mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-08 07:55:47 -07:00
This way mods can use the placement and painting prototypes while excluding any common 0ad code. This was SVN commit r21289.
332 lines
7.2 KiB
JavaScript
332 lines
7.2 KiB
JavaScript
Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmgen2");
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Engine.LoadLibrary("rmbiome");
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setSelectedBiome();
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const heightLand = 1;
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const heightBarrier = 30;
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var g_Map = new RandomMap(heightLand, g_Terrains.mainTerrain);
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initTileClasses();
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const mapCenter = g_Map.getCenter();
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createArea(
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new MapBoundsPlacer(),
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new TileClassPainter(g_TileClasses.land));
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Engine.SetProgress(10);
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const teamsArray = getTeamsArray();
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const startAngle = randomAngle();
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createBasesByPattern("line", fractionToTiles(0.2), fractionToTiles(0.08), startAngle);
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Engine.SetProgress(20);
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placeBarriers();
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Engine.SetProgress(40);
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addElements(shuffleArray([
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{
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"func": addBluffs,
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"baseHeight": heightLand,
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"avoid": [
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g_TileClasses.bluff, 20,
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g_TileClasses.hill, 5,
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g_TileClasses.mountain, 20,
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g_TileClasses.plateau, 20,
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g_TileClasses.player, 30,
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g_TileClasses.spine, 15,
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g_TileClasses.valley, 5,
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g_TileClasses.water, 7
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],
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"sizes": ["normal", "big"],
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"mixes": ["varied"],
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"amounts": ["few"]
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},
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{
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"func": addHills,
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"avoid": [
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g_TileClasses.bluff, 5,
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g_TileClasses.hill, 15,
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g_TileClasses.mountain, 2,
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g_TileClasses.plateau, 5,
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g_TileClasses.player, 20,
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g_TileClasses.spine, 15,
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g_TileClasses.valley, 2,
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g_TileClasses.water, 2
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],
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"sizes": ["normal", "big"],
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"mixes": ["varied"],
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"amounts": ["few"]
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},
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{
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"func": addLakes,
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"avoid": [
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g_TileClasses.bluff, 7,
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g_TileClasses.hill, 2,
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g_TileClasses.mountain, 15,
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g_TileClasses.plateau, 10,
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g_TileClasses.player, 20,
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g_TileClasses.spine, 15,
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g_TileClasses.valley, 10,
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g_TileClasses.water, 25
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],
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"sizes": ["big", "huge"],
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"mixes": ["varied", "unique"],
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"amounts": ["few"]
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}
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]));
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Engine.SetProgress(50);
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addElements([
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{
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"func": addLayeredPatches,
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"avoid": [
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g_TileClasses.bluff, 2,
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g_TileClasses.dirt, 5,
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g_TileClasses.forest, 2,
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g_TileClasses.mountain, 2,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 12,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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"sizes": ["normal"],
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"mixes": ["normal"],
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"amounts": ["normal"]
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},
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{
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"func": addDecoration,
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"avoid": [
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g_TileClasses.bluff, 2,
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g_TileClasses.forest, 2,
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g_TileClasses.mountain, 2,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 12,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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"sizes": ["normal"],
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"mixes": ["normal"],
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"amounts": ["normal"]
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}
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]);
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Engine.SetProgress(60);
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addElements(shuffleArray([
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{
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"func": addMetal,
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"avoid": [
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g_TileClasses.berries, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 3,
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g_TileClasses.mountain, 2,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 30,
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g_TileClasses.rock, 10,
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g_TileClasses.metal, 20,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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"sizes": ["normal"],
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"mixes": ["same"],
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"amounts": g_AllAmounts
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},
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{
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"func": addStone,
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"avoid": [
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g_TileClasses.berries, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 3,
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g_TileClasses.mountain, 2,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 30,
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g_TileClasses.rock, 20,
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g_TileClasses.metal, 10,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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"sizes": ["normal"],
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"mixes": ["same"],
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"amounts": g_AllAmounts
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},
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{
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"func": addForests,
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"avoid": [
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g_TileClasses.berries, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 18,
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g_TileClasses.metal, 3,
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g_TileClasses.mountain, 5,
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g_TileClasses.plateau, 5,
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g_TileClasses.player, 20,
