1 RMS.LoadLibrary("rmgen");
3 const tGrass = ["temp_grass", "temp_grass", "temp_grass_d"];
4 const tForestFloor = "temp_plants_bog";
5 const tGrassA = "temp_grass_plants";
6 const tGrassB = "temp_plants_bog";
7 const tMud = "temp_mud_a";
8 const tRoad = "temp_road";
9 const tRoadWild = "temp_road_overgrown";
10 const tShoreBlend = "temp_grass_plants";
11 const tShore = "temp_plants_bog";
12 const tWater = "temp_mud_a";
15 const oBeech = "gaia/flora_tree_euro_beech";
16 const oOak = "gaia/flora_tree_oak";
17 const oBerryBush = "gaia/flora_bush_berry";
18 const oDeer = "gaia/fauna_deer";
19 const oHorse = "gaia/fauna_horse";
20 const oWolf = "gaia/fauna_wolf";
21 const oFish = "gaia/fauna_fish";
22 const oRabbit = "gaia/fauna_rabbit";
23 const oStoneLarge = "gaia/geology_stonemine_temperate_quarry";
24 const oStoneSmall = "gaia/geology_stone_temperate";
25 const oMetalLarge = "gaia/geology_metal_temperate_slabs";
28 const aGrass = "actor|props/flora/grass_soft_small_tall.xml";
29 const aGrassShort = "actor|props/flora/grass_soft_large.xml";
30 const aRockLarge = "actor|geology/stone_granite_med.xml";
31 const aRockMedium = "actor|geology/stone_granite_med.xml";
32 const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
33 const aLillies = "actor|props/flora/water_lillies.xml";
34 const aBushMedium = "actor|props/flora/bush_medit_me.xml";
35 const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
37 const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oBeech, tForestFloor];
38 const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
40 log("Initializing map...");
44 const numPlayers = getNumPlayers();
45 const mapSize = getMapSize();
46 const mapArea = mapSize*mapSize;
48 // create tile classes
50 var clPlayer = createTileClass();
51 var clHill = createTileClass();
52 var clForest = createTileClass();
53 var clWater = createTileClass();
54 var clDirt = createTileClass();
55 var clRock = createTileClass();
56 var clMetal = createTileClass();
57 var clFood = createTileClass();
58 var clBaseResource = createTileClass();
59 var clSettlement = createTileClass();
62 // randomize player order
64 for (var i = 0; i < numPlayers; i++)
68 playerIDs = sortPlayers(playerIDs);
72 var playerX = new Array(numPlayers);
73 var playerZ = new Array(numPlayers);
74 var playerAngle = new Array(numPlayers);
76 var startAngle = randFloat(0, TWO_PI);
77 for (var i = 0; i < numPlayers; i++)
79 playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
80 playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
81 playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
84 for (var i = 0; i < numPlayers; i++)
86 var id = playerIDs[i];
87 log("Creating base for player " + id + "...");
90 var radius = scaleByMapSize(15,25);
94 // get the x and z in tiles
95 var fx = fractionToTiles(playerX[i]);
96 var fz = fractionToTiles(playerZ[i]);
99 addToClass(ix, iz, clPlayer);
100 addToClass(ix+5, iz, clPlayer);
101 addToClass(ix, iz+5, clPlayer);
102 addToClass(ix-5, iz, clPlayer);
103 addToClass(ix, iz-5, clPlayer);
105 // create the city patch
106 var cityRadius = radius/3;
107 var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
108 var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
109 createArea(placer, painter, null);
111 // create starting units
112 placeCivDefaultEntities(fx, fz, id);
114 placeDefaultChicken(fx, fz, clBaseResource);
116 // create berry bushes
117 var bbAngle = randFloat(0, TWO_PI);
119 var bbX = round(fx + bbDist * cos(bbAngle));
120 var bbZ = round(fz + bbDist * sin(bbAngle));
121 var group = new SimpleGroup(
122 [new SimpleObject(oBerryBush, 5,5, 0,3)],
123 true, clBaseResource, bbX, bbZ
125 createObjectGroup(group, 0);
128 var mAngle = bbAngle;
129 while(abs(mAngle - bbAngle) < PI/3)
131 mAngle = randFloat(0, TWO_PI);
133 var mDist = radius - 4;
