1 RMS.LoadLibrary("rmgen");
4 const tGrass = ["medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
5 const tForestFloor = "medit_grass_field_dry";
6 const tCliff = "medit_cliff_italia";
7 const tHill = ["medit_rocks_grass", "medit_rocks_grass_shrubs", "medit_rocks_shrubs"];
8 const tGrassDirt = "medit_rocks_grass";
9 const tDirt = "medit_dirt";
10 const tRoad = "medit_city_tile";
11 const tRoadWild = "medit_city_tile";
12 const tGrass2 = "medit_rocks_grass_shrubs";
13 const tGrassPatch = "medit_grass_wild";
14 const tShoreBlend = "medit_sand";
15 const tShore = "medit_sand";
16 const tWater = "medit_sand";
19 const oCarob = "gaia/flora_tree_carob";
20 const oAleppoPine = "gaia/flora_tree_aleppo_pine";
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 oStoneLarge = "gaia/geology_stonemine_medit_quarry";
26 const oStoneSmall = "gaia/geology_stone_mediterranean";
27 const oMetalLarge = "gaia/geology_metal_mediterranean_slabs";
28 const oWood = "gaia/special_treasure_wood";
29 const oFood = "gaia/special_treasure_food_bin";
33 const aGrass = "actor|props/flora/grass_soft_large_tall.xml";
34 const aGrassShort = "actor|props/flora/grass_soft_large.xml";
35 const aRockLarge = "actor|geology/stone_granite_large.xml";
36 const aRockMedium = "actor|geology/stone_granite_med.xml";
37 const aBushMedium = "actor|props/flora/bush_medit_me.xml";
38 const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
39 const aCarob = "actor|flora/trees/carob.xml";
40 const aAleppoPine = "actor|flora/trees/aleppo_pine.xml";
44 // terrain + entity (for painting)
45 const pForest1 = [tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor];
46 const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, tForestFloor];
48 log("Initializing map...");
52 const numPlayers = getNumPlayers();
53 const mapSize = getMapSize();
54 const mapArea = mapSize*mapSize;
56 // create tile classes
58 var clPlayer = createTileClass();
59 var clHill = createTileClass();
60 var clForest = createTileClass();
61 var clDirt = createTileClass();
62 var clRock = createTileClass();
63 var clMetal = createTileClass();
64 var clFood = createTileClass();
65 var clBaseResource = createTileClass();
66 var clTreasure = createTileClass();
67 var clGrass = createTileClass();
69 // randomize player order
71 for (var i = 0; i < numPlayers; i++)
75 playerIDs = sortPlayers(playerIDs);
79 var playerX = new Array(numPlayers);
80 var playerZ = new Array(numPlayers);
81 var playerAngle = new Array(numPlayers);
83 var startAngle = randFloat(0, TWO_PI);
84 for (var i = 0; i < numPlayers; i++)
86 playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
87 playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
88 playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
91 for (var i = 0; i < numPlayers; i++)
93 var id = playerIDs[i];
94 log("Creating base for player " + id + "...");
97 var radius = scaleByMapSize(15,25);
101 // get the x and z in tiles
102 var fx = fractionToTiles(playerX[i]);
103 var fz = fractionToTiles(playerZ[i]);
106 addToClass(ix, iz, clPlayer);
107 addToClass(ix+5, iz, clPlayer);
108 addToClass(ix, iz+5, clPlayer);
109 addToClass(ix-5, iz, clPlayer);
110 addToClass(ix, iz-5, clPlayer);
112 // create the city patch
113 var cityRadius = radius/3;
114 var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
115 var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
116 createArea(placer, painter, null);
118 // create starting units
119 placeCivDefaultEntities(fx, fz, id);
121 placeDefaultChicken(fx, fz, clBaseResource);
123 // create berry bushes
124 var bbAngle = randFloat(0, TWO_PI);
126 var bbX = round(fx + bbDist * cos(bbAngle));
127 var bbZ = round(fz + bbDist * sin(bbAngle));
128 var group = new SimpleGroup(
129 [new SimpleObject(oBerryBush, 5,5, 0,3)],
130 true, clBaseResource, bbX, bbZ
132 createObjectGroup(group, 0);
135 var mAngle = bbAngle;
136 while(abs(mAngle - bbAngle) < PI/3)
138 mAngle = randFloat(0, TWO_PI);
141 var mX = round(fx + mDist * cos(mAngle));
142 var mZ = round(fz + mDist * sin(mAngle));
143 group = new SimpleGroup(
144 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
