2 * Returns starting position in tile coordinates for the given player.
4 function getPlayerTileCoordinates(playerIdx, teamIdx, fractionX, fractionZ)
6 let playerAngle = startAngle + (playerIdx+1) * TWO_PI / teams[teamIdx].length;
8 let fx = fractionToTiles(fractionX + 0.05 * cos(playerAngle));
9 let fz = fractionToTiles(fractionZ + 0.05 * sin(playerAngle));
11 return [playerAngle, fx, fz, round(fx), round(fz)];
14 RMS.LoadLibrary("rmgen");
15 RMS.LoadLibrary("heightmap");
17 const g_InitialMines = 1;
18 const g_InitialMineDistance = 14;
19 const g_InitialTrees = 50;
21 let random_terrain = randomizeBiome([g_BiomeSavanna]);
23 const tMainTerrain = rBiomeT1();
24 const tForestFloor1 = rBiomeT2();
25 const tForestFloor2 = rBiomeT3();
26 const tCliff = rBiomeT4();
27 const tTier1Terrain = rBiomeT5();
28 const tTier2Terrain = rBiomeT6();
29 const tTier3Terrain = rBiomeT7();
30 const tHill = rBiomeT8();
31 const tTier4Terrain = rBiomeT12();
32 const tShore = rBiomeT14();
33 const tWater = rBiomeT15();
36 const oTree1 = rBiomeE1();
37 const oTree2 = rBiomeE2();
38 const oTree3 = rBiomeE3();
39 const oTree4 = rBiomeE4();
40 const oTree5 = rBiomeE5();
41 const oFruitBush = rBiomeE6();
42 const oMainHuntableAnimal = rBiomeE8();
43 const oFish = rBiomeE9();
44 const oSecondaryHuntableAnimal = rBiomeE10();
45 const oStoneLarge = rBiomeE11();
46 const oStoneSmall = rBiomeE12();
47 const oMetalLarge = rBiomeE13();
48 const oWhale = "gaia/fauna_whale_humpback";
49 const oShipwreck = "other/special_treasure_shipwreck";
50 const oShipDebris = "other/special_treasure_shipwreck_debris";
51 const oObelisk = "other/obelisk";
54 const aGrass = rBiomeA1();
55 const aGrassShort = rBiomeA2();
56 const aRockLarge = rBiomeA5();
57 const aRockMedium = rBiomeA6();
59 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
60 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
62 log("Initializing map...");
65 const numPlayers = getNumPlayers();
66 const mapSize = getMapSize();
68 // create tile classes
69 let clPlayer = createTileClass();
70 let clHill = createTileClass();
71 let clForest = createTileClass();
72 let clDirt = createTileClass();
73 let clRock = createTileClass();
74 let clMetal = createTileClass();
75 let clFood = createTileClass();
76 let clBaseResource = createTileClass();
77 let clLand = createTileClass();
79 for (let ix = 0; ix < mapSize; ++ix)
80 for (let iz = 0; iz < mapSize; ++iz)
81 placeTerrain(ix, iz, tWater);
84 let radius = scaleByMapSize(15, 25);
86 let fx = fractionToTiles(0.5);
87 let fz = fractionToTiles(0.5);
89 let startAngle = randFloat(0, TWO_PI);
91 // Group players by team
93 for (let i = 0; i < numPlayers; ++i)
95 let team = getPlayerTeam(i);
102 teams[team].push(i+1);
105 // Players without a team get a custom index
106 for (let i = 0; i < numPlayers; ++i)
108 let team = getPlayerTeam(i);
112 let unusedIndex = teams.findIndex(team => !team);
114 if (unusedIndex != -1)
115 teams[unusedIndex] = [i+1];
120 // Get number of used team IDs
121 let numTeams = teams.filter(team => team).length;
129 for (let i = 0; i < teams.length; ++i)
135 let teamAngle = startAngle + teamNo*TWO_PI/numTeams;
136 let fractionX = 0.5 + 0.3 * cos(teamAngle);
137 let fractionZ = 0.5 + 0.3 * sin(teamAngle);
138 let teamX = fractionToTiles(fractionX);
139 let teamZ = fractionToTiles(fractionZ);
141 log("Creating island and starting entities for team " + i);
142 for (let p = 0; p < teams[i].length; ++p)
144 let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ);
146 // mark a small area around the player's starting coordinates with the clPlayer class
147 addToClass(ix, iz, clPlayer);
148 addToClass(ix+5, iz, clPlayer);
149 addToClass(ix, iz+5, clPlayer);
150 addToClass(ix-5, iz, clPlayer);
151 addToClass(ix, iz-5, clPlayer);
