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Text File  |  1999-11-11  |  13KB  |  547 lines

  1. /* ************ COASTAL ************ */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type        COASTAL
  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 DESERT_MAP
  19.   percent_chance 20
  20.   #define ALPINE_MAP
  21.   percent_chance 20
  22.   #define ASIAN_MAP
  23. end_random
  24.  
  25. create_player_lands 
  26. if DESERT_MAP
  27.   terrain_type                     DIRT
  28. elseif ALPINE_MAP
  29.   terrain_type                     GRASS2
  30. elseif ASIAN_MAP
  31.   terrain_type                     GRASS2
  32. else           
  33.   terrain_type                     GRASS
  34. endif
  35. start_random
  36.   percent_chance 50
  37.   land_percent                     52
  38.  percent_chance 50
  39.   land_percent                     60
  40. end_random
  41. base_size                        8
  42. start_random
  43. percent_chance 25
  44.     left_border                    8
  45.     top_border                     8
  46.     bottom_border                  8
  47. percent_chance 25
  48.     left_border                    8
  49.     top_border                     8
  50.     right_border                   8
  51. percent_chance 25
  52.     right_border                   8
  53.     left_border                    8
  54.     bottom_border                  8
  55. percent_chance 25
  56.     right_border                   8
  57.     top_border                     8
  58.     bottom_border                  8
  59. end_random
  60. border_fuzziness                 15
  61. zone                             1
  62. other_zone_avoidance_distance    7
  63. clumping_factor                 15
  64. }
  65.  
  66. /* ****************************************************** */
  67. <TERRAIN_GENERATION>
  68.  
  69. /* MIXING WATER */
  70.  
  71. create_terrain MED_WATER
  72. {
  73. base_terrain WATER
  74. number_of_clumps               10
  75. spacing_to_other_terrain_types 2
  76. land_percent 40
  77. }
  78.  
  79. create_terrain MED_WATER
  80. {
  81. base_terrain WATER
  82. number_of_clumps               30
  83. spacing_to_other_terrain_types 1
  84. land_percent 1
  85. }
  86.  
  87. create_terrain DEEP_WATER
  88. {
  89. base_terrain MED_WATER
  90. number_of_clumps               8
  91. spacing_to_other_terrain_types 3
  92. land_percent 20
  93. }
  94.  
  95. create_terrain DEEP_WATER
  96. {
  97. base_terrain MED_WATER
  98. number_of_clumps               30
  99. spacing_to_other_terrain_types 1
  100. land_percent 1
  101. }
  102.  
  103. create_terrain MED_WATER
  104. {
  105. base_terrain DEEP_WATER
  106. number_of_clumps               30
  107. spacing_to_other_terrain_types 1
  108. land_percent 1
  109. }
  110.  
  111. create_terrain WATER
  112. {
  113. base_terrain MED_WATER
  114. number_of_clumps               30
  115. spacing_to_other_terrain_types 1
  116. land_percent 1
  117. }
  118.  
  119. /* PRIMARY FOREST */
  120.  
  121. if DESERT_MAP
  122.   create_terrain PALM_DESERT
  123. {
  124.   base_terrain                   DIRT
  125.   spacing_to_other_terrain_types 5
  126.   land_percent                   9
  127.   number_of_clumps               10
  128.   set_avoid_player_start_areas     
  129.   set_scale_by_groups
  130. }
  131. elseif ALPINE_MAP
  132. create_terrain PINE_FOREST
  133. {
  134.   base_terrain                   GRASS2
  135.   spacing_to_other_terrain_types 5
  136.   land_percent                   9
  137.   number_of_clumps               10
  138.   set_avoid_player_start_areas     
  139.   set_scale_by_groups
  140. }
  141. elseif ASIAN_MAP
  142. create_terrain PINE_FOREST
  143. {
  144.   base_terrain                   GRASS2
  145.   spacing_to_other_terrain_types 5
  146.   land_percent                   9
  147.   number_of_clumps               10
  148.   set_avoid_player_start_areas     
  149.   set_scale_by_groups
  150. }
  151. else
  152. create_terrain FOREST
  153. {
  154.   base_terrain                   GRASS
  155.   spacing_to_other_terrain_types 5
  156.   land_percent                   9
  157.   number_of_clumps               10
  158.   set_avoid_player_start_areas     
  159.   set_scale_by_groups
  160. }
  161. endif
  162.  
