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Text File  |  1999-11-11  |  11KB  |  479 lines

  1. /* ************ TEAM ISLANDS ************ */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type      TEAM_ISLANDS
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13. base_terrain WATER
  14.  
  15. start_random
  16.   percent_chance 20
  17.   #define DESERT_MAP
  18.   percent_chance 20
  19.   #define ALPINE_MAP
  20. end_random
  21.  
  22. create_player_lands 
  23. {            
  24. if DESERT_MAP
  25.   terrain_type                     DIRT
  26. elseif ALPINE_MAP
  27.   terrain_type                     GRASS2
  28. else           
  29.   terrain_type                     GRASS
  30. endif
  31. land_percent                     45
  32. base_size                        12
  33. border_fuzziness                 15
  34. start_random
  35.    percent_chance                  50
  36.       left_border                   7
  37.       right_border                  9
  38.    percent_chance                  50
  39.     left_border                   9
  40.       right_border                  7
  41. end_random
  42. start_random
  43.    percent_chance                  50
  44.       top_border                    7
  45.       bottom_border                 9
  46.    percent_chance                  50
  47.     top_border                    9
  48.       bottom_border                 7
  49. end_random
  50.   set_zone_by_team
  51.   other_zone_avoidance_distance    22
  52. }
  53.  
  54. /* ****************************************************** */
  55. <TERRAIN_GENERATION>
  56.  
  57. /* MIXING WATER */
  58.  
  59. create_terrain MED_WATER
  60. {
  61. base_terrain WATER
  62. number_of_clumps               10
  63. spacing_to_other_terrain_types 2
  64. land_percent 40
  65. }
  66.  
  67. create_terrain MED_WATER
  68. {
  69. base_terrain WATER
  70. number_of_clumps               30
  71. spacing_to_other_terrain_types 1
  72. land_percent 1
  73. }
  74.  
  75. create_terrain DEEP_WATER
  76. {
  77. base_terrain MED_WATER
  78. number_of_clumps               8
  79. spacing_to_other_terrain_types 3
  80. land_percent 20
  81. }
  82.  
  83. create_terrain DEEP_WATER
  84. {
  85. base_terrain MED_WATER
  86. number_of_clumps               30
  87. spacing_to_other_terrain_types 1
  88. land_percent 1
  89. }
  90.  
  91. create_terrain MED_WATER
  92. {
  93. base_terrain DEEP_WATER
  94. number_of_clumps               30
  95. spacing_to_other_terrain_types 1
  96. land_percent 1
  97. }
  98.  
  99. create_terrain WATER
  100. {
  101. base_terrain MED_WATER
  102. number_of_clumps               30
  103. spacing_to_other_terrain_types 1
  104. land_percent 1
  105. }
  106.  
  107. /* PRIMARY FOREST */
  108.  
  109. if DESERT_MAP
  110.   create_terrain PALM_DESERT
  111. {
  112.   base_terrain                   DIRT
  113.   spacing_to_other_terrain_types 5
  114.   land_percent                   6
  115.   number_of_clumps               8
  116.   set_avoid_player_start_areas     
  117.   set_scale_by_groups
  118. }
  119. elseif ALPINE_MAP
  120. create_terrain PINE_FOREST
  121. {
  122.   base_terrain                   GRASS2
  123.   spacing_to_other_terrain_types 5
  124.   land_percent                   8
  125.   number_of_clumps               8
  126.   set_avoid_player_start_areas     
  127.   set_scale_by_groups
  128. }
  129. else
  130. create_terrain FOREST
  131. {
  132.   base_terrain                   GRASS
  133.   spacing_to_other_terrain_types 5
  134.   land_percent                   8
  135.   number_of_clumps               8
  136.   set_avoid_player_start_areas     
  137.   set_scale_by_groups
  138. }
  139. endif
  140.  
  141. /* PRIMARY PATCH */
  142.  
  143. if DESERT_MAP
  144.    create_terrain DESERT
  145. {
  146.   base_terrain                   DIRT
  147.   number_of_clumps               10
  148.   spacing_to_other_terrain_types 1
  149.   land_percent                   4
  150.   set_scale_by_size
  151. }
  152. elseif ALPINE_MAP
  153. create_terrain GRASS3
  154. {
  155.   base_terrain                   GRASS2
  156.   number_of_clumps               16
  157.   spacing_to_other_terrain_types 1
  158.   land_percent                   4
  159.   set_scale_by_size
  160. }
  161. else
  162. create_terrain DIRT
  163. {
  164.   base_terrain                   GRASS
  165.   number_of_clumps               10
  166.   spacing_to_other_terrain_types 1
  167.   land_percent                   9
  168.   set_scale_by_size
  169. }
  170. endif
  171.  
  172. /* SECONDARY FOREST */
  173.  