154 let placer = new ChainPlacer(2, floor(scaleByMapSize(5, 11)), floor(scaleByMapSize(60, 250)), 1, ix, iz, 0, [floor(mapSize * 0.01)]);
155 let terrainPainter = new LayeredPainter(
156 [tMainTerrain, tMainTerrain, tMainTerrain], // terrains
157 [1, shoreRadius] // widths
159 let elevationPainter = new SmoothElevationPainter(
160 ELEVATION_SET, // type
161 elevation, // elevation
162 shoreRadius // blend radius
164 createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
166 // create starting units
167 placeCivDefaultEntities(fx, fz, teams[i][p], { "iberWall": false });
170 log("Create initial mines for team " + i);
171 for (let p = 0; p < teams[i].length; ++p)
173 let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ);
174 let mAngle = randFloat(playerAngle - PI / teams[i].length, playerAngle + PI / teams[i].length);
177 let mX = round(fx + g_InitialMineDistance * cos(mAngle));
178 let mZ = round(fz + g_InitialMineDistance * sin(mAngle));
179 let group = new SimpleGroup(
180 [new SimpleObject(oMetalLarge, g_InitialMines, g_InitialMines, 0, 4)],
181 true, clBaseResource, mX, mZ
183 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 4), stayClasses(clLand, 2)]);
186 let sX = round(fx + g_InitialMineDistance * cos(mAngle + PI/4));
187 let sZ = round(fz + g_InitialMineDistance * sin(mAngle + PI/4));
188 group = new SimpleGroup(
189 [new SimpleObject(oStoneLarge, g_InitialMines, g_InitialMines, 0, 4)],
190 true, clBaseResource, sX, sZ
192 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clPlayer, 4), stayClasses(clLand, 2)]);
195 log("Place initial trees and animals for team " + i);
196 for (let p = 0; p < teams[i].length; ++p)
198 let [playerAngle, fx, fz, ix, iz] = getPlayerTileCoordinates(p, i, fractionX, fractionZ);
200 placeDefaultChicken(fx, fz, clBaseResource, [stayClasses(clLand, 5)]);
202 // create initial berry bushes
203 let bbAngle = randFloat(PI, PI*1.5);
205 let bbX = round(fx + bbDist * cos(bbAngle));
206 let bbZ = round(fz + bbDist * sin(bbAngle));
207 let group = new SimpleGroup(
208 [new SimpleObject(oFruitBush, 5, 5, 0, 3)],
209 true, clBaseResource, bbX, bbZ
211 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 4, clPlayer, 4), stayClasses(clLand, 5)]);
213 // create initial trees
216 for (let x = 0; x < tries; ++x)
218 let tAngle = randFloat(playerAngle - TWO_PI/teams[i].length,
219 playerAngle + TWO_PI/teams[i].length);
221 let tX = round(fx + tDist * cos(tAngle));
222 let tZ = round(fz + tDist * sin(tAngle));
224 group = new SimpleGroup(
225 [new SimpleObject(oTree2, g_InitialTrees, g_InitialTrees, 0, 7)],
226 true, clBaseResource, tX, tZ
228 if (createObjectGroup(group, 0, [avoidClasses(clBaseResource, 4, clPlayer, 4), stayClasses(clLand, 4)]))
232 // create huntable animals
233 group = new SimpleGroup(
234 [new SimpleObject(oMainHuntableAnimal, 2 * numPlayers / numTeams, 2 * numPlayers / numTeams, 0, floor(mapSize * 0.2))],
235 true, clBaseResource, teamX, teamZ
237 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]);
238 group = new SimpleGroup(
239 [new SimpleObject(oSecondaryHuntableAnimal, 4 * numPlayers / numTeams, 4 * numPlayers / numTeams, 0, floor(mapSize * 0.2))],
240 true, clBaseResource, teamX, teamZ
242 createObjectGroup(group, 0, [avoidClasses(clBaseResource, 2, clHill, 1, clPlayer, 10), stayClasses(clLand, 5)]);
248 log("Creating expansion islands...");
250 let playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12, 16)));
251 let landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12, 16)));
253 for (let x = 0; x < mapSize; ++x)
254 for (let z = 0; z < mapSize; ++z)
255 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
256 landAreas.push([x, z]);
258 log("Creating big islands...");
261 let numIslands = scaleByMapSize(4, 14);
262 for (let i = 0; i < numIslands; ++i)
264 landAreaLen = landAreas.length;
