1 RMS.LoadLibrary("rmgen");
3 TILE_CENTERED_HEIGHT_MAP = true;
5 const tCity = "medit_city_pavement";
6 const tCityPlaza = "medit_city_pavement";
7 const tHill = ["medit_grass_shrubs", "medit_rocks_grass_shrubs", "medit_rocks_shrubs", "medit_rocks_grass", "medit_shrubs"];
8 const tMainDirt = "medit_dirt";
9 const tCliff = "medit_cliff_aegean";
10 const tForestFloor = "medit_grass_shrubs";
11 const tGrass = ["medit_grass_field", "medit_grass_field_a"];
12 const tGrassSand50 = "medit_grass_field_a";
13 const tGrassSand25 = "medit_grass_field_b";
14 const tDirt = "medit_dirt_b";
15 const tDirt2 = "medit_rocks_grass";
16 const tDirt3 = "medit_rocks_shrubs";
17 const tDirtCracks = "medit_dirt_c";
18 const tShore = "medit_sand";
19 const tWater = "medit_sand_wet";
21 const oBerryBush = "gaia/flora_bush_berry";
22 const oDeer = "gaia/fauna_deer";
23 const oFish = "gaia/fauna_fish";
24 const oSheep = "gaia/fauna_sheep";
25 const oGoat = "gaia/fauna_goat";
26 const oStoneLarge = "gaia/geology_stonemine_medit_quarry";
27 const oStoneSmall = "gaia/geology_stone_mediterranean";
28 const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
29 const oDatePalm = "gaia/flora_tree_cretan_date_palm_short";
30 const oSDatePalm = "gaia/flora_tree_cretan_date_palm_tall";
31 const oCarob = "gaia/flora_tree_carob";
32 const oFanPalm = "gaia/flora_tree_medit_fan_palm";
33 const oPoplar = "gaia/flora_tree_poplar_lombardy";
34 const oCypress = "gaia/flora_tree_cypress";
36 const aBush1 = "actor|props/flora/bush_medit_sm.xml";
37 const aBush2 = "actor|props/flora/bush_medit_me.xml";
38 const aBush3 = "actor|props/flora/bush_medit_la.xml";
39 const aBush4 = "actor|props/flora/bush_medit_me.xml";
40 const aDecorativeRock = "actor|geology/stone_granite_med.xml";
42 const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
46 const numPlayers = getNumPlayers();
47 const mapSize = getMapSize();
48 const mapCenter = getMapCenter();
50 var clPlayer = createTileClass();
51 var clForest = createTileClass();
52 var clWater = createTileClass();
53 var clDirt = createTileClass();
54 var clRock = createTileClass();
55 var clMetal = createTileClass();
56 var clFood = createTileClass();
57 var clBaseResource = createTileClass();
58 var clGrass = createTileClass();
59 var clHill = createTileClass();
61 var landHeight = getMapBaseHeight();
64 log("Creating the main river");
65 var riverAngle = randFloat(0, Math.PI);
66 var riverWidth = scaleByMapSize(15, 70);
67 var riverStart = new Vector2D(mapCenter.x, 0).rotateAround(riverAngle, mapCenter);
68 var riverEnd = new Vector2D(mapCenter.x, mapSize).rotateAround(riverAngle, mapCenter);
71 new PathPlacer(riverStart.x, riverStart.y, riverEnd.x, riverEnd.y, riverWidth, 0.2, 15 * scaleByMapSize(1, 3), 0.04, 0.01),
72 new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
75 log("Creating small puddles at the map border to ensure players being separated...");
76 for (let point of [riverStart, riverEnd])
78 new ClumpPlacer(Math.floor(diskArea(riverWidth / 2)), 0.95, 0.6, 10, point.x, point.y),
79 new SmoothElevationPainter(ELEVATION_SET, waterHeight, 4),
82 log("Creating passage connecting the two riversides...");
83 var passageStart = riverStart.rotateAround(Math.PI / 2, mapCenter);
84 var passageEnd = riverEnd.rotateAround(Math.PI / 2, mapCenter);
91 scaleByMapSize(10, 30),
93 3 * scaleByMapSize(1, 4),
96 new SmoothElevationPainter(ELEVATION_SET, landHeight, 4),
99 paintTerrainBasedOnHeight(-6, 1, 1, tWater);
100 paintTerrainBasedOnHeight(1, 2, 1, tShore);
101 paintTerrainBasedOnHeight(2, 5, 1, tGrass);
103 paintTileClassBasedOnHeight(-6, 0.5, 1, clWater);
105 var [playerIDs, playerX, playerZ] = playerPlacementRiver(riverAngle + Math.PI / 2, 0.6);
107 for (var i = 0; i < numPlayers; i++)
109 var id = playerIDs[i];
110 log("Creating base for player " + id + "...");
112 var radius = scaleByMapSize(15,25);
116 // get the x and z in tiles
117 var fx = fractionToTiles(playerX[i]);
118 var fz = fractionToTiles(playerZ[i]);
121 addToClass(ix, iz, clPlayer);
123 // create the city patch
124 var cityRadius = radius/3;
125 var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
126 var painter = new LayeredPainter([tCityPlaza, tCity], [1]);
127 createArea(placer, painter, null);
129 placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
