1 Engine.LoadLibrary("rmgen");
2 Engine.LoadLibrary("rmbiome");
6 const tMainTerrain = g_Terrains.mainTerrain;
7 const tForestFloor1 = g_Terrains.forestFloor1;
8 const tForestFloor2 = g_Terrains.forestFloor2;
9 const tCliff = g_Terrains.cliff;
10 const tTier1Terrain = g_Terrains.tier1Terrain;
11 const tTier2Terrain = g_Terrains.tier2Terrain;
12 const tTier3Terrain = g_Terrains.tier3Terrain;
13 const tHill = g_Terrains.hill;
14 const tRoad = g_Terrains.road;
15 const tRoadWild = g_Terrains.roadWild;
16 const tTier4Terrain = g_Terrains.tier4Terrain;
17 const tShore = g_Terrains.shore;
18 const tWater = g_Terrains.water;
20 const oTree1 = g_Gaia.tree1;
21 const oTree2 = g_Gaia.tree2;
22 const oTree3 = g_Gaia.tree3;
23 const oTree4 = g_Gaia.tree4;
24 const oTree5 = g_Gaia.tree5;
25 const oFruitBush = g_Gaia.fruitBush;
26 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
27 const oFish = g_Gaia.fish;
28 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
29 const oStoneLarge = g_Gaia.stoneLarge;
30 const oStoneSmall = g_Gaia.stoneSmall;
31 const oMetalLarge = g_Gaia.metalLarge;
32 const oWoodTreasure = "gaia/special_treasure_wood";
33 const oDock = "skirmish/structures/default_dock";
35 const aGrass = g_Decoratives.grass;
36 const aGrassShort = g_Decoratives.grassShort;
37 const aRockLarge = g_Decoratives.rockLarge;
38 const aRockMedium = g_Decoratives.rockMedium;
39 const aBushMedium = g_Decoratives.bushMedium;
40 const aBushSmall = g_Decoratives.bushSmall;
42 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
43 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
47 const numPlayers = getNumPlayers();
48 const mapSize = getMapSize();
49 const mapArea = getMapArea();
50 const mapCenter = getMapCenter();
52 var clPlayer = createTileClass();
53 var clHill = createTileClass();
54 var clForest = createTileClass();
55 var clDirt = createTileClass();
56 var clRock = createTileClass();
57 var clMetal = createTileClass();
58 var clFood = createTileClass();
59 var clBaseResource = createTileClass();
60 var clLand = createTileClass();
61 var clIsland = createTileClass();
65 var startAngle = 4/7 * Math.PI;
66 var playerIDs = sortAllPlayers();
67 var [playerX, playerZ, playerAngle] = playerPlacementCustomAngle(
69 tilesToFraction(mapCenter.x),
70 tilesToFraction(mapCenter.y),
71 i => startAngle - 8/7 * Math.PI * (i + 1) / (numPlayers + 1));
73 log("Creating player islands and docks...");
74 for (let i = 0; i < numPlayers; ++i)
76 let playerPosition = new Vector2D(playerX[i], playerZ[i]).mult(mapSize).round();
79 new ClumpPlacer(diskArea(scaleByMapSize(15, 25)), 0.8, 0.1, 10, playerPosition.x, playerPosition.y),
81 new LayeredPainter([tWater, tShore, tMainTerrain], [1, 4]),
82 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
84 paintClass(isNomad() ? clLand : clPlayer)
90 let dockLocation = findLocationInDirectionBasedOnHeight(playerPosition, mapCenter, -3 , 2.6, 3);
91 placeObject(dockLocation.x, dockLocation.y, oDock, playerIDs[i], playerAngle[i] + Math.PI);
93 Engine.SetProgress(10);
96 "PlayerPlacement": [playerIDs, playerX, playerZ],
97 "PlayerTileClass": clPlayer,
98 "BaseResourceClass": clBaseResource,
104 "template": oFruitBush
108 { "template": oMetalLarge },
109 { "template": oStoneLarge }
115 "template": oWoodTreasure,
122 "count": scaleByMapSize(12, 30)
125 "template": aGrassShort
128 Engine.SetProgress(15);
130 log("Create the continent body...");
132 new ClumpPlacer(mapArea * 0.50, 0.8, 0.08, 10, Math.round(fractionToTiles(0.12)), Math.round(fractionToTiles(0.5))),
134 new LayeredPainter([tWater, tShore, tMainTerrain], [4, 2]),
135 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
138 avoidClasses(clIsland, 8));
139 Engine.SetProgress(20);
141 log("Creating shore jaggedness...");
143 new ClumpPlacer(scaleByMapSize(15, 80), 0.2, 0.1, 1),
145 new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
146 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
150 borderClasses(clLand, 6, 3),
151 avoidClasses(clIsland, 8)
153 scaleByMapSize(2, 15) * 20,
156 paintTerrainBasedOnHeight(1, 3, 0, tShore);
157 paintTerrainBasedOnHeight(-8, 1, 2, tWater);
158 Engine.SetProgress(25);
160 log("Creating bumps...");
162 new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1),
163 new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2),
164 [avoidClasses(clIsland, 10), stayClasses(clLand, 3)],
165 scaleByMapSize(100, 200)
167 Engine.SetProgress(30);
169 log("Creating hills...");
171 new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1),
173 new LayeredPainter([tCliff, tHill], [2]),
174 new SmoothElevationPainter(ELEVATION_SET, 18, 2),
177 [avoidClasses(clIsland, 10, clHill, 15), stayClasses(clLand, 7)],
178 scaleByMapSize(1, 4) * numPlayers
180 Engine.SetProgress(34);
182 log("Creating forests...");
183 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
185 [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
186 [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