  174. if DESERT_MAP
  175. create_terrain FOREST
  176. {
  177.   base_terrain                   DIRT
  178.   spacing_to_other_terrain_types 3
  179.   land_percent                   1
  180.   number_of_clumps               3
  181.   set_avoid_player_start_areas     
  182.   set_scale_by_groups
  183. }
  184. elseif ALPINE_MAP
  185. create_terrain FOREST
  186. {
  187.   base_terrain                   GRASS3
  188.   spacing_to_other_terrain_types 3
  189.   land_percent                   1
  190.   number_of_clumps               3
  191.   set_avoid_player_start_areas     
  192.   set_scale_by_groups
  193. }
  194. else
  195. create_terrain PALM_DESERT
  196. {
  197.   base_terrain                   DIRT
  198.   spacing_to_other_terrain_types 3
  199.   land_percent                   1
  200.   number_of_clumps               3
  201.   set_avoid_player_start_areas     
  202.   set_scale_by_groups
  203. }
  204. endif
  205.  
  206. /* SECONDARY PATCH */
  207.  
  208. if DESERT_MAP
  209.    create_terrain DIRT3
  210. {
  211.   base_terrain                   DIRT
  212.   number_of_clumps               24
  213.   spacing_to_other_terrain_types 1
  214.   land_percent                   2
  215.   set_scale_by_size
  216. }
  217. elseif ALPINE_MAP
  218. create_terrain DIRT3
  219. {
  220.   base_terrain                   GRASS2
  221.   number_of_clumps               24
  222.   spacing_to_other_terrain_types 1
  223.   land_percent                   2
  224.   set_scale_by_size
  225. }
  226. else
  227. create_terrain GRASS3
  228. {
  229.   base_terrain                   GRASS
  230.   number_of_clumps               24
  231.   spacing_to_other_terrain_types 1
  232.   land_percent                   2
  233.   set_scale_by_size
  234. }
  235. endif
  236.  
  237. /* TERTIARY PATCH */
  238.  
  239. if DESERT_MAP
  240.    create_terrain GRASS3
  241. {
  242.   base_terrain                   DIRT
  243.   number_of_clumps               30
  244.   spacing_to_other_terrain_types 1
  245.   land_percent                   2
  246.   set_scale_by_size
  247. }
  248. elseif ALPINE_MAP
  249. create_terrain GRASS
  250. {
  251.   base_terrain                   GRASS2
  252.   number_of_clumps               30
  253.   spacing_to_other_terrain_types 1
  254.   land_percent                   2
  255.   set_scale_by_size
  256. }
  257. else
  258. create_terrain DIRT3
  259. {
  260.   base_terrain                   GRASS
  261.   number_of_clumps               30
  262.   spacing_to_other_terrain_types 1
  263.   land_percent                   2
  264.   set_scale_by_size
  265. }
  266. endif
  267.  
  268. /* ****************************************************** */
  269. <OBJECTS_GENERATION>
  270.  
  271. #include_drs land_and_water_resources.inc 54102
  272.  
  273. create_object DEER
  274. {
  275.    number_of_objects 6
  276.    number_of_groups 2
  277.    set_loose_grouping
  278.    set_gaia_object_only
  279.    set_place_for_every_player
  280.    min_distance_to_players    35
  281.    min_distance_group_placement  5
  282. }
  283.  
  284. create_object BOAR
  285. {
  286.    number_of_objects 2
  287.    set_loose_grouping
  288.    set_gaia_object_only
  289.    set_place_for_every_player
  290.    min_distance_to_players    35
  291.    min_distance_group_placement  5
  292. }
  293.  
  294. if DESERT_MAP
  295. create_object PALMTREE
  296. {
  297.   number_of_objects          20
  298.   set_gaia_object_only
  299.   set_scaling_to_map_size
  300.   min_distance_to_players    8
  301. }
  302. elseif ALPINE_MAP
  303. create_object PINETREE
  304. {
  305.   number_of_objects          20
  306.   set_gaia_object_only
  307.   set_scaling_to_map_size
  308.   min_distance_to_players    8
  309. }
  310. else
  311. create_object OAKTREE
  312. {
  313.   number_of_objects          20
  314.   set_gaia_object_only
  315.   set_scaling_to_map_size
  316.   min_distance_to_players    8
  317. }
  318. endif
  319.  