268 chosenPoint = landAreas[randInt(landAreaLen)];
270 // create big islands
271 let placer = new ChainPlacer(floor(scaleByMapSize(4, 8)), floor(scaleByMapSize(8, 14)), floor(scaleByMapSize(25, 60)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(30, 70));
272 let terrainPainter = new LayeredPainter(
273 [tMainTerrain, tMainTerrain], // terrains
277 let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6);
278 let newIsland = createAreas(
280 [terrainPainter, elevationPainter, paintClass(clLand)],
281 avoidClasses(clLand, 3, clPlayer, 3),
285 if (!newIsland || !newIsland.length)
289 for (let j = 0; j < landAreaLen; ++j)
291 let x = landAreas[j][0];
292 let z = landAreas[j][1];
294 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
295 landAreas[n++] = landAreas[j];
297 landAreas.length = n;
300 playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9, 12)));
301 landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9, 12)));
303 log("Creating small islands...");
304 numIslands = scaleByMapSize(6, 18) * scaleByMapSize(1, 3);
305 for (let i = 0; i < numIslands; ++i)
307 landAreaLen = landAreas.length;
311 chosenPoint = landAreas[randInt(0, landAreaLen)];
313 let placer = new ChainPlacer(floor(scaleByMapSize(4, 7)), floor(scaleByMapSize(7, 10)), floor(scaleByMapSize(16, 40)), 0.07, chosenPoint[0], chosenPoint[1], scaleByMapSize(22, 40));
314 let terrainPainter = new LayeredPainter(
315 [tMainTerrain, tMainTerrain], // terrains
319 let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 3, 6);
320 let newIsland = createAreas(
322 [terrainPainter, elevationPainter, paintClass(clLand)],
323 avoidClasses(clLand, 3, clPlayer, 3),
327 if (newIsland === undefined)
331 for (let j = 0; j < landAreaLen; ++j)
333 let x = landAreas[j][0];
334 let z = landAreas[j][1];
336 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
344 log("Smoothing heightmap...");
345 for (let i = 0; i < 5; ++i)
346 globalSmoothHeightmap();
348 // repaint clLand to compensate for smoothing
349 unPaintTileClassBasedOnHeight(-10, 10, 3, clLand);
350 paintTileClassBasedOnHeight(0, 5, 3, clLand);
358 [new SimpleObject(oMetalLarge, 1, 1, 3, (numPlayers * 2) + 1)]
360 [avoidClasses(clForest, 1, clPlayer, 40, clRock, 20, clHill, 5), stayClasses(clLand, 4)],
366 [new SimpleObject(oStoneLarge, 1, 1, 3, (numPlayers * 2) + 1)], [new SimpleObject(oStoneSmall, 2, 2, 2, (numPlayers * 2) + 1)]
368 [avoidClasses(clForest, 1, clPlayer, 40, clMetal, 20, clHill, 5), stayClasses(clLand, 4)],
373 [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
374 [avoidClasses(clPlayer, 10, clForest, 20, clHill, 10, clBaseResource, 5, clRock, 4, clMetal, 4), stayClasses(clLand, 3)],
380 log("Creating hills...");
381 let placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5);
382 let painter = new LayeredPainter(
383 [tCliff, tHill], // terrains
386 let elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
389 [painter, elevationPainter, paintClass(clHill)],
390 [avoidClasses(clBaseResource, 20, clHill, 15, clRock, 4, clMetal, 4), stayClasses(clLand, 0)],
391 scaleByMapSize(4, 13)
393 for (let i = 0; i < 3; ++i)
394 globalSmoothHeightmap();
396 createStragglerTrees(
397 [oTree1, oTree2, oTree4, oTree3],
398 [avoidClasses(clForest, 10, clPlayer, 20, clMetal, 1, clRock, 1, clHill, 1),
399 stayClasses(clLand, 4)]
404 [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
405 [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
407 [3 * numPlayers, 3 * numPlayers],
408 [avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clRock, 4, clMetal, 4), stayClasses(clLand, 2)]
413 [new SimpleObject(oFruitBush, 5, 7, 0, 4)]
416 [avoidClasses(clForest, 0, clPlayer, 15, clHill, 1, clFood, 4, clRock, 4, clMetal, 4), stayClasses(clLand, 2)]
419 if (random_terrain == g_BiomeDesert)
421 log("Creating obelisks");