  163. /* PRIMARY PATCH */
  164.  
  165. if DESERT_MAP
  166.    create_terrain DESERT
  167. {
  168.   base_terrain                   DIRT
  169.   number_of_clumps               12
  170.   spacing_to_other_terrain_types 0
  171.   land_percent                   8
  172.   set_scale_by_size
  173. }
  174. elseif ALPINE_MAP
  175. create_terrain GRASS3
  176. {
  177.   base_terrain                   GRASS2
  178.   number_of_clumps               8
  179.   spacing_to_other_terrain_types 0
  180.   land_percent                   6
  181.   set_scale_by_size
  182. }
  183. elseif ASIAN_MAP
  184. create_terrain GRASS3
  185. {
  186.   base_terrain                   GRASS2
  187.   number_of_clumps               8
  188.   spacing_to_other_terrain_types 0
  189.   land_percent                   6
  190.   set_scale_by_size
  191. }
  192. else
  193. create_terrain DIRT
  194. {
  195.   base_terrain                   GRASS
  196.   number_of_clumps               8
  197.   spacing_to_other_terrain_types 0
  198.   land_percent                   9
  199.   set_scale_by_size
  200. }
  201. endif
  202.  
  203. /* SECONDARY FOREST */
  204.  
  205. if DESERT_MAP
  206. create_terrain FOREST
  207. {
  208.   base_terrain                   GRASS
  209.   spacing_to_other_terrain_types 3
  210.   land_percent                   1
  211.   number_of_clumps               3
  212.   set_avoid_player_start_areas     
  213.   set_scale_by_groups
  214. }
  215. elseif ALPINE_MAP
  216. create_terrain FOREST
  217. {
  218.   base_terrain                   GRASS2
  219.   spacing_to_other_terrain_types 3
  220.   land_percent                   1
  221.   number_of_clumps               3
  222.   set_avoid_player_start_areas     
  223.   set_scale_by_groups
  224. }
  225. elseif ASIAN_MAP
  226. create_terrain BAMBOO
  227. {
  228.   base_terrain                   GRASS2
  229.   spacing_to_other_terrain_types 3
  230.   land_percent                   1
  231.   number_of_clumps               3
  232.   set_avoid_player_start_areas     
  233.   set_scale_by_groups
  234. }
  235. else
  236. create_terrain PALM_DESERT
  237. {
  238.   base_terrain                   DIRT
  239.   spacing_to_other_terrain_types 3
  240.   land_percent                   1
  241.   number_of_clumps               3
  242.   set_avoid_player_start_areas     
  243.   set_scale_by_groups
  244. }
  245. endif
  246.  
  247. /* SECONDARY PATCH */
  248.  
  249. if DESERT_MAP
  250.    create_terrain DIRT3
  251. {
  252.   base_terrain                   DIRT
  253.   number_of_clumps               24
  254.   spacing_to_other_terrain_types 0
  255.   land_percent                   2
  256.   set_scale_by_size
  257. }
  258. elseif ALPINE_MAP
  259. create_terrain DIRT3
  260. {
  261.   base_terrain                   GRASS2
  262.   number_of_clumps               24
  263.   spacing_to_other_terrain_types 0
  264.   land_percent                   2
  265.   set_scale_by_size
  266. }
  267. elseif ASIAN_MAP
  268. create_terrain DIRT3
  269. {
  270.   base_terrain                   GRASS2
  271.   number_of_clumps               24
  272.   spacing_to_other_terrain_types 0
  273.   land_percent                   2
  274.   set_scale_by_size
  275. }
  276. else
  277. create_terrain GRASS3
  278. {
  279.   base_terrain                   GRASS
  280.   number_of_clumps               24
  281.   spacing_to_other_terrain_types 0
  282.   land_percent                   2
  283.   set_scale_by_size
  284. }
  285. endif
  286.  
