1 Engine.LoadLibrary("rmgen");
2 Engine.LoadLibrary("rmbiome");
6 const tMainTerrain = g_Terrains.mainTerrain;
7 const tForestFloor1 = g_Terrains.forestFloor1;
8 const tForestFloor2 = g_Terrains.forestFloor2;
9 const tCliff = g_Terrains.cliff;
10 const tTier1Terrain = g_Terrains.tier1Terrain;
11 const tTier2Terrain = g_Terrains.tier2Terrain;
12 const tTier3Terrain = g_Terrains.tier3Terrain;
13 const tHill = g_Terrains.hill;
14 const tRoad = g_Terrains.road;
15 const tRoadWild = g_Terrains.roadWild;
16 const tTier4Terrain = g_Terrains.tier4Terrain;
17 var tShore = g_Terrains.shore;
18 var tWater = g_Terrains.water;
19 if (currentBiome() == "tropic")
21 tShore = "tropic_dirt_b_plants";
22 tWater = "tropic_dirt_b";
24 const oTree1 = g_Gaia.tree1;
25 const oTree2 = g_Gaia.tree2;
26 const oTree3 = g_Gaia.tree3;
27 const oTree4 = g_Gaia.tree4;
28 const oTree5 = g_Gaia.tree5;
29 const oFruitBush = g_Gaia.fruitBush;
30 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
31 const oFish = g_Gaia.fish;
32 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
33 const oStoneLarge = g_Gaia.stoneLarge;
34 const oStoneSmall = g_Gaia.stoneSmall;
35 const oMetalLarge = g_Gaia.metalLarge;
37 const aGrass = g_Decoratives.grass;
38 const aGrassShort = g_Decoratives.grassShort;
39 const aReeds = g_Decoratives.reeds;
40 const aLillies = g_Decoratives.lillies;
41 const aRockLarge = g_Decoratives.rockLarge;
42 const aRockMedium = g_Decoratives.rockMedium;
43 const aBushMedium = g_Decoratives.bushMedium;
44 const aBushSmall = g_Decoratives.bushSmall;
46 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
47 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
49 const heightSeaGround = -3;
50 const heightShallows = -1;
53 var g_Map = new RandomMap(heightLand, tMainTerrain);
55 const numPlayers = getNumPlayers();
56 const mapSize = getMapSize();
57 const mapCenter = g_Map.getCenter();
59 var clPlayer = createTileClass();
60 var clHill = createTileClass();
61 var clForest = createTileClass();
62 var clWater = createTileClass();
63 var clDirt = createTileClass();
64 var clRock = createTileClass();
65 var clMetal = createTileClass();
66 var clFood = createTileClass();
67 var clBaseResource = createTileClass();
68 var clShallow = createTileClass();
70 var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
73 "PlayerPlacement": [playerIDs, playerPosition],
74 "PlayerTileClass": clPlayer,
75 "BaseResourceClass": clBaseResource,
77 "outerTerrain": tRoadWild,
83 "template": oFruitBush
87 { "template": oMetalLarge },
88 { "template": oStoneLarge }
96 "template": aGrassShort
100 log("Creating central lake...");
102 new ClumpPlacer(diskArea(fractionToTiles(0.075)), 0.7, 0.1, 10, mapCenter),
104 new LayeredPainter([tShore, tWater, tWater, tWater], [1, 4, 2]),
105 new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
109 log("Creating rivers between opponents...");
110 let numRivers = isNomad() ? randIntInclusive(4, 8) : numPlayers;
111 let rivers = distributePointsOnCircle(numRivers, startAngle + Math.PI / numRivers, fractionToTiles(0.5), mapCenter)[0];
112 for (let i = 0; i < numRivers; ++i)
114 if (isNomad() ? randBool() : areAllies(playerIDs[i], playerIDs[(i + 1) % numPlayers]))
117 let shallowLocation = randFloat(0.2, 0.7);
118 let shallowWidth = randFloat(0.12, 0.21);
124 "width": scaleByMapSize(10, 30),
127 "heightLand": heightLand,
128 "heightRiverbed": heightSeaGround,
129 "minHeight": heightSeaGround,
132 "waterFunc": (position, height, riverFraction) => {
134 addToClass(position.x, position.y, clWater);
136 let isShallow = height < heightShallows &&
137 riverFraction > shallowLocation &&
138 riverFraction < shallowLocation + shallowWidth;
140 let newHeight = isShallow ? heightShallows : Math.max(height, heightSeaGround);
142 if (g_Map.getHeight(position) < newHeight)
145 g_Map.setHeight(position, newHeight);
146 createTerrain(height >= 0 ? tShore : tWater).place(position);
149 addToClass(position.x, position.y, clShallow);
153 Engine.SetProgress(40);
155 createBumps(avoidClasses(clWater, 2, clPlayer, 20));
158 createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
160 createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(3, 15));
162 var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
164 [tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
165 avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
169 Engine.SetProgress(50);
171 log("Creating dirt patches...");
172 createLayeredPatches(
173 [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
174 [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
176 avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
177 scaleByMapSize(15, 45),
180 log("Creating grass patches...");
182 [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
184 avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
185 scaleByMapSize(15, 45),
187 Engine.SetProgress(55);
189 log("Creating stone mines...");
192 [new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)],
193 [new SimpleObject(oStoneSmall, 2,5, 1,3)]
195 avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clRock, 10, clHill, 1),
198 log("Creating metal mines...");
201 [new SimpleObject(oMetalLarge, 1,1, 0,4)]
203 avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
207 Engine.SetProgress(65);
211 if (currentBiome() == "tropic")
216 [new SimpleObject(aRockMedium, 1, 3, 0, 1)],
217 [new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
218 [new SimpleObject(aGrassShort, 1, 2, 0, 1)],
219 [new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)],
220 [new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
223 scaleByMapSize(16, 262),
224 scaleByMapSize(8, 131),
225 planetm * scaleByMapSize(13, 200),
226 planetm * scaleByMapSize(13, 200),
227 planetm * scaleByMapSize(13, 200)
229 avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0));
233 [new SimpleObject(aReeds, 1, 3, 0, 1)],
234 [new SimpleObject(aLillies, 1, 2, 0, 1)]
237 scaleByMapSize(800, 12800),
238 scaleByMapSize(800, 12800)
240 stayClasses(clShallow, 0));
242 Engine.SetProgress(70);
246 [new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
247 [new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
253 avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
258 [new SimpleObject(oFruitBush, 5, 7, 0, 4)]
263 avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
268 [new SimpleObject(oFish, 2, 3, 0, 2)]
273 [avoidClasses(clFood, 20), stayClasses(clWater, 6)],
276 Engine.SetProgress(85);
278 createStragglerTrees(
279 [oTree1, oTree2, oTree4, oTree3],
280 avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6),
284 placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clFood, 2));
286 setWaterWaviness(3.0);
287 setWaterType("lake");