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);
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log("Creating metal mines...");
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createMines(
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[
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[new SimpleObject(oMetalLarge, 1,1, 0,4)]
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],
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avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
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clMetal
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);
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RMS.SetProgress(65);
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var planetm = 1;
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if (currentBiome() == "tropic")
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planetm = 8;
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createDecoration
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(
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[[new SimpleObject(aRockMedium, 1,3, 0,1)],
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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[new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
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[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)],
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[new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
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],
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[
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scaleByMapSize(16, 262),
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scaleByMapSize(8, 131),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200),
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planetm * scaleByMapSize(13, 200)
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]
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);
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RMS.SetProgress(70);
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createFood
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(
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[
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[new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
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[new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)]
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],
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[
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3 * numPlayers,
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3 * numPlayers
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]
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);
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RMS.SetProgress(75);
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createFood
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(
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[
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[new SimpleObject(oFruitBush, 5,7, 0,4)]
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],
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[
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3 * numPlayers
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],
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avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
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);
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RMS.SetProgress(85);
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createStragglerTrees([oTree1, oTree2, oTree4, oTree3]);
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ExportMap();
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