  287. /* TERTIARY PATCH */
  288.  
  289. if DESERT_MAP
  290.    create_terrain GRASS3
  291. {
  292.   base_terrain                   DIRT
  293.   number_of_clumps               30
  294.   spacing_to_other_terrain_types 0
  295.   land_percent                   2
  296.   set_scale_by_size
  297. }
  298. elseif ALPINE_MAP
  299. create_terrain GRASS
  300. {
  301.   base_terrain                   GRASS2
  302.   number_of_clumps               30
  303.   spacing_to_other_terrain_types 0
  304.   land_percent                   2
  305.   set_scale_by_size
  306. }
  307. elseif ASIAN_MAP
  308. create_terrain GRASS
  309. {
  310.   base_terrain                   GRASS2
  311.   number_of_clumps               30
  312.   spacing_to_other_terrain_types 0
  313.   land_percent                   2
  314.   set_scale_by_size
  315. }
  316. else
  317. create_terrain DIRT3
  318. {
  319.   base_terrain                   GRASS
  320.   number_of_clumps               30
  321.   spacing_to_other_terrain_types 0
  322.   land_percent                   2
  323.   set_scale_by_size
  324. }
  325. endif
  326.  
  327. /* ****************************************************** */
  328. <OBJECTS_GENERATION>
  329.  
  330. #include_drs land_and_water_resources.inc 54102
  331.  
  332. create_object FORAGE
  333. {
  334.   number_of_groups           1    
  335.   number_of_objects          5
  336.   group_placement_radius     3
  337.   set_tight_grouping
  338.   set_gaia_object_only
  339.   min_distance_to_players       19
  340.   max_distance_to_players       120
  341.   min_distance_group_placement  9
  342. }
  343.  
  344. create_object DEER
  345. {
  346.    number_of_objects 4
  347.    group_variance 1
  348.    set_loose_grouping
  349.    set_gaia_object_only
  350.    set_place_for_every_player
  351.    min_distance_to_players    19
  352. }
  353.  
  354. if DESERT_MAP
  355. create_object PALMTREE
  356. {
  357.   number_of_objects          30
  358.   set_gaia_object_only
  359.   set_scaling_to_map_size
  360.   min_distance_to_players    8
  361. }
  362. elseif ALPINE_MAP
  363. create_object PINETREE
  364. {
  365.   number_of_objects          30
  366.   set_gaia_object_only
  367.   set_scaling_to_map_size
  368.   min_distance_to_players    8
  369. }
  370. elseif ASIAN_MAP
  371. create_object BAMBOO_TREE
  372. {
  373.   number_of_objects          30
  374.   set_gaia_object_only
  375.   set_scaling_to_map_size
  376.   min_distance_to_players    8
  377. }
  378. else
  379. create_object OAKTREE
  380. {
  381.   number_of_objects          30
  382.   set_gaia_object_only
  383.   set_scaling_to_map_size
  384.   min_distance_to_players    8
  385. }
  386. endif
  387.  
  388. /* BALANCING FISH - WAS 40 */
  389.  
  390. if DESERT_MAP
  391. create_object DORADO
  392. {
  393.   number_of_objects                   15
  394.   set_scaling_to_map_size
  395.   set_gaia_object_only
  396.   max_distance_to_other_zones         4
  397. }
  398. create_object SNAPPER
  399. {
  400.   number_of_objects                   10
  401.   set_scaling_to_map_size
  402.   set_gaia_object_only
  403.   max_distance_to_other_zones         4
  404. elseif ALPINE_MAP
  405. create_object SALMON
  406. {
  407.   number_of_objects                   15
  408.   set_scaling_to_map_size
  409.   set_gaia_object_only
  410.   max_distance_to_other_zones         4
  411. }
  412. create_object SNAPPER
  413. {
  414.   number_of_objects                   10
  415.   set_scaling_to_map_size
  416.   set_gaia_object_only
  417.   max_distance_to_other_zones         4
  418. elseif ASIAN_MAP
  419. create_object TUNA
  420. {
  421.   number_of_objects                   15
  422.   set_scaling_to_map_size
  423.   set_gaia_object_only
  424.   max_distance_to_other_zones         4
  425. }
  426. create_object SNAPPER
  427. {
  428.   number_of_objects                   10
  429.   set_scaling_to_map_size
  430.   set_gaia_object_only
  431.   max_distance_to_other_zones         4
  432. else
  433. create_object DORADO
  434. {
  435.   number_of_objects                   5
  436.   set_scaling_to_map_size
  437.   set_gaia_object_only
  438.   max_distance_to_other_zones         4
  439. }
  440. create_object TUNA
  441. {
  442.   number_of_objects                   10
  443.   set_scaling_to_map_size
  444.   set_gaia_object_only
  445.   max_distance_to_other_zones         4
  446. }
  447. create_object SNAPPER
  448. {
  449.   number_of_objects                   10
  450.   set_scaling_to_map_size
  451.   set_gaia_object_only
  452.   max_distance_to_other_zones         4
  453. endif
  454.  