134 var mX = round(fx + mDist * cos(mAngle));
135 var mZ = round(fz + mDist * sin(mAngle));
136 group = new SimpleGroup(
137 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
138 true, clBaseResource, mX, mZ
140 createObjectGroup(group, 0);
142 // create stone mines
143 mAngle += randFloat(PI/8, PI/4);
144 mX = round(fx + mDist * cos(mAngle));
145 mZ = round(fz + mDist * sin(mAngle));
146 group = new SimpleGroup(
147 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
148 true, clBaseResource, mX, mZ
150 createObjectGroup(group, 0);
151 var hillSize = PI * radius * radius;
152 // create starting trees
153 var num = floor(hillSize / 100);
154 var tAngle = randFloat(-PI/3, 4*PI/3);
156 var tX = round(fx + tDist * cos(tAngle));
157 var tZ = round(fz + tDist * sin(tAngle));
158 group = new SimpleGroup(
159 [new SimpleObject(oBeech, num, num, 0,5)],
160 false, clBaseResource, tX, tZ
162 createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
164 // create grass tufts
165 var num = hillSize / 250;
166 for (var j = 0; j < num; j++)
168 var gAngle = randFloat(0, TWO_PI);
169 var gDist = radius - (5 + randInt(7));
170 var gX = round(fx + gDist * cos(gAngle));
171 var gZ = round(fz + gDist * sin(gAngle));
172 group = new SimpleGroup(
173 [new SimpleObject(aGrassShort, 2,5, 0,1, -PI/8,PI/8)],
174 false, clBaseResource, gX, gZ
176 createObjectGroup(group, 0);
183 log("Creating bumps...");
184 placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
185 painter = new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2);
189 avoidClasses(clPlayer, 13),
190 scaleByMapSize(300, 800)
194 log("Creating marshes...");
195 for (var i = 0; i < 7; i++)
197 placer = new ChainPlacer(1, floor(scaleByMapSize(6, 12)), floor(scaleByMapSize(15, 60)), 0.8);
198 var terrainPainter = new LayeredPainter(
199 [tShoreBlend, tShore, tWater], // terrains
202 var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -2, 3);
203 var waterAreas = createAreas(
205 [terrainPainter, elevationPainter, paintClass(clWater)],
206 avoidClasses(clPlayer, 20, clWater, round(scaleByMapSize(7,16)*randFloat(0.8,1.35))),
213 log("Creating reeds...");
214 group = new SimpleGroup(
215 [new SimpleObject(aReeds, 5,10, 0,4), new SimpleObject(aLillies, 5,10, 0,4)], true
217 createObjectGroups(group, 0,
218 stayClasses(clWater, 1),
219 scaleByMapSize(400,2000), 100
226 log("Creating bumps...");
227 placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
228 painter = new SmoothElevationPainter(ELEVATION_MODIFY, 1, 2);
232 stayClasses(clWater, 2),
233 scaleByMapSize(50, 100)
237 // calculate desired number of trees for map (based on size)
238 const MIN_TREES = 500;
239 const MAX_TREES = 2500;
240 const P_FOREST = 0.7;
242 var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
243 var numForest = totalTrees * P_FOREST;
244 var numStragglers = totalTrees * (1.0 - P_FOREST);
247 log("Creating forests...");
249 [[tForestFloor, tGrass, pForestD], [tForestFloor, pForestD]],
250 [[tForestFloor, tGrass, pForestP], [tForestFloor, pForestP]]
252 var size = numForest / (scaleByMapSize(3,6) * numPlayers);
253 var num = floor(size / types.length);
254 for (var i = 0; i < types.length; ++i)
256 placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,4))), 1);
257 painter = new LayeredPainter(
258 types[i], // terrains
263 [painter, paintClass(clForest)],
264 avoidClasses(clPlayer, 20, clWater, 0, clForest, 10, clHill, 1),
271 // create mud patches
272 log("Creating mud patches...");
273 var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
274 for (var i = 0; i < sizes.length; i++)
276 placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 1);
277 painter = new LayeredPainter(
278 [tGrassA, tGrassB, tMud], // terrains
283 [painter, paintClass(clDirt)],
284 avoidClasses(clWater, 1, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 8),
