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Nov 16th, 2017
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  1. Index: binaries/data/mods/public/maps/random/hyrcanian_shores.js
  2. ===================================================================
  3. --- binaries/data/mods/public/maps/random/hyrcanian_shores.js   (revision 20453)
  4. +++ binaries/data/mods/public/maps/random/hyrcanian_shores.js   (working copy)
  5. @@ -52,88 +52,37 @@ var clFood = createTileClass();
  6.  var clBaseResource = createTileClass();
  7.  var clSea = createTileClass();
  8.  var clHighlands = createTileClass();
  9.  var clFlatlands = createTileClass();
  10.  
  11. -var playerIDs = sortAllPlayers();
  12. -
  13. -for (var i = 0; i < numPlayers; i++)
  14. -{
  15. -   var id = playerIDs[i];
  16. -   log("Creating base for player " + id + "...");
  17. -
  18. -   var radius = scaleByMapSize(15,25);
  19. -   var cliffRadius = 2;
  20. -   var elevation = 20;
  21. -
  22. -   // get the x and z in tiles
  23. -   var fx = fractionToTiles((i + 1) / (numPlayers + 1));
  24. -   var fz = fractionToTiles(0.4 + 0.2 * (i % 2));
  25. -   var ix = round(fx);
  26. -   var iz = round(fz);
  27. -
  28. -   addCivicCenterAreaToClass(ix, iz, clPlayer);
  29. -
  30. -   // create the city patch
  31. -   var cityRadius = radius/3;
  32. -   var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
  33. -   var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
  34. -   createArea(placer, painter, null);
  35. -
  36. -   placeCivDefaultEntities(fx, fz, id);
  37. -
  38. -   placeDefaultChicken(fx, fz, clBaseResource);
  39. -
  40. -   // create berry bushes
  41. -   var bbAngle = randFloat(0, TWO_PI);
  42. -   var bbDist = 12;
  43. -   var bbX = round(fx + bbDist * cos(bbAngle));
  44. -   var bbZ = round(fz + bbDist * sin(bbAngle));
  45. -   var group = new SimpleGroup(
  46. -       [new SimpleObject(oBerryBush, 5,5, 0,3)],
  47. -       true, clBaseResource, bbX, bbZ
  48. -   );
  49. -   createObjectGroup(group, 0);
  50. -
  51. -   // create metal mine
  52. -   var mAngle = bbAngle;
  53. -   while(abs(mAngle - bbAngle) < PI/3)
  54. -       mAngle = randFloat(0, TWO_PI);
  55. -
  56. -   var mDist = 12;
  57. -   var mX = round(fx + mDist * cos(mAngle));
  58. -   var mZ = round(fz + mDist * sin(mAngle));
  59. -   group = new SimpleGroup(
  60. -       [new SimpleObject(oMetalLarge, 1,1, 0,0)],
  61. -       true, clBaseResource, mX, mZ
  62. -   );
  63. -   createObjectGroup(group, 0);
  64. -
  65. -   // create stone mines
  66. -   mAngle += randFloat(PI/8, PI/4);
  67. -   mX = round(fx + mDist * cos(mAngle));
  68. -   mZ = round(fz + mDist * sin(mAngle));
  69. -   group = new SimpleGroup(
  70. -       [new SimpleObject(oStoneLarge, 1,1, 0,2)],
  71. -       true, clBaseResource, mX, mZ
  72. -   );
  73. -   createObjectGroup(group, 0);
  74. -
  75. -   // create starting trees
  76. -   var num = 2;
  77. -   var tAngle = randFloat(-PI/3, 4*PI/3);
  78. -   var tDist = randFloat(11, 13);
  79. -   var tX = round(fx + tDist * cos(tAngle));
  80. -   var tZ = round(fz + tDist * sin(tAngle));
  81. -   group = new SimpleGroup(
  82. -       [new SimpleObject(oOak, num, num, 0,5)],
  83. -       false, clBaseResource, tX, tZ
  84. -   );
  85. -   createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
  86. -
  87. -   placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius);
  88. -}
  89. +placeDefaultPlayerBases({
  90. +   "playerPlacement": playerPlacementLine(true, 0.5, 0.2),
  91. +   "playerTileClass": clPlayer,
  92. +   "baseResourceClass": clBaseResource,
  93. +   "cityPatch": {
  94. +       "innerTerrain": tRoadWild,
  95. +       "outerTerrain": tRoad
  96. +   },
  97. +   "chicken": {
  98. +   },
  99. +   "berries": {
  100. +       "template": oBerryBush
  101. +   },
  102. +   "mines": {
  103. +       "types": [
  104. +           { "template": oMetalLarge },
  105. +           { "template": oStoneLarge }
  106. +       ]
  107. +   },
  108. +   "trees": {
  109. +       "template": oOak,
  110. +       "radiusFactor": 1/30
  111. +   },
  112. +   "decoratives": {
  113. +       "template": aGrassShort
  114. +   }
  115. +});
  116.  RMS.SetProgress(10);
  117.  
  118.  paintRiver({
  119.     "parallel": true,
  120.     "startX": 0,
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