422 let group = new SimpleGroup(
423 [new SimpleObject(oObelisk, 1, 1, 0, 1)],
428 [avoidClasses(clBaseResource, 0, clHill, 0, clRock, 0, clMetal, 0, clFood, 0), stayClasses(clLand, 1)],
429 scaleByMapSize(3, 8), 1000
433 log("Creating dirt patches...");
434 let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
435 let numb = random_terrain == g_BiomeSavanna ? 3 : 1;
437 for (let i = 0; i < sizes.length; ++i)
439 placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
440 painter = new LayeredPainter(
441 [[tMainTerrain,tTier1Terrain], [tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]], // terrains
446 [painter, paintClass(clDirt)],
447 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
448 numb*scaleByMapSize(15, 45)
452 log("Creating grass patches...");
453 sizes = [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)];
454 for (let i = 0; i < sizes.length; ++i)
456 placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 0.5);
457 painter = new TerrainPainter(tTier4Terrain);
461 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 4)],
462 numb * scaleByMapSize(15, 45)
466 log("Creating small decorative rocks...");
467 let group = new SimpleGroup(
468 [new SimpleObject(aRockMedium, 1, 3, 0, 1)],
473 [avoidClasses(clForest, 0, clHill, 0), stayClasses(clLand, 2)],
474 scaleByMapSize(16, 262), 50
477 log("Creating large decorative rocks...");
478 group = new SimpleGroup(
479 [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
484 [avoidClasses(clForest, 0, clHill, 0), stayClasses(clLand, 2)],
485 scaleByMapSize(8, 131), 50
488 log("Creating fish...");
489 group = new SimpleGroup(
490 [new SimpleObject(oFish, 2, 3, 0, 2)],
493 createObjectGroups(group, 0,
494 avoidClasses(clLand, 4, clFood, 20),
498 log("Creating Whales...");
499 group = new SimpleGroup(
500 [new SimpleObject(oWhale, 1, 1, 0, 3)],
503 createObjectGroups(group, 0,
504 [avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
505 scaleByMapSize(5, 20), 100
508 log("Creating shipwrecks...");
509 group = new SimpleGroup(
510 [new SimpleObject(oShipwreck, 1, 1, 0, 1)],
513 createObjectGroups(group, 0,
514 [avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
515 scaleByMapSize(12, 16), 100
518 log("Creating shipwreck debris...");
519 group = new SimpleGroup(
520 [new SimpleObject(oShipDebris, 1, 1, 0, 1)],
523 createObjectGroups(group, 0,
524 [avoidClasses(clLand, 4),avoidClasses(clFood, 8)],
525 scaleByMapSize(10, 20), 100
528 log("Creating grass tufts...");
529 let num = (PI * radius * radius) / 250;
530 for (let j = 0; j < num; ++j)
532 let gAngle = randFloat(0, TWO_PI);
533 let gDist = radius - (5 + randInt(7));
534 let gX = round(fx + gDist * cos(gAngle));
535 let gZ = round(fz + gDist * sin(gAngle));
536 group = new SimpleGroup(
537 [new SimpleObject(aGrassShort, 2, 5, 0, 1, -PI / 8, PI / 8)],
538 false, clBaseResource, gX, gZ
540 createObjectGroup(group, 0, [stayClasses(clLand, 5)]);
543 log("Creating small grass tufts...");
544 let planetm = random_terrain == 7 ? 8 : 1;
545 group = new SimpleGroup(
546 [new SimpleObject(aGrassShort, 1, 2, 0, 1, -PI / 8, PI / 8)]
548 createObjectGroups(group, 0,
549 [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 3)],
550 planetm * scaleByMapSize(13, 200)
555 log("Creating large grass tufts...");
556 group = new SimpleGroup(
557 [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)]
559 createObjectGroups(group, 0,
560 [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
561 planetm * scaleByMapSize(13, 200)
564 paintTerrainBasedOnHeight(1, 2, 0, tShore);
565 paintTerrainBasedOnHeight(getMapBaseHeight(), 1, 3, tWater);
567 setSkySet(shuffleArray(["cloudless", "cumulus", "overcast"])[0]);
569 setSunRotation(randFloat(0, TWO_PI));
570 setSunElevation(randFloat(PI/5, PI/3));
573 RMS.SetProgress(100);