131 placeDefaultChicken(fx, fz, clBaseResource);
133 // create berry bushes
134 var bbAngle = randFloat(0, TWO_PI);
136 var bbX = round(fx + bbDist * cos(bbAngle));
137 var bbZ = round(fz + bbDist * sin(bbAngle));
138 var group = new SimpleGroup(
139 [new SimpleObject(oBerryBush, 5,5, 0,3)],
140 true, clBaseResource, bbX, bbZ
142 createObjectGroup(group, 0);
145 var mAngle = bbAngle;
146 while(abs(mAngle - bbAngle) < PI/3)
148 mAngle = randFloat(0, TWO_PI);
151 var mX = round(fx + mDist * cos(mAngle));
152 var mZ = round(fz + mDist * sin(mAngle));
153 group = new SimpleGroup(
154 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
155 true, clBaseResource, mX, mZ
157 createObjectGroup(group, 0);
159 // create stone mines
160 mAngle += randFloat(PI/8, PI/4);
161 mX = round(fx + mDist * cos(mAngle));
162 mZ = round(fz + mDist * sin(mAngle));
163 group = new SimpleGroup(
164 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
165 true, clBaseResource, mX, mZ
167 createObjectGroup(group, 0);
169 // create starting trees
171 var tAngle = randFloat(-PI/3, 4*PI/3);
172 var tDist = randFloat(11, 13);
173 var tX = round(fx + tDist * cos(tAngle));
174 var tZ = round(fz + tDist * sin(tAngle));
175 group = new SimpleGroup(
176 [new SimpleObject(oCarob, num, num, 0,5)],
177 false, clBaseResource, tX, tZ
179 createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
181 placeDefaultDecoratives(fx, fz, aBush1, clBaseResource, radius);
186 createBumps(avoidClasses(clWater, 2, clPlayer, 20));
188 var [forestTrees, stragglerTrees] = getTreeCounts(500, 3000, 0.7);
190 [tForestFloor, tForestFloor, tForestFloor, pForest, pForest],
191 avoidClasses(clPlayer, 20, clForest, 17, clWater, 2, clBaseResource, 3),
198 createHills([tGrass, tCliff, tHill], avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
200 createMountains(tCliff, avoidClasses(clPlayer, 20, clForest, 1, clHill, 15, clWater, 3), clHill, scaleByMapSize(3, 15));
202 log("Creating grass patches...");
203 createLayeredPatches(
204 [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
205 [[tGrass,tGrassSand50],[tGrassSand50,tGrassSand25], [tGrassSand25,tGrass]],
207 avoidClasses(clForest, 0, clGrass, 2, clPlayer, 10, clWater, 2, clDirt, 2, clHill, 1),
208 scaleByMapSize(15, 45),
213 log("Creating dirt patches...");
214 createLayeredPatches(
215 [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
216 [tDirt3, tDirt2,[tDirt,tMainDirt], [tDirtCracks,tMainDirt]],
218 avoidClasses(clForest, 0, clDirt, 2, clPlayer, 10, clWater, 2, clGrass, 2, clHill, 1),
219 scaleByMapSize(15, 45),
224 log("Creating stone mines...");
227 [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
228 [new SimpleObject(oStoneSmall, 2,5, 1,3)]
230 avoidClasses(clForest, 4, clPlayer, 15, clRock, 10, clWater, 4, clHill, 4),
233 log("Creating metal mines...");
236 [new SimpleObject(oMetalLarge, 1,1, 0,4)]
238 avoidClasses(clForest, 4, clPlayer, 15, clMetal, 10, clRock, 5, clWater, 4, clHill, 4),
246 [[new SimpleObject(aDecorativeRock, 1,3, 0,1)],
247 [new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2), new SimpleObject(aBush4, 1,2, 0,1), new SimpleObject(aBush3, 1,3, 0,2)]
250 scaleByMapSize(16, 262),
251 scaleByMapSize(40, 360)
253 avoidClasses(clWater, 2, clForest, 0, clPlayer, 5, clBaseResource, 6, clHill, 1, clRock, 6, clMetal, 6)
261 [new SimpleObject(oFish, 2,3, 0,2)]
264 3*scaleByMapSize(5,20)
266 [avoidClasses(clFood, 10), stayClasses(clWater, 5)]
272 [new SimpleObject(oSheep, 5,7, 0,4)],
273 [new SimpleObject(oGoat, 2,4, 0,3)],
274 [new SimpleObject(oDeer, 2,4, 0,2)]
277 scaleByMapSize(5,20),
278 scaleByMapSize(5,20),
281 avoidClasses(clForest, 0, clPlayer, 10, clBaseResource, 6, clWater, 1, clFood, 10, clHill, 1, clRock, 6, clMetal, 6)
287 [new SimpleObject(oBerryBush, 5,7, 0,4)]
292 avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRock, 6, clMetal, 6)
297 createStragglerTrees(
298 [oDatePalm, oSDatePalm, oCarob, oFanPalm, oPoplar, oCypress],
299 avoidClasses(clForest, 1, clWater, 2, clPlayer, 8, clBaseResource, 6, clMetal, 6, clRock, 6, clHill, 1),
304 setSunColor(0.917, 0.828, 0.734);
305 setWaterColor(0, 0.501961, 1);
306 setWaterTint(0.501961, 1, 1);
307 setWaterWaviness(2.5);
308 setWaterType("ocean");
309 setWaterMurkiness(0.49);
312 setFogThickness(0.25);
316 setPPSaturation(0.51);