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Text File  |  1999-11-11  |  12KB  |  506 lines

  1. /* ************ CONTINENTAL ************ */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type        CONTINENTAL
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13.  
  14. base_terrain WATER
  15.  
  16. start_random
  17.   percent_chance 20
  18.   #define ASIAN_MAP
  19.   percent_chance 20
  20.   #define ALPINE_MAP
  21. end_random
  22.  
  23. /* Fill in center */
  24.  
  25. create_land
  26. {            
  27. if ASIAN_MAP
  28.   terrain_type                     GRASS2
  29. elseif ALPINE_MAP
  30.   terrain_type                     GRASS2
  31. else           
  32.   terrain_type                     GRASS
  33. endif
  34. land_percent                       10
  35. base_size 7
  36. left_border                   25
  37. right_border                  25
  38. top_border                    25
  39. bottom_border                 25
  40. }
  41.  
  42. create_player_lands 
  43. {            
  44. if ASIAN_MAP
  45.   terrain_type                     GRASS2
  46. elseif ALPINE_MAP
  47.   terrain_type                     GRASS2
  48. else           
  49.   terrain_type                     GRASS
  50. endif
  51. land_percent                       50
  52. base_size                           9
  53. start_random
  54.    percent_chance                  50
  55.       left_border                   8
  56.       right_border                  6
  57.    percent_chance                  50
  58.     left_border                   6
  59.       right_border                  8
  60. end_random
  61. start_random
  62.    percent_chance                  50
  63.       top_border                    8
  64.       bottom_border                 6
  65.    percent_chance                  50
  66.     top_border                    6
  67.       bottom_border                 8
  68. end_random
  69.   border_fuzziness                 10
  70.   set_zone_randomly  
  71.   other_zone_avoidance_distance    5
  72. }
  73.  
  74. /* ****************************************************** */
  75. <TERRAIN_GENERATION>
  76.  
  77. /* MIXING WATER */
  78.  
  79. create_terrain MED_WATER
  80. {
  81. base_terrain WATER
  82. number_of_clumps               3
  83. spacing_to_other_terrain_types 2
  84. land_percent 40
  85. }
  86.  
  87. create_terrain MED_WATER
  88. {
  89. base_terrain WATER
  90. number_of_clumps               30
  91. spacing_to_other_terrain_types 1
  92. land_percent 1
  93. }
  94.  
  95. create_terrain DEEP_WATER
  96. {
  97. base_terrain MED_WATER
  98. number_of_clumps               5
  99. spacing_to_other_terrain_types 5
  100. land_percent 20
  101. }
  102.  
  103. create_terrain DEEP_WATER
  104. {
  105. base_terrain MED_WATER
  106. number_of_clumps               30
  107. spacing_to_other_terrain_types 1
  108. land_percent 1
  109. }
  110.  
  111. create_terrain MED_WATER
  112. {
  113. base_terrain DEEP_WATER
  114. number_of_clumps               30
  115. spacing_to_other_terrain_types 1
  116. land_percent 1
  117. }
  118.  
  119. create_terrain WATER
  120. {
  121. base_terrain MED_WATER
  122. number_of_clumps               30
  123. spacing_to_other_terrain_types 1
  124. land_percent 1
  125. }
  126.  
  127. create_terrain MED_WATER
  128. {
  129. base_terrain WATER
  130. number_of_clumps               30
  131. spacing_to_other_terrain_types 1
  132. land_percent 1
  133. }
  134.  
  135. /* PRIMARY FOREST */
  136.  
  137. if ASIAN_MAP
  138.   create_terrain PINE_FOREST
  139. {
  140.   base_terrain                   GRASS2
  141.   spacing_to_other_terrain_types 5
  142.   land_percent                   7
  143.   number_of_clumps               10
  144.   set_avoid_player_start_areas     
  145.   set_scale_by_groups
  146. }
  147. elseif ALPINE_MAP
  148. create_terrain PINE_FOREST
  149. {
  150.   base_terrain                   GRASS2
  151.   spacing_to_other_terrain_types 5
  152.   land_percent                   7
  153.   number_of_clumps               10
  154.   set_avoid_player_start_areas     
  155.   set_scale_by_groups
  156. }
  157. else
  158. create_terrain FOREST
  159. {
  160.   base_terrain                   GRASS
  161.   spacing_to_other_terrain_types 5
  162.   land_percent                   7
  163.   number_of_clumps               10
  164.   set_avoid_player_start_areas     
  165.   set_scale_by_groups
  166. }
  167. endif
  168.  
  169. /* PRIMARY PATCH */
  170.  
  171. if ASIAN_MAP
  172.    create_terrain GRASS3
  173. {
  174.   base_terrain                   GRASS2
  175.   number_of_clumps               8
  176.   spacing_to_other_terrain_types 0
  177.   land_percent                   4
  178.   set_scale_by_size
  179. }
  180. elseif ALPINE_MAP
  181. create_terrain GRASS3
  182. {
  183.   base_terrain                   GRASS2
  184.   number_of_clumps               8
  185.   spacing_to_other_terrain_types 0
  186.   land_percent                   6
  187.   set_scale_by_size
  188. }
  189. else
  190. create_terrain DIRT
  191. {
  192.   base_terrain                   GRASS
  193.   number_of_clumps               8
  194.   spacing_to_other_terrain_types 0
  195.   land_percent                   9
  196.   set_scale_by_size
  197. }
  198. endif
  199.  
