1 RMS.LoadLibrary("rmgen");
3 const tCity = "desert_city_tile_pers_dirt";
4 var random_season = randInt(0,1);
5 if (random_season) //summer
7 var tDirtMain = ["desert_dirt_persia_1", "desert_dirt_persia_2", "grass_field_dry"];
8 var tLakebed1 = ["desert_lakebed_dry_b", "desert_lakebed_dry"];
9 var tLakebed2 = ["desert_lakebed_dry_b", "desert_lakebed_dry", "desert_shore_stones", "desert_shore_stones"];
10 var tPebbles = "desert_pebbles_rough";
11 var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"];
12 var tForestFloor = "medit_grass_field_dry";
13 var tRocky = "desert_dirt_persia_rocky";
14 var tRocks = "desert_dirt_persia_rocks";
15 var tGrass = "grass_field_dry";
16 var tHill = "desert_cliff_persia_base";
20 var tDirtMain = ["desert_grass_a", "desert_grass_a", "desert_grass_a", "desert_plants_a"];
21 var tLakebed1 = ["desert_lakebed_dry_b", "desert_lakebed_dry"];
22 var tLakebed2 = "desert_grass_a_sand";
23 var tPebbles = "desert_pebbles_rough";
24 var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"];
25 var tForestFloor = "desert_plants_b_persia";
26 var tRocky = "desert_plants_b_persia";
27 var tRocks = "desert_plants_a";
28 var tGrass = "desert_dirt_persia_rocky";
29 var tHill = "desert_cliff_persia_base";
33 const oGrapesBush = "gaia/flora_bush_grapes";
34 const oCamel = "gaia/fauna_camel";
35 const oFish = "gaia/fauna_fish";
36 const oSheep = "gaia/fauna_sheep";
37 const oGoat = "gaia/fauna_goat";
38 const oLion = "gaia/fauna_lioness";
39 const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
40 const oStoneSmall = "gaia/geology_stone_desert_small";
41 const oMetalLarge = "gaia/geology_metal_desert_slabs";
42 const oTamarix = "gaia/flora_tree_tamarix";
43 const oOak = "gaia/flora_tree_oak";
46 const aBush1 = "actor|props/flora/bush_desert_a.xml";
47 const aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
48 const aBush3 = "actor|props/flora/bush_dry_a.xml";
49 const aBush4 = "actor|props/flora/plant_desert_a.xml";
50 const aBushes = [aBush1, aBush2, aBush3, aBush4];
51 const aDecorativeRock = "actor|geology/stone_desert_med.xml";
53 // terrain + entity (for painting)
54 const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor, tDirtMain, tDirtMain];
56 log("Initializing map...");
60 const numPlayers = getNumPlayers();
61 const mapSize = getMapSize();
62 const mapArea = mapSize*mapSize;
64 // create tile classes
66 var clPlayer = createTileClass();
67 var clHill = createTileClass();
68 var clForest = createTileClass();
69 var clPatch = createTileClass();
70 var clRock = createTileClass();
71 var clMetal = createTileClass();
72 var clFood = createTileClass();
73 var clBaseResource = createTileClass();
74 var clCP = createTileClass();
76 for (var ix = 0; ix < mapSize; ix++)
78 for (var iz = 0; iz < mapSize; iz++)
80 var x = ix / (mapSize + 1.0);
81 var z = iz / (mapSize + 1.0);
82 placeTerrain(ix, iz, tDirtMain);
87 for (var i = 0; i < numPlayers; i++)
91 playerIDs = sortPlayers(playerIDs);
95 var playerX = new Array(numPlayers);
96 var playerZ = new Array(numPlayers);
97 var playerAngle = new Array(numPlayers);
99 var startAngle = randFloat(0, TWO_PI);
100 for (var i = 0; i < numPlayers; i++)
102 playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
103 playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
104 playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
107 for (var i = 0; i < numPlayers; i++)
109 var id = playerIDs[i];
110 log("Creating base for player " + id + "...");
112 // scale radius of player area by map size
113 var radius = scaleByMapSize(15,25);
115 // get the x and z in tiles
116 var fx = fractionToTiles(playerX[i]);
117 var fz = fractionToTiles(playerZ[i]);
121 // calculate size based on the radius
122 var size = PI * radius * radius;
124 // create the player area
125 var placer = new ClumpPlacer(size, 0.9, 0.5, 10, ix, iz);
126 createArea(placer, paintClass(clPlayer), null);