189 var size = forestTrees / (scaleByMapSize(2,8) * numPlayers) *
190 (currentBiome() == "savanna" ? 2 : 1);
192 var num = Math.floor(size / types.length);
193 for (let type of types)
195 new ClumpPlacer(forestTrees / num, 0.1, 0.1, 1),
197 new LayeredPainter(type, [2]),
200 [avoidClasses(clPlayer, 6, clForest, 10, clHill, 0), stayClasses(clLand, 7)],
202 Engine.SetProgress(38);
204 log("Creating dirt patches...");
205 for (let size of [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)])
207 new ClumpPlacer(size, 0.3, 0.06, 0.5),
210 [[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]],
220 stayClasses(clLand, 7)
222 scaleByMapSize(15, 45));
224 Engine.SetProgress(42);
226 log("Creating grass patches...");
227 for (let size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize(5, 80)])
229 new ClumpPlacer(size, 0.3, 0.06, 0.5),
230 new TerrainPainter(tTier4Terrain),
231 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clIsland, 0), stayClasses(clLand, 7)],
232 scaleByMapSize(15, 45));
233 Engine.SetProgress(46);
235 log("Creating stone mines...");
236 var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
237 createObjectGroupsDeprecated(group, 0,
238 [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
239 scaleByMapSize(4,16), 100
241 Engine.SetProgress(50);
243 log("Creating small stone quarries...");
244 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
245 createObjectGroupsDeprecated(group, 0,
246 [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1), stayClasses(clLand, 7)],
247 scaleByMapSize(4,16), 100
249 Engine.SetProgress(54);
251 log("Creating metal mines...");
252 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
253 createObjectGroupsDeprecated(group, 0,
254 [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 7)],
255 scaleByMapSize(4,16), 100
257 Engine.SetProgress(58);
259 log("Creating small decorative rocks...");
260 group = new SimpleGroup(
261 [new SimpleObject(aRockMedium, 1,3, 0,1)],
264 createObjectGroupsDeprecated(
266 [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)],
267 scaleByMapSize(16, 262), 50
269 Engine.SetProgress(62);
271 log("Creating large decorative rocks...");
272 group = new SimpleGroup(
273 [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
276 createObjectGroupsDeprecated(
278 [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 6)],
279 scaleByMapSize(8, 131), 50
281 Engine.SetProgress(66);
283 log("Creating deer...");
284 group = new SimpleGroup(
285 [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
288 createObjectGroupsDeprecated(group, 0,
289 [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
292 Engine.SetProgress(70);
294 log("Creating sheep...");
295 group = new SimpleGroup(
296 [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
299 createObjectGroupsDeprecated(group, 0,
300 [avoidClasses(clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
303 Engine.SetProgress(74);
305 log("Creating fruit bush...");
306 group = new SimpleGroup(
307 [new SimpleObject(oFruitBush, 5,7, 0,4)],
310 createObjectGroupsDeprecated(group, 0,
311 [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
312 randIntInclusive(1, 4) * numPlayers + 2, 50
314 Engine.SetProgress(78);
316 log("Creating fish...");
317 createObjectGroupsDeprecated(
318 new SimpleGroup([new SimpleObject(oFish, 2,3, 0,2)], true, clFood),
320 avoidClasses(clLand, 2, clPlayer, 2, clHill, 0, clFood, 20),
323 Engine.SetProgress(82);
325 createStragglerTrees(
326 [oTree1, oTree2, oTree4, oTree3],
327 [avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, clMetal, 6, clRock, 6), stayClasses(clLand, 9)],
331 Engine.SetProgress(86);
333 var planetm = currentBiome() == "tropic" ? 8 : 1;
335 log("Creating small grass tufts...");
336 group = new SimpleGroup(
337 [new SimpleObject(aGrassShort, 1,2, 0,1, -Math.PI / 8, Math.PI / 8)]
339 createObjectGroupsDeprecated(group, 0,
340 [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
341 planetm * scaleByMapSize(13, 200)
343 Engine.SetProgress(90);
345 log("Creating large grass tufts...");
346 group = new SimpleGroup(
347 [new SimpleObject(aGrass, 2,4, 0,1.8, -Math.PI / 8, Math.PI / 8), new SimpleObject(aGrassShort, 3,6, 1.2,2.5, -Math.PI / 8, Math.PI / 8)]
349 createObjectGroupsDeprecated(group, 0,
350 [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 6)],
351 planetm * scaleByMapSize(13, 200)
353 Engine.SetProgress(94);
355 log("Creating bushes...");
356 group = new SimpleGroup(
357 [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
359 createObjectGroupsDeprecated(group, 0,
360 [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
361 planetm * scaleByMapSize(13, 200), 50
363 Engine.SetProgress(98);
365 setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
366 setSunRotation(randFloat(0, 2 * Math.PI));
367 setSunElevation(randFloat(1/5, 1/3) * Math.PI);
370 placePlayersNomad(clPlayer, [stayClasses(clIsland, 4), avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)]);