  200. /* SECONDARY FOREST */
  201.  
  202. if ASIAN_MAP
  203. create_terrain BAMBOO
  204. {
  205. base_terrain                   GRASS2
  206.  
  207.   spacing_to_other_terrain_types 3
  208.   land_percent                   1
  209.   number_of_clumps               3
  210.   set_avoid_player_start_areas     
  211.   set_scale_by_groups
  212. }
  213. elseif ALPINE_MAP
  214. create_terrain FOREST
  215. {
  216. base_terrain                   GRASS2
  217.  
  218.   spacing_to_other_terrain_types 3
  219.   land_percent                   1
  220.   number_of_clumps               3
  221.   set_avoid_player_start_areas     
  222.   set_scale_by_groups
  223. }
  224. else
  225. create_terrain PALM_DESERT
  226. {
  227.   base_terrain                   DIRT
  228.   spacing_to_other_terrain_types 3
  229.   land_percent                   1
  230.   number_of_clumps               3
  231.   set_avoid_player_start_areas     
  232.   set_scale_by_groups
  233. }
  234. endif
  235.  
  236. /* SECONDARY PATCH */
  237.  
  238. if ASIAN_MAP
  239.    create_terrain DIRT3
  240. {
  241.   base_terrain                   GRASS2
  242.   number_of_clumps               24
  243.   spacing_to_other_terrain_types 0
  244.   land_percent                   2
  245.   set_scale_by_size
  246. }
  247. elseif ALPINE_MAP
  248. create_terrain DIRT3
  249. {
  250.   base_terrain                   GRASS2
  251.   number_of_clumps               24
  252.   spacing_to_other_terrain_types 0
  253.   land_percent                   2
  254.   set_scale_by_size
  255. }
  256. else
  257. create_terrain GRASS3
  258. {
  259.   base_terrain                   GRASS
  260.   number_of_clumps               24
  261.   spacing_to_other_terrain_types 0
  262.   land_percent                   2
  263.   set_scale_by_size
  264. }
  265. endif
  266.  
  267. /* TERTIARY PATCH */
  268.  
  269. if ASIAN_MAP
  270.    create_terrain GRASS
  271. {
  272.   base_terrain                   GRASS2
  273.   number_of_clumps               30
  274.   spacing_to_other_terrain_types 0
  275.   land_percent                   2
  276.   set_scale_by_size
  277. }
  278. elseif ALPINE_MAP
  279. create_terrain GRASS
  280. {
  281.   base_terrain                   GRASS2
  282.   number_of_clumps               30
  283.   spacing_to_other_terrain_types 0
  284.   land_percent                   2
  285.   set_scale_by_size
  286. }
  287. else
  288. create_terrain DIRT3
  289. {
  290.   base_terrain                   GRASS
  291.   number_of_clumps               30
  292.   spacing_to_other_terrain_types 0
  293.   land_percent                   2
  294.   set_scale_by_size
  295. }
  296. endif
  297.  
  298. /* ****************************************************** */
  299. <OBJECTS_GENERATION>
  300.  
  301. #include_drs land_and_water_resources.inc 54102
  302.  
  303. create_object SHEEP
  304. {
  305.    number_of_objects 2
  306.    number_of_groups 2
  307.    set_loose_grouping
  308.    set_gaia_object_only
  309.    set_place_for_every_player
  310.    min_distance_to_players    19
  311. }
  312.  
  313. create_object FORAGE
  314. {
  315.   number_of_groups           1    
  316.   number_of_objects          5
  317.   group_placement_radius     3
  318.   set_tight_grouping
  319.   set_gaia_object_only
  320.   min_distance_to_players       19
  321.   max_distance_to_players       120
  322.   min_distance_group_placement  9
  323. }
  324.  
  325. if ASIAN_MAP
  326. create_object BAMBOO_TREE
  327. {
  328.   number_of_objects          30
  329.   set_gaia_object_only
  330.   set_scaling_to_map_size
  331.   min_distance_to_players    8
  332. }
  333. elseif ALPINE_MAP
  334. create_object PINETREE
  335. {
  336.   number_of_objects          30
  337.   set_gaia_object_only
  338.   set_scaling_to_map_size
  339.   min_distance_to_players    8
  340. }
  341. else
  342. create_object OAKTREE
  343. {
  344.   number_of_objects          30
  345.   set_gaia_object_only
  346.   set_scaling_to_map_size
  347.   min_distance_to_players    8
  348. }
  349. endif
  350.  
  351. create_object FISH
  352. {
  353.   number_of_objects                   25
  354.   set_scaling_to_map_size
  355.   set_gaia_object_only
  356.   max_distance_to_other_zones         4
  357.  
