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Text File  |  1999-11-11  |  15KB  |  726 lines

  1. /* ************ FORTRESS ************ */
  2. /* 16 AUG 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type       FORTRESS
  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. end_random
  19.  
  20. create_player_lands 
  21. {            
  22. if DESERT_MAP
  23.   terrain_type                     DIRT
  24. else           
  25.   terrain_type                     GRASS
  26. endif  
  27.   land_percent                     85
  28.   base_size                        9
  29.   border_fuzziness                 15
  30.   zone                             1
  31.   other_zone_avoidance_distance    7
  32. }
  33.  
  34. /* ****************************************************** */
  35. <TERRAIN_GENERATION>
  36.  
  37. /* MIXING WATER */
  38.  
  39. create_terrain MED_WATER
  40. {
  41. base_terrain WATER
  42. number_of_clumps               10
  43. spacing_to_other_terrain_types 2
  44. land_percent 40
  45. }
  46.  
  47. create_terrain MED_WATER
  48. {
  49. base_terrain WATER
  50. number_of_clumps               30
  51. spacing_to_other_terrain_types 1
  52. land_percent 1
  53. }
  54.  
  55. create_terrain DEEP_WATER
  56. {
  57. base_terrain MED_WATER
  58. number_of_clumps               8
  59. spacing_to_other_terrain_types 3
  60. land_percent 20
  61. }
  62.  
  63. create_terrain DEEP_WATER
  64. {
  65. base_terrain MED_WATER
  66. number_of_clumps               30
  67. spacing_to_other_terrain_types 1
  68. land_percent 1
  69. }
  70.  
  71. create_terrain MED_WATER
  72. {
  73. base_terrain DEEP_WATER
  74. number_of_clumps               30
  75. spacing_to_other_terrain_types 1
  76. land_percent 1
  77. }
  78.  
  79. create_terrain WATER
  80. {
  81. base_terrain MED_WATER
  82. number_of_clumps               30
  83. spacing_to_other_terrain_types 1
  84. land_percent 1
  85. }
  86.  
  87. if DESERT_MAP
  88.   create_terrain PALM_DESERT
  89. {
  90.   base_terrain                   DIRT
  91.   spacing_to_other_terrain_types 1
  92.   land_percent                   9
  93.   number_of_clumps               10
  94.   set_avoid_player_start_areas     
  95.   set_scale_by_groups
  96. }
  97. else
  98. create_terrain FOREST
  99. {
  100.   base_terrain                   GRASS
  101.   spacing_to_other_terrain_types 1
  102.   land_percent                   9
  103.   number_of_clumps               10
  104.   set_avoid_player_start_areas     
  105.   set_scale_by_groups
  106. }
  107. endif
  108.  
  109. if DESERT_MAP
  110.    create_terrain DESERT
  111. {
  112.   base_terrain                   DIRT
  113.   number_of_clumps               14
  114.   spacing_to_other_terrain_types 0
  115.   land_percent                   8
  116.   set_scale_by_size
  117. }
  118. else
  119.   create_terrain DIRT
  120. {
  121.   base_terrain                   GRASS
  122.   number_of_clumps               10
  123.   spacing_to_other_terrain_types 0
  124.   land_percent                   12
  125.   set_scale_by_size
  126. }
  127. endif
  128.  
  129. if DESERT_MAP
  130.    create_terrain FOREST
  131. {
  132.   base_terrain                   GRASS
  133.   spacing_to_other_terrain_types 1
  134.   land_percent                   1
  135.   number_of_clumps               3
  136.   set_avoid_player_start_areas     
  137.   set_scale_by_groups
  138. }
  139. else
  140.    create_terrain PALM_DESERT
  141. {
  142.   base_terrain                   DIRT
  143.   spacing_to_other_terrain_types 1
  144.   land_percent                 1
  145.   number_of_clumps             3
  146.   set_avoid_player_start_areas     
  147.   set_scale_by_groups
  148. }
  149. endif
  150.  
  151. /* OASES */
  152.  
  153. if DESERT_MAP
  154.    create_terrain WATER
  155. {
  156.   base_terrain                   PALM_DESERT
  157.   spacing_to_other_terrain_types 1
  158.   land_percent                 1
  159.   number_of_clumps             8
  160.   set_avoid_player_start_areas
  161.   set_flat_terrain_only     
  162.   set_scale_by_groups
  163. }
  164. endif
  165.  
  166. /* SECONDARY PATCH */
  167.  
  168. if DESERT_MAP
  169.    create_terrain DIRT3
  170. {
  171.   base_terrain                   DIRT
  172.   number_of_clumps               24
  173.   spacing_to_other_terrain_types 0
  174.   land_percent                   2
  175.   set_scale_by_size
  176. }
  177. else
  178. create_terrain GRASS3
  179. {
  180.   base_terrain                   GRASS
  181.   number_of_clumps               24
  182.   spacing_to_other_terrain_types 0
  183.   land_percent                   2
  184.   set_scale_by_size
  185. }
  186. endif
  187.  
