1 Engine.LoadLibrary("rmgen");
2 Engine.LoadLibrary("rmgen-common");
3 Engine.LoadLibrary("rmbiome");
5 TILE_CENTERED_HEIGHT_MAP = true;
9 const tMainTerrain = g_Terrains.mainTerrain;
10 const tForestFloor1 = g_Terrains.forestFloor1;
11 const tForestFloor2 = g_Terrains.forestFloor2;
12 const tCliff = g_Terrains.cliff;
13 const tTier1Terrain = g_Terrains.tier1Terrain;
14 const tTier2Terrain = g_Terrains.tier2Terrain;
15 const tTier3Terrain = g_Terrains.tier3Terrain;
16 const tHill = g_Terrains.hill;
17 const tTier4Terrain = g_Terrains.dirt;
18 const tRoad = g_Terrains.road;
19 const tRoadWild = g_Terrains.roadWild;
20 const tShore = g_Terrains.shore;
21 const tWater = g_Terrains.water;
23 const oTree1 = g_Gaia.tree1;
24 const oTree2 = g_Gaia.tree2;
25 const oTree3 = g_Gaia.tree3;
26 const oTree4 = g_Gaia.tree4;
27 const oTree5 = g_Gaia.tree5;
28 const oFruitBush = g_Gaia.fruitBush;
29 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
30 const oFish = g_Gaia.fish;
31 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
32 const oStoneLarge = g_Gaia.stoneLarge;
33 const oStoneSmall = g_Gaia.stoneSmall;
34 const oMetalLarge = g_Gaia.metalLarge;
35 const oWoodTreasure = "gaia/treasure/wood";
37 const aGrass = g_Decoratives.grass;
38 const aGrassShort = g_Decoratives.grassShort;
39 const aRockLarge = g_Decoratives.rockLarge;
40 const aRockMedium = g_Decoratives.rockMedium;
41 const aBushMedium = g_Decoratives.bushMedium;
42 const aBushSmall = g_Decoratives.bushSmall;
44 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
45 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
47 var heightSeaGround = -5;
51 var g_Map = new RandomMap(heightSeaGround, tWater);
53 const numPlayers = getNumPlayers();
55 var clPlayer = g_Map.createTileClass();
56 var clHill = g_Map.createTileClass();
57 var clForest = g_Map.createTileClass();
58 var clDirt = g_Map.createTileClass();
59 var clRock = g_Map.createTileClass();
60 var clMetal = g_Map.createTileClass();
61 var clFood = g_Map.createTileClass();
62 var clBaseResource = g_Map.createTileClass();
63 var clLand = g_Map.createTileClass();
65 var islandRadius = scaleByMapSize(22, 31);
67 var [playerIDs, playerPosition] = playerPlacementCircle(fractionToTiles(0.35));
69 g_Map.log("Creating player islands");
70 for (let i = 0; i < numPlayers; ++i)
74 Math.floor(scaleByMapSize(5, 10)),
75 Math.floor(scaleByMapSize(25, 60)),
79 [Math.floor(islandRadius)]),
80 new SmoothElevationPainter(ELEVATION_SET, heightLand, 4));
82 g_Map.log("Creating random islands");
85 Math.floor(scaleByMapSize(4, 8)),
86 Math.floor(scaleByMapSize(8, 14)),
87 Math.floor(scaleByMapSize(25, 60)),
90 scaleByMapSize(30, 70)),
92 new SmoothElevationPainter(ELEVATION_SET, heightLand, 4),
93 new TileClassPainter(clLand)
96 scaleByMapSize(1, 5) * randIntInclusive(5, 10));
98 paintTerrainBasedOnHeight(heightLand - 0.6, heightLand + 0.4, 3, tMainTerrain);
99 paintTerrainBasedOnHeight(heightShore, heightLand, 0, tShore);
100 paintTerrainBasedOnHeight(heightSeaGround, heightShore, 2, tWater);
103 "PlayerPlacement": [playerIDs, playerPosition],
104 // PlayerTileClass marked below
105 "BaseResourceClass": clBaseResource,
108 "outerTerrain": tRoadWild,
109 "innerTerrain": tRoad,
110 "radius": islandRadius / 3,
112 new TileClassPainter(clPlayer)
118 "template": oFruitBush
122 { "template": oMetalLarge },
123 { "template": oStoneLarge }
129 "template": oWoodTreasure,
136 "count": scaleByMapSize(15, 30)
139 "template": aGrassShort,
143 createBumps([avoidClasses(clPlayer, 10), stayClasses(clLand, 5)]);
146 createHills([tMainTerrain, tCliff, tHill], [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], clHill, scaleByMapSize(1, 4) * numPlayers);
148 createMountains(tCliff, [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)], clHill, scaleByMapSize(1, 4) * numPlayers);
150 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
152 [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
153 [avoidClasses(clPlayer, 20, clForest, 17, clHill, 0), stayClasses(clLand, 4)],
156 Engine.SetProgress(50);
158 g_Map.log("Creating dirt patches");
159 createLayeredPatches(
160 [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
161 [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
163 [avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 12), stayClasses(clLand, 7)],
164 scaleByMapSize(15, 45),
167 g_Map.log("Creating grass patches");
169 [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
171 [avoidClasses(clForest, 0, clHill, 0, clDirt, 3, clPlayer, 12), stayClasses(clLand, 7)],
172 scaleByMapSize(15, 45),
174 Engine.SetProgress(55);
176 g_Map.log("Creating stone mines");
179 [new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)],
180 [new SimpleObject(oStoneSmall, 2,5, 1,3)]
182 [avoidClasses(clForest, 1, clPlayer, 7, clRock, 10, clHill, 1), stayClasses(clLand, 6)],
186 g_Map.log("Creating metal mines");
189 [new SimpleObject(oMetalLarge, 1,1, 0,4)]
191 [avoidClasses(clForest, 1, clPlayer, 7, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 6)],
194 Engine.SetProgress(65);
196 var planetm = currentBiome() == "generic/tropic" ? 8 : 1;
199 [new SimpleObject(aRockMedium, 1, 3, 0, 1)],
200 [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
201 [new SimpleObject(aGrassShort, 1, 2, 0, 1)],
202 [new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)],
203 [new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
206 scaleByMapSize(16, 262),
207 scaleByMapSize(8, 131),
208 planetm * scaleByMapSize(13, 200),
209 planetm * scaleByMapSize(13, 200),
210 planetm * scaleByMapSize(13, 200)
212 [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)]);
213 Engine.SetProgress(70);
217 [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
218 [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
224 [avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 20), stayClasses(clLand, 3)],
227 Engine.SetProgress(75);
231 [new SimpleObject(oFruitBush, 5, 7, 0, 4)]
236 [avoidClasses(clForest, 0, clPlayer, 1, clHill, 1, clFood, 10), stayClasses(clLand, 3)],
239 Engine.SetProgress(80);
243 [new SimpleObject(oFish, 2, 3, 0, 2)]
248 avoidClasses(clLand, 3, clPlayer, 2, clFood, 20),
251 Engine.SetProgress(85);
253 createStragglerTrees(
254 [oTree1, oTree2, oTree4, oTree3],
255 [avoidClasses(clForest, 7, clHill, 1, clPlayer, 3, clMetal, 6, clRock, 6), stayClasses(clLand, 7)],
262 stayClasses(clLand, 4),
263 avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)]));
265 setWaterWaviness(4.0);
266 setWaterType("ocean");