1 RMS.LoadLibrary("rmgen");
5 var clPlayer = createTileClass();
6 var clPath = createTileClass();
7 var clHill = createTileClass();
8 var clForest = createTileClass();
9 var clBaseResource = createTileClass();
11 var templateStone = "gaia/geology_stone_temperate";
12 var templateStoneMine = "gaia/geology_stonemine_temperate_quarry";
13 var templateMetalMine = "gaia/geology_metal_temperate_slabs";
14 var startingResourcees = ["gaia/flora_tree_oak_large", "gaia/flora_bush_temperate", templateStoneMine,
15 "gaia/flora_bush_grapes", "gaia/flora_tree_apple", "gaia/flora_bush_berry", templateMetalMine, "gaia/flora_bush_badlands"];
17 var terrainWood = ['temp_grass_mossy|gaia/flora_tree_oak', 'temp_forestfloor_pine|gaia/flora_tree_pine', 'temp_mud_plants|gaia/flora_tree_dead',
18 'temp_plants_bog|gaia/flora_tree_oak_large', "temp_dirt_gravel_plants|gaia/flora_tree_aleppo_pine", 'temp_forestfloor_autumn|gaia/flora_tree_carob']; //'temp_forestfloor_autumn|gaia/flora_tree_fig'
19 var terrainWoodBorder = ['temp_grass_plants|gaia/flora_tree_euro_beech', 'temp_grass_mossy|gaia/flora_tree_poplar', 'temp_grass_mossy|gaia/flora_tree_poplar_lombardy',
20 'temp_grass_long|gaia/flora_bush_temperate', 'temp_mud_plants|gaia/flora_bush_temperate', 'temp_mud_plants|gaia/flora_bush_badlands',
21 'temp_grass_long|gaia/flora_tree_apple', 'temp_grass_clovers|gaia/flora_bush_berry', 'temp_grass_clovers_2|gaia/flora_bush_grapes',
22 'temp_grass_plants|gaia/fauna_deer', "temp_grass_long_b|gaia/fauna_rabbit", "temp_grass_plants"];
23 var terrainBase = ['temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
24 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
25 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
26 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b', 'temp_dirt_gravel', 'temp_grass_b',
27 'temp_grass_b|gaia/fauna_pig', 'temp_dirt_gravel|gaia/fauna_chicken'];
28 var terrainBaseBorder = ["temp_grass_b", "temp_grass_b", "temp_grass", "temp_grass_c", "temp_grass_mossy"];
29 var terrainBaseCenter = ['temp_dirt_gravel', 'temp_dirt_gravel', 'temp_grass_b'];
30 var terrainPath = ['temp_road', "temp_road_overgrown", 'temp_grass_b'];
31 var terrainHill = ["temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_cliff_a"];
32 var terrainHillBorder = ["temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_dirt_gravel_plants",
33 "temp_highlands", "temp_highlands", "temp_highlands", "temp_dirt_gravel_b", "temp_dirt_gravel_plants",
34 "temp_highlands", "temp_highlands", "temp_highlands", "temp_cliff_b", "temp_dirt_gravel_plants",
35 "temp_highlands", "temp_highlands", "temp_highlands", "temp_cliff_b", "temp_dirt_gravel_plants",
36 "temp_highlands|gaia/fauna_goat"];
38 var mapSize = getMapSize();
39 var mapRadius = mapSize/2;
40 var playableMapRadius = mapRadius - 5;
41 var mapCenterX = mapRadius;
42 var mapCenterZ = mapRadius;
44 var numPlayers = getNumPlayers();
46 var minPlayerRadius = min(mapRadius-1.5*baseRadius, 5*mapRadius/8);
47 var maxPlayerRadius = min(mapRadius-baseRadius, 3*mapRadius/4);
48 var playerStartLocX = [];
49 var playerStartLocZ = [];
51 var playerAngleStart = randFloat(0, 2*PI);
52 var playerAngleAddAvrg = 2*PI / numPlayers;
53 var playerAngleMaxOff = playerAngleAddAvrg/4;
56 var templateEC = "other/unfinished_greek_temple";
57 var radiusEC = max(mapRadius/8, baseRadius/2);
60 var pathSucsessRadius = baseRadius/2;
61 var pathAngleOff = PI/2;
62 var pathWidth = 5; // This is not really the path's sickness in tiles but the number of tiles in the clumbs of the path
64 // Setup additional resources
65 var resourceRadius = 2*mapRadius/3; // 3*mapRadius/8;
66 var resourcePerPlayer = [templateStone, templateMetalMine];
69 // For large maps there are memory errors with too many trees. A density of 256*192/mapArea works with 0 players.