  188. /* TERTIARY PATCH */
  189.  
  190. if DESERT_MAP
  191.    create_terrain GRASS3
  192. {
  193.   base_terrain                   DIRT
  194.   number_of_clumps               30
  195.   spacing_to_other_terrain_types 0
  196.   land_percent                   2
  197.   set_scale_by_size
  198. }
  199. else
  200. create_terrain DIRT3
  201. {
  202.   base_terrain                   GRASS
  203.   number_of_clumps               30
  204.   spacing_to_other_terrain_types 0
  205.   land_percent                   2
  206.   set_scale_by_size
  207. }
  208. endif
  209.  
  210. /* ****************************************************** */
  211. <OBJECTS_GENERATION>
  212.  
  213. /* BUILDINGS */
  214.  
  215. create_object TOWN_CENTER
  216. {
  217.   set_place_for_every_player
  218.   group_placement_radius     18
  219.   min_distance_to_players    0
  220.   max_distance_to_players    0
  221. }
  222.  
  223. create_object WATCH_TOWER
  224. {
  225.   number_of_objects            4  
  226.   set_place_for_every_player
  227.   min_distance_to_players      13
  228.   max_distance_to_players      15
  229.   min_distance_group_placement  6
  230. }
  231.  
  232. create_object WALL
  233. {
  234.   number_of_objects             9999
  235.   set_place_for_every_player
  236.   min_distance_to_players       16
  237.   max_distance_to_players       20
  238. }
  239.  
  240. create_object VILLAGER
  241. {
  242.   set_place_for_every_player
  243.   min_distance_to_players       6
  244.   max_distance_to_players       6
  245.  }
  246.  
  247. create_object SCOUT
  248. {
  249.   number_of_objects             1
  250.   set_place_for_every_player
  251.   min_distance_to_players       7
  252.   max_distance_to_players       9
  253.  }
  254.  
  255. create_object HOUSE
  256. {
  257.   number_of_objects            4
  258.   set_loose_grouping
  259.   set_place_for_every_player
  260.   min_distance_to_players      12
  261.   max_distance_to_players      12
  262. }
  263.  
  264. create_object BARRACKS
  265. {
  266.   set_place_for_every_player
  267.   min_distance_to_players      8
  268.   max_distance_to_players      14
  269. }
  270.  
  271. if DESERT_MAP
  272. create_object PALMTREE
  273. {
  274.   number_of_objects             3
  275.   set_gaia_object_only
  276.   set_place_for_every_player
  277.   min_distance_to_players       8
  278.   max_distance_to_players       10
  279.   min_distance_group_placement  2
  280. }
  281. elseif ALPINE_MAP
  282. create_object PINETREE
  283. {
  284.   number_of_objects             3
  285.   set_gaia_object_only
  286.   set_place_for_every_player
  287.   min_distance_to_players       8
  288.   max_distance_to_players       10
  289.   min_distance_group_placement  2
  290. }
  291. elseif ASIAN_MAP
  292. create_object BAMBOO_TREE
  293. {
  294.   number_of_objects             3
  295.   set_gaia_object_only
  296.   set_place_for_every_player
  297.   min_distance_to_players       8
  298.   max_distance_to_players       10
  299.   min_distance_group_placement  2
  300. }
  301. else
  302. create_object OAKTREE
  303. {
  304.   number_of_objects             3
  305.   set_gaia_object_only
  306.   set_place_for_every_player
  307.   min_distance_to_players       8
  308.   max_distance_to_players       10
  309.   min_distance_group_placement  2
  310. }
  311. endif
  312.  
  313. create_object RELIC
  314. {
  315.    number_of_objects            5
  316.    min_distance_to_players     25
  317.    temp_min_distance_group_placement 20
  318. }
  319.  
  320. /* SPECIAL STUFF FOR REGICIDE */
  321.  
  322. if REGICIDE
  323. create_object VILLAGER
  324. {
  325.   number_of_objects             7
  326.   set_place_for_every_player
  327.   min_distance_to_players       6
  328.   max_distance_to_players       6
  329. }
  330.  
  331. create_object KING
  332. {
  333.   set_place_for_every_player
  334.   min_distance_to_players       6
  335.   max_distance_to_players       6
  336. }
  337.  
  338. create_object CASTLE
  339. {
  340.   set_place_for_every_player
  341.   min_distance_to_players    10
  342.   max_distance_to_players    10
  343. }
  344.  
  345. endif
  346.  
