1 RMS.LoadLibrary("rmgen");
2 RMS.LoadLibrary("rmbiome");
4 TILE_CENTERED_HEIGHT_MAP = true;
8 const tMainTerrain = g_Terrains.mainTerrain;
9 const tForestFloor1 = g_Terrains.forestFloor1;
10 const tForestFloor2 = g_Terrains.forestFloor2;
11 const tCliff = g_Terrains.cliff;
12 const tTier1Terrain = g_Terrains.tier1Terrain;
13 const tTier2Terrain = g_Terrains.tier2Terrain;
14 const tTier3Terrain = g_Terrains.tier3Terrain;
15 const tHill = g_Terrains.hill;
16 const tRoad = g_Terrains.road;
17 const tRoadWild = g_Terrains.roadWild;
18 const tTier4Terrain = g_Terrains.tier4Terrain;
19 const tShore = g_Terrains.shore;
20 const tWater = g_Terrains.water;
22 const oTree1 = g_Gaia.tree1;
23 const oTree2 = g_Gaia.tree2;
24 const oTree3 = g_Gaia.tree3;
25 const oTree4 = g_Gaia.tree4;
26 const oTree5 = g_Gaia.tree5;
27 const oFruitBush = g_Gaia.fruitBush;
28 const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
29 const oFish = g_Gaia.fish;
30 const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
31 const oStoneLarge = g_Gaia.stoneLarge;
32 const oStoneSmall = g_Gaia.stoneSmall;
33 const oMetalLarge = g_Gaia.metalLarge;
34 const oWood = "gaia/special_treasure_wood";
36 const aGrass = g_Decoratives.grass;
37 const aGrassShort = g_Decoratives.grassShort;
38 const aRockLarge = g_Decoratives.rockLarge;
39 const aRockMedium = g_Decoratives.rockMedium;
40 const aBushMedium = g_Decoratives.bushMedium;
41 const aBushSmall = g_Decoratives.bushSmall;
43 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
44 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
48 const numPlayers = getNumPlayers();
49 const mapSize = getMapSize();
51 var clPlayer = createTileClass();
52 var clHill = createTileClass();
53 var clForest = createTileClass();
54 var clDirt = createTileClass();
55 var clRock = createTileClass();
56 var clMetal = createTileClass();
57 var clFood = createTileClass();
58 var clBaseResource = createTileClass();
59 var clLand = createTileClass();
61 var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
63 for (var i = 0; i < numPlayers; i++)
65 var id = playerIDs[i];
66 log("Creating base for player " + id + "...");
68 var radius = scaleByMapSize(20,29);
72 var hillSize = PI * radius * radius;
73 // get the x and z in tiles
74 var fx = fractionToTiles(playerX[i]);
75 var fz = fractionToTiles(playerZ[i]);
79 var placer = new ClumpPlacer(hillSize, 0.80, 0.1, 10, ix, iz);
80 var terrainPainter = new LayeredPainter(
81 [tMainTerrain , tMainTerrain, tMainTerrain], // terrains
82 [1, shoreRadius] // widths
84 var elevationPainter = new SmoothElevationPainter(
85 ELEVATION_SET, // type
86 elevation, // elevation
87 shoreRadius // blend radius
89 createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
91 placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
93 placeDefaultChicken(fx, fz, clBaseResource);
95 // create berry bushes
96 var bbAngle = randFloat(0, TWO_PI);
98 var bbX = round(fx + bbDist * cos(bbAngle));
99 var bbZ = round(fz + bbDist * sin(bbAngle));
100 var group = new SimpleGroup(
101 [new SimpleObject(oFruitBush, 5,5, 0,3)],
102 true, clBaseResource, bbX, bbZ
104 createObjectGroup(group, 0);
107 var bbAngle = randFloat(0, TWO_PI);
109 var bbX = round(fx + bbDist * cos(bbAngle));
110 var bbZ = round(fz + bbDist * sin(bbAngle));
111 group = new SimpleGroup(
112 [new SimpleObject(oWood, 14,14, 0,3)],
113 true, clBaseResource, bbX, bbZ
115 createObjectGroup(group, 0);
118 var mAngle = bbAngle;
119 while(abs(mAngle - bbAngle) < PI/3)
121 mAngle = randFloat(0, TWO_PI);
124 var mX = round(fx + mDist * cos(mAngle));
125 var mZ = round(fz + mDist * sin(mAngle));
126 group = new SimpleGroup(
127 [new SimpleObject(oMetalLarge, 1,1, 0,0)],
128 true, clBaseResource, mX, mZ
130 createObjectGroup(group, 0);
132 // create stone mines
133 mAngle += randFloat(PI/8, PI/4);
134 mX = round(fx + mDist * cos(mAngle));
135 mZ = round(fz + mDist * sin(mAngle));
136 group = new SimpleGroup(
137 [new SimpleObject(oStoneLarge, 1,1, 0,2)],
138 true, clBaseResource, mX, mZ
140 createObjectGroup(group, 0);
141 var hillSize = PI * radius * radius;
142 // create starting trees
144 var tAngle = randFloat(-PI/3, 4*PI/3);
145 var tDist = randFloat(12, 13);
146 var tX = round(fx + tDist * cos(tAngle));
147 var tZ = round(fz + tDist * sin(tAngle));
148 group = new SimpleGroup(
149 [new SimpleObject(oTree1, num, num, 0,3)],
150 false, clBaseResource, tX, tZ