  455. create_object SHORE_FISH
  456. {
  457.   number_of_objects                   25
  458.   set_scaling_to_map_size
  459.   min_distance_group_placement         3
  460.   set_gaia_object_only
  461. }
  462.  
  463. create_object MARLIN1
  464. {
  465.   number_of_groups                      5
  466.   number_of_objects                     1
  467.   set_scaling_to_map_size
  468.   set_gaia_object_only
  469.   min_distance_group_placement          10
  470.   max_distance_to_other_zones           7
  471.  
  472. create_object MARLIN2
  473. {
  474.   number_of_groups                      5
  475.   number_of_objects                     1
  476.   set_scaling_to_map_size
  477.   set_gaia_object_only
  478.   min_distance_group_placement          10
  479.   max_distance_to_other_zones           7
  480.  
  481. /* ****************************************************** */
  482.  
  483. <ELEVATION_GENERATION>
  484.  
  485. create_elevation        7
  486. {
  487. if DESERT_MAP
  488.   base_terrain                DIRT
  489. elseif ALPINE_MAP
  490.   base_terrain                GRASS2
  491. elseif ASIAN_MAP
  492.   base_terrain                GRASS2
  493. else           
  494.   base_terrain                GRASS
  495. endif
  496.   number_of_clumps         14
  497.   number_of_tiles         2000
  498.   set_scale_by_groups
  499.   set_scale_by_size           
  500. }
  501.  
  502. <CLIFF_GENERATION>
  503.  
  504. min_number_of_cliffs 5
  505. max_number_of_cliffs 8
  506. min_length_of_cliff  4
  507. max_length_of_cliff  10
  508. cliff_curliness      10
  509. min_distance_cliffs  3     
  510.  
  511. /* ****************************************************** */
  512. <CONNECTION_GENERATION>
  513. create_connect_all_players_land
  514. {
  515. /* replace_terrain GRASS         DESERT */
  516.   replace_terrain WATER         SHALLOW
  517.   replace_terrain MED_WATER         SHALLOW
  518.   replace_terrain DEEP_WATER         SHALLOW
  519. /* replace_terrain FOREST        DESERT  
  520.   replace_terrain PALM_DESERT   DESERT  */
  521.   terrain_cost    WATER         7
  522.   terrain_cost    MED_WATER     9
  523.   terrain_cost    DEEP_WATER    15
  524.   terrain_cost    FOREST        7
  525.   terrain_cost    PINE_FOREST   7
  526.   terrain_cost    PALM_DESERT   7
  527.   terrain_cost    SHALLOW       3
  528.   terrain_cost    DESERT        1
  529.   terrain_cost    GRASS         2
  530.   terrain_cost    BEACH         7
  531.   terrain_size    WATER         2       1
  532.   terrain_size    MED_WATER     2       1
  533.   terrain_size    DEEP_WATER    2       1  
  534.   terrain_size    GRASS         0       0
  535.   terrain_size    FOREST        0       0
  536.   terrain_size    PINE_FOREST   0       0
  537.   terrain_size    PALM_DESERT   0       0
  538.   terrain_size    DESERT        0       0
  539. }
  540.