  358. if ALPINE_MAP
  359. create_object SALMON
  360. {
  361.   number_of_objects                   15
  362.   set_scaling_to_map_size
  363.   set_gaia_object_only
  364.   max_distance_to_other_zones         4
  365. }
  366. create_object SNAPPER
  367. {
  368.   number_of_objects                   10
  369.   set_scaling_to_map_size
  370.   set_gaia_object_only
  371.   max_distance_to_other_zones         4
  372. elseif ASIAN_MAP
  373. create_object TUNA
  374. {
  375.   number_of_objects                   15
  376.   set_scaling_to_map_size
  377.   set_gaia_object_only
  378.   max_distance_to_other_zones         4
  379. }
  380. create_object SNAPPER
  381. {
  382.   number_of_objects                   10
  383.   set_scaling_to_map_size
  384.   set_gaia_object_only
  385.   max_distance_to_other_zones         4
  386. else
  387. create_object DORADO
  388. {
  389.   number_of_objects                   5
  390.   set_scaling_to_map_size
  391.   set_gaia_object_only
  392.   max_distance_to_other_zones         4
  393. }
  394. create_object TUNA
  395. {
  396.   number_of_objects                   10
  397.   set_scaling_to_map_size
  398.   set_gaia_object_only
  399.   max_distance_to_other_zones         4
  400. }
  401. create_object SNAPPER
  402. {
  403.   number_of_objects                   10
  404.   set_scaling_to_map_size
  405.   set_gaia_object_only
  406.   max_distance_to_other_zones         4
  407. endif
  408.  
  409. create_object SHORE_FISH
  410. {
  411.   number_of_objects                   25
  412.   set_scaling_to_map_size
  413.   min_distance_group_placement         3
  414.   set_gaia_object_only
  415. }
  416.  
  417. create_object MARLIN1
  418. {
  419.   number_of_groups                      5
  420.   number_of_objects                     1
  421.   set_scaling_to_map_size
  422.   set_gaia_object_only
  423.   min_distance_group_placement        10
  424.   max_distance_to_other_zones         7
  425.  
  426. create_object MARLIN2
  427. {
  428.   number_of_groups                      5
  429.   number_of_objects                     1
  430.   set_scaling_to_map_size
  431.   set_gaia_object_only
  432.   min_distance_group_placement        10
  433.   max_distance_to_other_zones         7
  434.  
  435. /* ****************************************************** */
  436.  
  437. <ELEVATION_GENERATION>
  438.  
  439. create_elevation        7
  440. {
  441. if ALPINE_MAP
  442.   base_terrain                GRASS2
  443. elseif ASIAN_MAP
  444.   base_terrain                GRASS2
  445. else           
  446.   base_terrain                GRASS
  447. endif
  448.   number_of_clumps         14
  449.   number_of_tiles         2000
  450.   set_scale_by_groups
  451.   set_scale_by_size           
  452. }
  453.  
  454. <CLIFF_GENERATION>
  455.  
  456. min_number_of_cliffs 5
  457. max_number_of_cliffs 8
  458. min_length_of_cliff  4
  459. max_length_of_cliff  10
  460. cliff_curliness      10
  461. min_distance_cliffs  3     
  462.  
  463.  
  464. /* ****************************************************** */
  465. <CONNECTION_GENERATION>
  466. create_connect_all_players_land
  467. {
  468.   replace_terrain WATER         SHALLOW
  469.   replace_terrain MED_WATER         SHALLOW
  470.   replace_terrain DEEP_WATER         SHALLOW
  471.   terrain_cost    WATER         7
  472.   terrain_cost    MED_WATER     9
  473.   terrain_cost    DEEP_WATER    15
  474.   terrain_cost    FOREST        7
  475.   terrain_cost    BAMBOO        7
  476.   terrain_cost    PALM_DESERT   7
  477.   terrain_cost    PINE_FOREST   7
  478.   terrain_cost    SHALLOW       3
  479.   terrain_cost    DESERT        1
  480.   terrain_cost    DIRT2         2
  481.   terrain_cost    DIRT3         3
  482.   terrain_cost    GRASS         2
  483.   terrain_cost    GRASS2        2
  484.   terrain_cost    GRASS3        2
  485.   terrain_cost    BEACH         7
  486.   terrain_size    WATER         3       1
  487.   terrain_size    MED_WATER     3       1
  488.   terrain_size    DEEP_WATER    3       1
  489.   terrain_size    GRASS2        0       0
  490.   terrain_size    GRASS3        0       0
  491.   terrain_size    GRASS         0       0
  492.   terrain_size    FOREST        0       0
  493.   terrain_size    BAMBOO        0       0
  494.   terrain_size    PINE_FOREST   0       0
  495.   terrain_size    PALM_DESERT   0       0
  496.   terrain_size    DESERT        0       0
  497.   terrain_size    DIRT2         0       0
  498.   terrain_size    DIRT3         0       0
  499. }
  500.