152 createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
154 placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius);
157 var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3);
158 if (dockLocation !== undefined)
159 placeObject(dockLocation[0], dockLocation[1], "structures/" + getCivCode(id-1) + "_dock", id, playerAngle[i] + PI);
163 var playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(12,16)));
164 var landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(12,16)));
166 for (var x = 0; x < mapSize; ++x)
167 for (var z = 0; z < mapSize; ++z)
168 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
169 landAreas.push([x, z]);
174 log("Creating big islands...");
175 for (let i = 0; i < scaleByMapSize(4, 14); ++i)
177 landAreaLen = landAreas.length;
181 chosenPoint = pickRandom(landAreas);
183 var newIsland = createAreas(
185 Math.floor(scaleByMapSize(4, 8)),
186 Math.floor(scaleByMapSize(8, 14)),
187 Math.floor(scaleByMapSize(25, 60)),
191 scaleByMapSize(30, 70)),
193 new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
194 new SmoothElevationPainter(ELEVATION_SET, 3, 6),
197 avoidClasses(clLand, 3, clPlayer, 3),
201 if (newIsland && newIsland.length)
204 for (var j = 0; j < landAreas.length; ++j)
206 let [x, z] = landAreas[j];
207 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
208 landAreas[n++] = landAreas[j];
210 landAreas.length = n;
214 playerConstraint = new AvoidTileClassConstraint(clPlayer, floor(scaleByMapSize(9,12)));
215 landConstraint = new AvoidTileClassConstraint(clLand, floor(scaleByMapSize(9,12)));
217 log("Creating small islands...");
218 for (let i = 0; i < 6 * Math.square(scaleByMapSize(1, 3)); ++i)
220 landAreaLen = landAreas.length;
224 chosenPoint = pickRandom(landAreas);
228 Math.floor(scaleByMapSize(4, 7)),
229 Math.floor(scaleByMapSize(7, 10)),
230 Math.floor(scaleByMapSize(16, 40)),
234 scaleByMapSize(22, 40)),
236 new LayeredPainter([tMainTerrain, tMainTerrain], [2]),
237 new SmoothElevationPainter(ELEVATION_SET, 3, 6),
240 avoidClasses(clLand, 3, clPlayer, 3),
244 if (newIsland !== undefined)
247 for (var j = 0; j < landAreaLen; ++j)
249 let [x, z] = landAreas[j];
250 if (playerConstraint.allows(x, z) && landConstraint.allows(x, z))
256 paintTerrainBasedOnHeight(1, 3, 0, tShore);
257 paintTerrainBasedOnHeight(-8, 1, 2, tWater);
259 for (var i = 0; i < numPlayers; i++)
261 var fx = fractionToTiles(playerX[i]);
262 var fz = fractionToTiles(playerZ[i]);
265 // create the city patch
266 var cityRadius = radius/3;
267 placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
268 var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
269 createArea(placer, painter, null);
272 log("Creating bumps...");
274 new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1),
275 new SmoothElevationPainter(ELEVATION_MODIFY, 2, 2),
276 [avoidClasses(clPlayer, 0), stayClasses(clLand, 3)],
277 scaleByMapSize(20, 100));
279 log("Creating hills...");
281 new ChainPlacer(1, Math.floor(scaleByMapSize(4, 6)), Math.floor(scaleByMapSize(16, 40)), 0.5),
283 new LayeredPainter([tCliff, tHill], [2]),
284 new SmoothElevationPainter(ELEVATION_SET, 18, 2),
287 [avoidClasses(clPlayer, 2, clHill, 15), stayClasses(clLand, 0)],
288 scaleByMapSize(4, 13));
290 // calculate desired number of trees for map (based on size)
291 if (currentBiome() == "savanna")
294 var MAX_TREES = 1250;
297 else if (currentBiome() == "tropic")
299 var MIN_TREES = 1000;
300 var MAX_TREES = 6000;
306 var MAX_TREES = 3000;
309 var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
310 var numForest = totalTrees * P_FOREST;
311 var numStragglers = totalTrees * (1.0 - P_FOREST);
313 log("Creating forests...");
315 [[tForestFloor2, tMainTerrain, pForest1], [tForestFloor2, pForest1]],
316 [[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
319 if (currentBiome() != "savanna")
321 var size = numForest / (scaleByMapSize(3,6) * numPlayers);
322 var num = floor(size / types.length);
323 for (let type of types)
325 new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), numForest / (num * Math.floor(scaleByMapSize(2, 5))), 0.5),
327 new LayeredPainter(type, [2]),
330 [avoidClasses(clPlayer, 0, clForest, 10, clHill, 0), stayClasses(clLand, 6)],
335 log("Creating dirt patches...");
336 var numberOfPatches = scaleByMapSize(15, 45) * (currentBiome() == "savanna" ? 3 : 1);
337 for (let size of [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)])