128 // create the city patch
130 placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
131 var painter = new LayeredPainter([tCity, tCity], [3]);
132 createArea(placer, painter, null);
134 // create starting units
135 placeCivDefaultEntities(fx, fz, id);
137 placeDefaultChicken(fx, fz, clBaseResource);
139 // create berry bushes
140 var bbAngle = randFloat(0, TWO_PI);
142 var bbX = round(fx + bbDist * cos(bbAngle));
143 var bbZ = round(fz + bbDist * sin(bbAngle));
144 var group = new SimpleGroup(
145 [new SimpleObject(oGrapesBush, 5,5, 0,3)],
146 true, clBaseResource, bbX, bbZ
148 createObjectGroup(group, 0);
151 var mAngle = bbAngle;
152 while(abs(mAngle - bbAngle) < PI/3)
154 mAngle = randFloat(0, TWO_PI);
157 var mX = round(fx + mDist * cos(mAngle));
158 var mZ = round(fz + mDist * sin(mAngle));
159 group = new SimpleGroup(
160 [new SimpleObject(oMetalLarge, 1,1, 0,0), new RandomObject(aBushes, 2,4, 0,2)],
161 true, clBaseResource, mX, mZ
163 createObjectGroup(group, 0);
165 // create stone mines
166 mAngle += randFloat(PI/8, PI/4);
167 mX = round(fx + mDist * cos(mAngle));
168 mZ = round(fz + mDist * sin(mAngle));
169 group = new SimpleGroup(
170 [new SimpleObject(oStoneLarge, 1,1, 0,2), new RandomObject(aBushes, 2,4, 0,2)],
171 true, clBaseResource, mX, mZ
173 createObjectGroup(group, 0);
175 // create starting trees
177 var tAngle = randFloat(-PI/3, 4*PI/3);
178 var tDist = randFloat(11, 13);
179 var tX = round(fx + tDist * cos(tAngle));
180 var tZ = round(fz + tDist * sin(tAngle));
181 group = new SimpleGroup(
182 [new SimpleObject(oOak, num, num, 0,5)],
183 false, clBaseResource, tX, tZ
185 createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
191 log("Creating rock patches...");
192 placer = new ChainPlacer(1, floor(scaleByMapSize(3, 6)), floor(scaleByMapSize(20, 45)), 0);
193 painter = new TerrainPainter(tRocky);
194 createAreas(placer, [painter, paintClass(clPatch)],
195 avoidClasses(clPatch, 2, clPlayer, 0),
196 scaleByMapSize(5, 20)
201 var placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), floor(scaleByMapSize(15, 40)), 0);
202 var painter = new TerrainPainter([tRocky, tRocks]);
203 createAreas(placer, [painter, paintClass(clPatch)],
204 avoidClasses(clPatch, 2, clPlayer, 4),
205 scaleByMapSize(15, 50)
210 log("Creating dirt patches...");
211 placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), floor(scaleByMapSize(15, 40)), 0);
212 painter = new TerrainPainter([tGrass]);
213 createAreas(placer, [painter, paintClass(clPatch)],
214 avoidClasses(clPatch, 2, clPlayer, 4),
215 scaleByMapSize(15, 50)
220 // create centeral plateau
221 log("Creating centeral plateau...");
222 var halfSize = mapSize / 2;
223 var oRadius = scaleByMapSize(18, 68);
224 placer = new ChainPlacer(2, floor(scaleByMapSize(5, 13)), floor(scaleByMapSize(35, 200)), 1, halfSize, halfSize, 0, [floor(oRadius)]);
225 painter = new LayeredPainter([tLakebed2, tLakebed1], [6]);
226 var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, -10, 8);
227 createArea(placer, [painter, elevationPainter, paintClass(clCP)], avoidClasses(clPlayer, 18));
233 log("Creating hills...");
234 var numHills = scaleByMapSize(20, 80);
235 for (var i = 0; i < numHills; ++i)
239 floor(scaleByMapSize(40, 60)),
240 floor(scaleByMapSize(3, 4)),
241 floor(scaleByMapSize(6, 12)),
242 floor(scaleByMapSize(4, 10)),
243 avoidClasses(clPlayer, 7, clCP, 5, clHill, floor(scaleByMapSize(18, 25))),
254 // calculate desired number of trees for map (based on size)
255 const MIN_TREES = 500;
256 const MAX_TREES = 2500;
257 const P_FOREST = 0.7;
259 var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
260 var numForest = totalTrees * P_FOREST;
261 var numStragglers = totalTrees * (1.0 - P_FOREST);
264 log("Creating forests...");
266 [[tDirtMain, tForestFloor, pForestO], [tForestFloor, pForestO]],
267 [[tDirtMain, tForestFloor, pForestO], [tForestFloor, pForestO]]