145 true, clBaseResource, mX, mZ
147 createObjectGroup(group, 0);
149 // create stone mines
150 mAngle += randFloat(PI/8, PI/4);
151 mX = round(fx + mDist * cos(mAngle));
152 mZ = round(fz + mDist * sin(mAngle));
153 group = new SimpleGroup(
154 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
155 true, clBaseResource, mX, mZ
157 createObjectGroup(group, 0);
158 // create starting trees
160 var tAngle = randFloat(-PI/3, 4*PI/3);
161 var tDist = randFloat(11, 13);
162 var tX = round(fx + tDist * cos(tAngle));
163 var tZ = round(fz + tDist * sin(tAngle));
164 group = new SimpleGroup(
165 [new SimpleObject(oCarob, num, num, 0,5)],
166 false, clBaseResource, tX, tZ
168 createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
169 var hillSize = PI * radius * radius;
170 // create grass tufts
171 var num = hillSize / 250;
172 for (var j = 0; j < num; j++)
174 var gAngle = randFloat(0, TWO_PI);
175 var gDist = radius - (5 + randInt(7));
176 var gX = round(fx + gDist * cos(gAngle));
177 var gZ = round(fz + gDist * sin(gAngle));
178 group = new SimpleGroup(
179 [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
180 false, clBaseResource, gX, gZ
182 createObjectGroup(group, 0);
189 createBumps(avoidClasses(clPlayer, 9));
191 createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 8), clHill, scaleByMapSize(20, 120));
197 [tGrass, tForestFloor, tForestFloor, pForest1, pForest2],
198 avoidClasses(clPlayer, 20, clForest, 14, clHill, 1),
206 // create dirt patches
207 log("Creating dirt patches...");
208 createLayeredPatches(
209 [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
212 avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10)
215 // create grass patches
216 log("Creating grass patches...");
217 createLayeredPatches(
218 [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
219 [tGrass2,tGrassPatch],
221 avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 10, clGrass, 15)
226 log("Creating stone mines...");
227 // create stone quarries
230 [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
231 [new SimpleObject(oStoneSmall, 2,5, 1,3)]
233 avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2)
236 log("Creating metal mines...");
237 // create large metal quarries
240 [new SimpleObject(oMetalLarge, 1,1, 0,4)]
242 avoidClasses(clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 2),
251 [[new SimpleObject(aRockMedium, 1,3, 0,1)],
252 [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
253 [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)],
254 [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)],
255 [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
258 scaleByMapSize(16, 262),
259 scaleByMapSize(8, 131),
260 scaleByMapSize(13, 200),
261 scaleByMapSize(13, 200),
262 scaleByMapSize(13, 200)
264 avoidClasses(clForest, 0, clPlayer, 0, clHill, 0)
273 [new SimpleObject(oSheep, 5,7, 0,4)],
274 [new SimpleObject(oDeer, 2,3, 0,2)]
286 [new SimpleObject(oBerryBush, 5,7, 0,4)]
289 randInt(3, 12) * numPlayers + 2
291 avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
294 // create food treasures
295 log("Creating food treasures...");
296 group = new SimpleGroup(
297 [new SimpleObject(oFood, 2,3, 0,2)],
300 createObjectGroups(group, 0,
301 avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5),
305 // create wood treasures
306 log("Creating food treasures...");
307 group = new SimpleGroup(
308 [new SimpleObject(oWood, 2,3, 0,2)],
311 createObjectGroups(group, 0,
312 avoidClasses(clForest, 0, clPlayer, 18, clHill, 1),
318 // create straggler trees
319 var types = [oCarob, oAleppoPine]; // some variation
320 createStragglerTrees(types, avoidClasses(clForest, 1, clHill, 1, clPlayer, 10, clMetal, 1, clRock, 1, clTreasure, 1));
323 log("Creating hill trees...");
324 var types = [aCarob, aAleppoPine]; // some variation
325 var num = floor(0.2 * g_numStragglerTrees / types.length);
326 for (var i = 0; i < types.length; ++i)
328 group = new SimpleGroup(
329 [new SimpleObject(types[i], 1,1, 0,3)],
332 createObjectGroups(group, 0,
333 stayClasses(clHill, 2),
339 setFogThickness(0.14);
343 setPPSaturation(0.56);