339 new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
341 new LayeredPainter([[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]], [1, 1]),
344 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
347 log("Creating grass patches...");
348 for (let size of [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)])
350 new ChainPlacer(1, Math.floor(scaleByMapSize(3, 5)), size, 0.5),
351 new TerrainPainter(tTier4Terrain),
352 [avoidClasses(clForest, 0, clHill, 0, clDirt, 5, clPlayer, 0), stayClasses(clLand, 6)],
357 log("Creating stone mines...");
358 var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0, 2, 0, 4), new SimpleObject(oStoneLarge, 1, 1, 0, 4)], true, clRock);
359 createObjectGroupsDeprecated(group, 0,
360 [avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
361 scaleByMapSize(4,16), 100
364 log("Creating small stone quarries...");
365 group = new SimpleGroup([new SimpleObject(oStoneSmall, 2,5, 1,3)], true, clRock);
366 createObjectGroupsDeprecated(group, 0,
367 [avoidClasses(clForest, 1, clPlayer, 0, clRock, 10, clHill, 1), stayClasses(clLand, 5)],
368 scaleByMapSize(4,16), 100
371 log("Creating metal mines...");
372 group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
373 createObjectGroupsDeprecated(group, 0,
374 [avoidClasses(clForest, 1, clPlayer, 0, clMetal, 10, clRock, 5, clHill, 1), stayClasses(clLand, 5)],
375 scaleByMapSize(4,16), 100
380 log("Creating small decorative rocks...");
381 group = new SimpleGroup(
382 [new SimpleObject(aRockMedium, 1,3, 0,1)],
385 createObjectGroupsDeprecated(
387 [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
388 scaleByMapSize(16, 262), 50
391 log("Creating large decorative rocks...");
392 group = new SimpleGroup(
393 [new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
396 createObjectGroupsDeprecated(
398 [avoidClasses(clForest, 0, clPlayer, 0, clHill, 0), stayClasses(clLand, 5)],
399 scaleByMapSize(8, 131), 50
404 log("Creating deer...");
405 group = new SimpleGroup(
406 [new SimpleObject(oMainHuntableAnimal, 5,7, 0,4)],
409 createObjectGroupsDeprecated(group, 0,
410 [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
416 log("Creating sheep...");
417 group = new SimpleGroup(
418 [new SimpleObject(oSecondaryHuntableAnimal, 2,3, 0,2)],
421 createObjectGroupsDeprecated(group, 0,
422 [avoidClasses(clForest, 0, clPlayer, 0, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
426 log("Creating fruit bush...");
427 group = new SimpleGroup(
428 [new SimpleObject(oFruitBush, 5,7, 0,4)],
431 createObjectGroupsDeprecated(group, 0,
432 [avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
433 randIntInclusive(1, 4) * numPlayers + 2, 50
436 log("Creating fish...");
437 group = new SimpleGroup(
438 [new SimpleObject(oFish, 2,3, 0,2)],
441 createObjectGroupsDeprecated(group, 0,
442 avoidClasses(clLand, 4, clForest, 2, clPlayer, 2, clHill, 2, clFood, 20),
448 log("Creating straggler trees...");
449 var types = [oTree1, oTree2, oTree4, oTree3];
450 var num = floor(numStragglers / types.length);
451 for (let type of types)
452 createObjectGroupsDeprecated(
453 new SimpleGroup([new SimpleObject(type, 1, 1, 0, 3)], true, clForest),
455 [avoidClasses(clForest, 1, clHill, 1, clPlayer, 0, clMetal, 6, clRock, 6), stayClasses(clLand, 6)],
459 if (currentBiome() == "tropic")
462 log("Creating small grass tufts...");
463 group = new SimpleGroup(
464 [new SimpleObject(aGrassShort, 1,2, 0,1, -PI/8,PI/8)]
466 createObjectGroupsDeprecated(group, 0,
467 [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 0), stayClasses(clLand, 6)],
468 planetm * scaleByMapSize(13, 200)
473 log("Creating large grass tufts...");
474 group = new SimpleGroup(
475 [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)]
477 createObjectGroupsDeprecated(group, 0,
478 [avoidClasses(clHill, 2, clPlayer, 2, clDirt, 1, clForest, 0), stayClasses(clLand, 5)],
479 planetm * scaleByMapSize(13, 200)
484 log("Creating bushes...");
485 group = new SimpleGroup(
486 [new SimpleObject(aBushMedium, 1,2, 0,2), new SimpleObject(aBushSmall, 2,4, 0,2)]
488 createObjectGroupsDeprecated(group, 0,
489 [avoidClasses(clHill, 1, clPlayer, 1, clDirt, 1), stayClasses(clLand, 6)],
490 planetm * scaleByMapSize(13, 200), 50
493 setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
494 setSunRotation(randFloat(0, TWO_PI));
495 setSunElevation(randFloat(PI/ 5, PI / 3));