70 // Around each player there is an area without trees so with more players the max density can increase a bit.
71 var maxTreeDensity = min(256 * (192 + 8 * numPlayers) / (mapSize * mapSize), 1); // Has to be tweeked but works ok
72 var bushChance = 1/3; // 1 means 50% chance in deepest wood, 0.5 means 25% chance in deepest wood
77 for (var i=0; i < numPlayers; i++)
79 playerAngle[i] = (playerAngleStart + i*playerAngleAddAvrg + randFloat(0, playerAngleMaxOff))%(2*PI);
80 var x = round(mapCenterX + randFloat(minPlayerRadius, maxPlayerRadius)*cos(playerAngle[i]));
81 var z = round(mapCenterZ + randFloat(minPlayerRadius, maxPlayerRadius)*sin(playerAngle[i]));
82 playerStartLocX[i] = x;
83 playerStartLocZ[i] = z;
85 placeCivDefaultEntities(x, z, i+1);
88 var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z);
89 var painter = [new LayeredPainter([terrainBaseBorder, terrainBase, terrainBaseCenter], [baseRadius/4, baseRadius/4]), paintClass(clPlayer)];
90 createArea(placer, painter);
92 // Place starting resources
94 var resStartAngle = playerAngle[i] + PI;
95 var resAddAngle = 2*PI / startingResourcees.length;
96 for (var rIndex = 0; rIndex < startingResourcees.length; rIndex++)
98 var angleOff = randFloat(-resAddAngle/2, resAddAngle/2);
99 var placeX = x + distToSL*cos(resStartAngle + rIndex*resAddAngle + angleOff);
100 var placeZ = z + distToSL*sin(resStartAngle + rIndex*resAddAngle + angleOff);
101 placeObject(placeX, placeZ, startingResourcees[rIndex], 0, randFloat(0, 2*PI));
102 addToClass(round(placeX), round(placeZ), clBaseResource);
109 var doublePaths = true;
112 if (doublePaths == true)
113 var maxI = numPlayers+1;
115 var maxI = numPlayers;
116 for (var i = 0; i < maxI; i++)
118 if (doublePaths == true)
122 for (var j = minJ; j < numPlayers+1; j++)
124 // Setup start and target coordinates
127 var x = playerStartLocX[i];
128 var z = playerStartLocZ[i];
138 var targetX = playerStartLocX[j];
139 var targetZ = playerStartLocZ[j];
143 var targetX = mapCenterX;
144 var targetZ = mapCenterZ;
147 // Prepare path placement
148 var angle = getAngle(x, z, targetX, targetZ);
149 x += round(pathSucsessRadius*cos(angle));
150 z += round(pathSucsessRadius*sin(angle));
151 var targetReached = false;
154 while (targetReached == false && tries < 2*mapSize)
156 var placer = new ClumpPlacer(pathWidth, 1, 1, 1, x, z);
157 var painter = [new TerrainPainter(terrainPath), new ElevationPainter(randFloat(-1, 0)), paintClass(clPath)];
158 createArea(placer, painter, avoidClasses(clHill, 0, clBaseResource, 4));
159 // addToClass(x, z, clPath); // Not needed...