285 scaleByMapSize(15, 45)
290 log("Creating stone mines...");
291 // create large stone quarries
292 group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
293 createObjectGroups(group, 0,
294 [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)],
295 scaleByMapSize(4,16), 100
298 // create small stone quarries
299 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
300 createObjectGroups(group, 0,
301 [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1)],
302 scaleByMapSize(4,16), 100
305 log("Creating metal mines...");
306 // create large metal quarries
307 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
308 createObjectGroups(group, 0,
309 [avoidClasses(clWater, 0, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1)],
310 scaleByMapSize(4,16), 100
315 // create small decorative rocks
316 log("Creating small decorative rocks...");
317 group = new SimpleGroup(
318 [new SimpleObject(aRockMedium, 1,3, 0,1)],
323 avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
324 scaleByMapSize(16, 262), 50
329 // create large decorative rocks
330 log("Creating large decorative rocks...");
331 group = new SimpleGroup(
332 [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
337 avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
338 scaleByMapSize(8, 131), 50
344 log("Creating deer...");
345 group = new SimpleGroup(
346 [new SimpleObject(oDeer, 5,7, 0,4)],
349 createObjectGroups(group, 0,
350 avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
355 log("Creating horse...");
356 group = new SimpleGroup(
357 [new SimpleObject(oHorse, 1,3, 0,4)],
360 createObjectGroups(group, 0,
361 avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
368 log("Creating rabbit...");
369 group = new SimpleGroup(
370 [new SimpleObject(oRabbit, 5,7, 0,2)],
373 createObjectGroups(group, 0,
374 avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
379 log("Creating wolf...");
380 group = new SimpleGroup(
381 [new SimpleObject(oWolf, 1,3, 0,4)],
384 createObjectGroups(group, 0,
385 avoidClasses(clWater, 0, clForest, 0, clPlayer, 20, clHill, 1, clFood, 13),
390 log("Creating berry bush...");
391 group = new SimpleGroup(
392 [new SimpleObject(oBerryBush, 5,7, 0,4)],
395 createObjectGroups(group, 0,
396 avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
397 randInt(1, 4) * numPlayers + 2, 50
402 // create straggler trees
403 log("Creating straggler trees...");
404 var types = [oOak, oBeech]; // some variation
405 var num = floor(numStragglers / types.length);
406 for (var i = 0; i < types.length; ++i)
408 group = new SimpleGroup(
409 [new SimpleObject(types[i], 1,1, 0,3)],
412 createObjectGroups(group, 0,
413 avoidClasses(clForest, 1, clHill, 1, clPlayer, 13, clMetal, 1, clRock, 1, clWater, 0),
420 //create small grass tufts
421 log("Creating small grass tufts...");
422 group = new SimpleGroup(
423 [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
425 createObjectGroups(group, 0,
426 avoidClasses(clWater, 2, clHill, 2, clPlayer, 13, clDirt, 0),
427 scaleByMapSize(13, 200)
432 // create large grass tufts
433 log("Creating large grass tufts...");
434 group = new SimpleGroup(
435 [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)]
437 createObjectGroups(group, 0,
438 avoidClasses(clWater, 3, clHill, 2, clPlayer, 13, clDirt, 1, clForest, 0),
439 scaleByMapSize(13, 200)
445 log("Creating bushes...");
446 group = new SimpleGroup(
447 [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
449 createObjectGroups(group, 0,
450 avoidClasses(clWater, 1, clHill, 1, clPlayer, 13, clDirt, 1),
451 scaleByMapSize(13, 200), 50
456 setWaterColor(0.753,0.635,0.345); // muddy brown
457 setWaterTint(0.161,0.514,0.635); // clear blue for blueness
458 setWaterMurkiness(0.8);
459 setWaterWaviness(1.0);
460 setWaterType("clap");
462 setFogThickness(0.25);
466 setPPSaturation(0.44);