  320. if DESERT_MAP
  321. create_object DORADO
  322. {
  323.   number_of_objects                   15
  324.   set_scaling_to_map_size
  325.   set_gaia_object_only
  326.   max_distance_to_other_zones         4
  327. }
  328. create_object SNAPPER
  329. {
  330.   number_of_objects                   10
  331.   set_scaling_to_map_size
  332.   set_gaia_object_only
  333.   max_distance_to_other_zones         4
  334. elseif ALPINE_MAP
  335. create_object SALMON
  336. {
  337.   number_of_objects                   15
  338.   set_scaling_to_map_size
  339.   set_gaia_object_only
  340.   max_distance_to_other_zones         4
  341. }
  342. create_object SNAPPER
  343. {
  344.   number_of_objects                   10
  345.   set_scaling_to_map_size
  346.   set_gaia_object_only
  347.   max_distance_to_other_zones         4
  348. else
  349. create_object DORADO
  350. {
  351.   number_of_objects                   5
  352.   set_scaling_to_map_size
  353.   set_gaia_object_only
  354.   max_distance_to_other_zones         4
  355. }
  356. create_object TUNA
  357. {
  358.   number_of_objects                   10
  359.   set_scaling_to_map_size
  360.   set_gaia_object_only
  361.   max_distance_to_other_zones         4
  362. }
  363. create_object SNAPPER
  364. {
  365.   number_of_objects                   10
  366.   set_scaling_to_map_size
  367.   set_gaia_object_only
  368.   max_distance_to_other_zones         4
  369. endif
  370.  
  371. create_object SHORE_FISH
  372. {
  373.   number_of_objects                   25
  374.   set_scaling_to_map_size
  375.   min_distance_group_placement         3
  376.   set_gaia_object_only
  377. }
  378.  
  379. create_object MARLIN1
  380. {
  381.   number_of_groups                      5
  382.   number_of_objects                     1
  383.   set_scaling_to_map_size
  384.   set_gaia_object_only
  385.   min_distance_group_placement        10 
  386.   max_distance_to_other_zones         7
  387.  
  388. create_object MARLIN2
  389. {
  390.   number_of_groups                      5
  391.   number_of_objects                     1
  392.   set_scaling_to_map_size
  393.   set_gaia_object_only
  394.   min_distance_group_placement        10 
  395.   max_distance_to_other_zones         7
  396.  
  397.  
  398. /* ****************************************************** */
  399.  
  400. <ELEVATION_GENERATION>
  401.  
  402. create_elevation        7
  403. {
  404. if DESERT_MAP
  405.   base_terrain                DIRT
  406. elseif ALPINE_MAP
  407.   base_terrain                GRASS2
  408. else           
  409.   base_terrain                GRASS
  410. endif
  411.   number_of_clumps         14
  412.   number_of_tiles         1200
  413.   set_scale_by_groups
  414.   set_scale_by_size           
  415. }
  416.  
  417. <CLIFF_GENERATION>
  418.  
  419. min_number_of_cliffs 3
  420. max_number_of_cliffs 5
  421. min_length_of_cliff  4
  422. max_length_of_cliff  8
  423. cliff_curliness      10
  424. min_distance_cliffs  3     
  425.  
  426.  
  427. /* ****************************************************** */
  428. <CONNECTION_GENERATION>
  429. create_connect_teams_lands
  430. {
  431.   replace_terrain GRASS         SNOW2
  432.   replace_terrain GRASS2        SNOW2
  433.   replace_terrain GRASS3        SNOW2
  434.   replace_terrain WATER         GRASS
  435.   replace_terrain MED_WATER     GRASS
  436.   replace_terrain DEEP_WATER    GRASS
  437.   replace_terrain BEACH         GRASS
  438.   replace_terrain FOREST        SNOW2
  439.   replace_terrain PALM_DESERT   SNOW2
  440.   replace_terrain PINE_FOREST   SNOW2
  441.   replace_terrain DESERT        SNOW2
  442.   replace_terrain DIRT          SNOW2
  443.   replace_terrain DIRT2         SNOW2
  444.   replace_terrain DIRT3         SNOW2
  445.   terrain_cost    WATER         5
  446.   terrain_cost    MED_WATER     7
  447.   terrain_cost    DEEP_WATER    15
  448.   terrain_cost    FOREST        7
  449.   terrain_cost    PALM_DESERT   7
  450.   terrain_cost    PINE_FOREST   7  
  451.   terrain_cost    DESERT        5
  452.   terrain_cost    DIRT          5
  453.   terrain_cost    DIRT2         5
  454.   terrain_cost    DIRT3         5
  455.   terrain_cost    GRASS         2
  456.   terrain_cost    GRASS2        2
  457.   terrain_cost    GRASS3        2
  458.   terrain_cost    BEACH         4
  459.   terrain_cost    SNOW2         1
  460.   terrain_size    WATER         6       1
  461.   terrain_size    DEEP_WATER    6       1
  462.   terrain_size    GRASS         1       0
  463.   terrain_size    GRASS2        1       0
  464.   terrain_size    GRASS3        1       0
  465.   terrain_size    FOREST        3       1
  466.   terrain_size    PALM_DESERT   3       1
  467.   terrain_size    PINE_FOREST   3       1
  468.   terrain_size    DESERT        0       0
  469.   terrain_size    DIRT          0       0
  470.   terrain_size    DIRT2         0       0
  471.   terrain_size    DIRT3         0       0
  472.   terrain_size    SNOW2         0       0
  473. }
  474.