160 // Set vars for next loop
161 angle = getAngle(x, z, targetX, targetZ);
162 if (doublePaths == true) // Bended paths
164 x += round(cos(angle + randFloat(-pathAngleOff/2, 3*pathAngleOff/2)));
165 z += round(sin(angle + randFloat(-pathAngleOff/2, 3*pathAngleOff/2)));
167 else // Straight paths
169 x += round(cos(angle + randFloat(-pathAngleOff, pathAngleOff)));
170 z += round(sin(angle + randFloat(-pathAngleOff, pathAngleOff)));
172 if (Math.euclidDistance2D(x, z, targetX, targetZ) < pathSucsessRadius)
173 targetReached = true;
182 // Place expansion resources
183 for (var i=0; i < numPlayers; i++)
185 for (var rIndex = 0; rIndex < resourcePerPlayer.length; rIndex++)
188 var angleDist = (playerAngle[(i+1)%numPlayers] - playerAngle[i] + 2*PI)%(2*PI);
190 var angleDist = 2*PI;
191 var placeX = round(mapCenterX + resourceRadius*cos(playerAngle[i] + (rIndex+1)*angleDist/(resourcePerPlayer.length+1)));
192 var placeZ = round(mapCenterX + resourceRadius*sin(playerAngle[i] + (rIndex+1)*angleDist/(resourcePerPlayer.length+1)));
193 placeObject(placeX, placeZ, resourcePerPlayer[rIndex], 0, randFloat(0, 2*PI));
194 var placer = new ClumpPlacer(40, 1/2, 1/8, 1, placeX, placeZ);
195 var painter = [new LayeredPainter([terrainHillBorder, terrainHill], [1]), new ElevationPainter(randFloat(1, 2)), paintClass(clHill)];
196 createArea(placer, painter);
203 placeObject(mapCenterX, mapCenterZ, templateEC, 0, randFloat(0, 2*PI));
204 var placer = new ClumpPlacer(radiusEC*radiusEC, 1/2, 1/8, 1, mapCenterX, mapCenterZ);
205 var painter = [new LayeredPainter([terrainHillBorder, terrainHill], [radiusEC/4]), new ElevationPainter(randFloat(1, 2)), paintClass(clHill)];
206 createArea(placer, painter);
208 // Woods and general hight map
209 for (var x = 0; x < mapSize; x++)
211 for (var z = 0;z < mapSize;z++)
213 // The 0.5 is a correction for the entities placed on the center of tiles
214 var radius = Math.euclidDistance2D(x + 0.5, z + 0.5, mapCenterX, mapCenterZ);
215 var minDistToSL = mapSize;
216 for (var i=0; i < numPlayers; i++)
217 minDistToSL = Math.min(minDistToSL, Math.euclidDistance2D(x, z, playerStartLocX[i], playerStartLocZ[i]));
220 var tDensFactSL = max(min((minDistToSL - baseRadius) / baseRadius, 1), 0);
221 var tDensFactRad = abs((resourceRadius - radius) / resourceRadius);
222 var tDensFactEC = max(min((radius - radiusEC) / radiusEC, 1), 0);
223 var tDensActual = maxTreeDensity * tDensFactSL * tDensFactRad * tDensFactEC;
225 if (randBool(tDensActual) && radius < playableMapRadius)
227 if (tDensActual < randFloat(0, bushChance * maxTreeDensity))
229 var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z);
230 var painter = [new TerrainPainter(terrainWoodBorder), new ElevationPainter(randFloat(0, 1)), paintClass(clForest)];
231 createArea(placer, painter, avoidClasses(clPath, 1, clHill, 0));
235 var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z);
236 var painter = [new TerrainPainter(terrainWood), new ElevationPainter(randFloat(0, 1)), paintClass(clForest)];
237 createArea(placer, painter, avoidClasses(clPath, 2, clHill, 1));
242 var hVarMiddleHill = mapSize/64 * (1+cos(3*PI/2 * radius/mapRadius));
243 var hVarHills = 5*(1+sin(x/10)*sin(z/10));
244 setHeight(x, z, getHeight(x, z) + hVarMiddleHill + hVarHills + 1);