269 var size = numForest / (scaleByMapSize(3,6) * numPlayers);
270 var num = floor(size / types.length);
271 for (var i = 0; i < types.length; ++i)
273 placer = new ChainPlacer(floor(scaleByMapSize(1, 2)), floor(scaleByMapSize(2, 5)), floor(size / floor(scaleByMapSize(8, 3))), 1);
274 painter = new LayeredPainter(
275 types[i], // terrains
280 [painter, paintClass(clForest)],
281 avoidClasses(clPlayer, 6, clForest, 10, clHill, 1, clCP, 1),
289 log("Creating stone mines...");
290 // create large stone quarries
291 group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
292 createObjectGroups(group, 0,
293 [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
294 scaleByMapSize(2,8), 100
297 // create small stone quarries
298 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
299 createObjectGroups(group, 0,
300 [avoidClasses(clForest, 1, clPlayer, 10, clRock, 10, clHill, 1, clCP, 1)],
301 scaleByMapSize(2,8), 100
304 log("Creating metal mines...");
305 // create large metal quarries
306 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
307 createObjectGroups(group, 0,
308 [avoidClasses(clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1, clCP, 1)],
309 scaleByMapSize(2,8), 100
313 log("Creating centeral stone mines...");
314 // create large stone quarries
315 group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
316 createObjectGroups(group, 0,
317 stayClasses(clCP, 6),
318 5*scaleByMapSize(5,30), 50
321 // create small stone quarries
322 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3), new RandomObject(aBushes, 2,4, 0,2)], true, clRock);
323 createObjectGroups(group, 0,
324 stayClasses(clCP, 6),
325 5*scaleByMapSize(5,30), 50
328 log("Creating centeral metal mines...");
329 // create large metal quarries
330 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4), new RandomObject(aBushes, 2,4, 0,2)], true, clMetal);
331 createObjectGroups(group, 0,
332 stayClasses(clCP, 6),
333 5*scaleByMapSize(5,30), 50
338 // create small decorative rocks
339 log("Creating small decorative rocks...");
340 group = new SimpleGroup(
341 [new SimpleObject(aDecorativeRock, 1,3, 0,1)],
346 avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
347 scaleByMapSize(16, 262), 50
353 log("Creating bushes...");
354 group = new SimpleGroup(
355 [new SimpleObject(aBush2, 1,2, 0,1), new SimpleObject(aBush1, 1,3, 0,2)],
360 avoidClasses(clForest, 0, clPlayer, 0, clHill, 0),
361 scaleByMapSize(8, 131), 50
367 log("Creating goat...");
368 group = new SimpleGroup(
369 [new SimpleObject(oGoat, 5,7, 0,4)],
372 createObjectGroups(group, 0,
373 avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
378 log("Creating sheep...");
379 group = new SimpleGroup(
380 [new SimpleObject(oSheep, 2,3, 0,2)],
383 createObjectGroups(group, 0,
384 avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20, clCP, 2),
389 log("Creating grape bush...");
390 group = new SimpleGroup(
391 [new SimpleObject(oGrapesBush, 5,7, 0,4)],
394 createObjectGroups(group, 0,
395 avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clCP, 2),
396 randInt(1, 4) * numPlayers + 2, 50
400 log("Creating camels...");
401 group = new SimpleGroup(
402 [new SimpleObject(oCamel, 2,3, 0,2)],
405 createObjectGroups(group, 0,
406 stayClasses(clCP, 2),
413 // create straggler trees
414 log("Creating straggler trees...");
415 var types = [oOak]; // some variation
416 var num = floor(numStragglers / types.length);
417 for (var i = 0; i < types.length; ++i)
419 group = new SimpleGroup(
420 [new SimpleObject(types[i], 1,1, 0,3)],
423 createObjectGroups(group, 0,
424 avoidClasses(clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1, clCP, 2),
430 setTerrainAmbientColor(0.329412, 0.419608, 0.501961);
432 setSunColor(1.0, 0.796, 0.374);
433 setSunElevation(PI / 6);
434 setSunRotation(-1.86532);
437 setFogThickness(0.0);
438 setFogColor(0.852, 0.746, 0.493);
442 setPPSaturation(0.45);