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g_TileClasses.rock, 3,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 2
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": ["few", "normal", "many", "tons"]
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}
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]));
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Engine.SetProgress(80);
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addElements(shuffleArray([
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{
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"func": addBerries,
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"avoid": [
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g_TileClasses.berries, 30,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 5,
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g_TileClasses.metal, 10,
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g_TileClasses.mountain, 2,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 20,
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g_TileClasses.rock, 10,
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g_TileClasses.spine, 2,
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g_TileClasses.water, 3
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": g_AllAmounts
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},
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{
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"func": addAnimals,
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"avoid": [
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g_TileClasses.animals, 20,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 2,
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g_TileClasses.metal, 2,
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g_TileClasses.mountain, 1,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 20,
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g_TileClasses.rock, 2,
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g_TileClasses.spine, 2,
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g_TileClasses.water, 3
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": g_AllAmounts
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},
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{
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"func": addStragglerTrees,
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"avoid": [
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g_TileClasses.berries, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 7,
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g_TileClasses.metal, 2,
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g_TileClasses.mountain, 1,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 12,
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g_TileClasses.rock, 2,
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g_TileClasses.spine, 2,
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g_TileClasses.water, 5
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": g_AllAmounts
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}
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]));
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Engine.SetProgress(90);
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placePlayersNomad(
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g_TileClasses.player,
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avoidClasses(
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g_TileClasses.bluff, 4,
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g_TileClasses.water, 4,
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g_TileClasses.spine, 4,
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g_TileClasses.plateau, 4,
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g_TileClasses.forest, 1,
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g_TileClasses.metal, 4,
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g_TileClasses.rock, 4,
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g_TileClasses.mountain, 4,
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g_TileClasses.animals, 2));
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g_Map.ExportMap();
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function placeBarriers()
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{
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var spineTerrain = g_Terrains.dirt;
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if (currentBiome() == "generic/snowy")
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spineTerrain = g_Terrains.tier1Terrain;
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if (currentBiome() == "generic/alpine" || currentBiome() == "generic/savanna")
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spineTerrain = g_Terrains.tier2Terrain;
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if (currentBiome() == "generic/autumn")
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spineTerrain = g_Terrains.tier4Terrain;
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let spineCount = isNomad() ? randIntInclusive(1, 4) : teamsArray.length;
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for (let i = 0; i < spineCount; ++i)
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{
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var mSize = 8;
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var mWaviness = 0.6;
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var mOffset = 0.5;
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var mTaper = -1.5;
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if (spineCount > 3 || g_Map.getSize() <= 192)
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{
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mWaviness = 0.2;
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mOffset = 0.2;
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mTaper = -1;
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}
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if (spineCount >= 5)
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{
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mSize = 4;
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mWaviness = 0.2;
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mOffset = 0.2;
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mTaper = -0.7;
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}
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let angle = startAngle + (i + 0.5) * 2 * Math.PI / spineCount;
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let start = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.075), 0).rotate(-angle));
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let end = Vector2D.add(mapCenter, new Vector2D(fractionToTiles(0.42), 0).rotate(-angle));
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createArea(
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new PathPlacer(start, end, scaleByMapSize(14, mSize), mWaviness, 0.1, mOffset, mTaper),
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[
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new LayeredPainter([g_Terrains.cliff, spineTerrain], [2]),
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new SmoothElevationPainter(ELEVATION_SET, heightBarrier, 2),
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new TileClassPainter(g_TileClasses.spine)
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],
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avoidClasses(g_TileClasses.player, 5, g_TileClasses.baseResource, 5));
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}
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addElements([
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{
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"func": addDecoration,
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"avoid": [
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g_TileClasses.bluff, 2,
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g_TileClasses.forest, 2,
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g_TileClasses.mountain, 2,
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g_TileClasses.player, 12,
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g_TileClasses.water, 3
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],
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"stay": [g_TileClasses.spine, 5],
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"sizes": ["huge"],
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"mixes": ["unique"],
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"amounts": ["tons"]
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}
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]);
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addElements([
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{
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"func": addProps,
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"avoid": [
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g_TileClasses.forest, 2,
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g_TileClasses.player, 2,
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g_TileClasses.prop, 20,
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g_TileClasses.water, 3
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],
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"stay": [g_TileClasses.spine, 8],
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"sizes": ["normal"],
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"mixes": ["normal"],
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"amounts": ["scarce"]
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}
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]);
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}
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