  347. if DESERT_MAP
  348. create_object PALMTREE
  349. {
  350.   number_of_objects          30
  351.   set_gaia_object_only
  352.   set_scaling_to_map_size
  353. }
  354. else
  355. create_object OAKTREE
  356. {
  357.   number_of_objects          30
  358.   set_gaia_object_only
  359.   set_scaling_to_map_size
  360. }
  361. endif
  362.  
  363. /* NEAR FORAGE */
  364.  
  365. create_object FORAGE
  366. {
  367.   number_of_objects          6
  368.   group_placement_radius     3
  369.   set_tight_grouping
  370.   set_gaia_object_only
  371.   set_place_for_every_player
  372.   min_distance_to_players    10
  373.   max_distance_to_players    12
  374.   min_distance_group_placement  3
  375. }
  376.  
  377. /* NEAR GOLD */
  378.  
  379. create_object GOLD
  380. {
  381.   number_of_objects          7
  382.   group_placement_radius     3
  383.   set_tight_grouping
  384.   set_gaia_object_only
  385.   set_place_for_every_player
  386.   min_distance_to_players    11
  387.   max_distance_to_players    15
  388.   min_distance_group_placement  7
  389. }
  390.  
  391. /* MEDIUM GOLD */
  392.  
  393. create_object GOLD
  394. {
  395.   number_of_objects          4
  396.   group_placement_radius     3
  397.   set_tight_grouping
  398.   set_gaia_object_only
  399.   set_place_for_every_player
  400.   min_distance_to_players    18
  401.   max_distance_to_players    26
  402.   min_distance_group_placement  7
  403. }
  404.  
  405. /* FAR GOLD */
  406.  
  407. create_object GOLD
  408. {
  409.   number_of_objects          4
  410.   group_placement_radius     3
  411.   set_tight_grouping
  412.   set_gaia_object_only
  413.   set_place_for_every_player
  414.   min_distance_to_players    25
  415.   max_distance_to_players    35
  416.   min_distance_group_placement  7
  417. }
  418.  
  419. /* NEAR STONE */
  420.  
  421. create_object STONE
  422. {
  423.   number_of_objects          5
  424.   group_placement_radius     2  
  425.   set_tight_grouping 
  426.   set_gaia_object_only
  427.   set_place_for_every_player
  428.   min_distance_to_players    11
  429.   max_distance_to_players    15
  430.   min_distance_group_placement  7
  431. }
  432.  
  433. /* FAR STONE */
  434.  
  435. create_object STONE
  436. {
  437.   number_of_objects          4
  438.   group_placement_radius     2  
  439.   set_tight_grouping 
  440.   set_gaia_object_only
  441.   set_place_for_every_player
  442.   min_distance_to_players    20
  443.   max_distance_to_players    26
  444.   min_distance_group_placement  7
  445. }
  446.  
  447. create_object BOAR
  448. {
  449.   number_of_objects          2
  450.   set_loose_grouping
  451.   set_gaia_object_only
  452.   set_place_for_every_player
  453.   min_distance_to_players    30
  454.   max_distance_to_players    35
  455.   min_distance_group_placement  3
  456. }
  457.  
  458. create_object WOLF
  459. {
  460.   number_of_objects          2
  461.   set_gaia_object_only
  462.   set_place_for_every_player
  463.   min_distance_group_placement 12
  464.   min_distance_to_players    35
  465.   max_distance_to_players    40
  466.  
  467. create_object HAWK
  468. {
  469.    number_of_objects         6
  470.    set_scaling_to_map_size
  471. }
  472.  
  473. /* EXTRA GOLD */
  474.  
  475. if TINY_MAP
  476. create_object GOLD
  477. {
  478.   number_of_groups           2    
  479.   number_of_objects          3
  480.   group_placement_radius     2
  481.   set_tight_grouping
  482.   set_gaia_object_only
  483.   min_distance_to_players       40
  484.   min_distance_group_placement  9
  485. }
  486. endif
  487.  
  488. if SMALL_MAP
  489. create_object GOLD
  490. {
  491.   number_of_groups           2    
  492.   number_of_objects          3
  493.   group_placement_radius     2
  494.   set_tight_grouping
  495.   set_gaia_object_only
  496.   min_distance_to_players       40
  497.   min_distance_group_placement  9
  498. }
  499. endif
  500.  
  501. if MEDIUM_MAP
  502. create_object GOLD
  503. {
  504.   number_of_groups           3    
  505.   number_of_objects          3
  506.   group_placement_radius     2
  507.   set_tight_grouping
  508.   set_gaia_object_only
  509.   min_distance_to_players       40
  510.   min_distance_group_placement  9
  511. }
  512. endif
  513.  
  514. if LARGE_MAP
  515. create_object GOLD
  516. {
  517.   number_of_groups           3    
  518.   number_of_objects          3
  519.   group_placement_radius     2
  520.   set_tight_grouping
  521.   set_gaia_object_only
  522.   min_distance_to_players       40
  523.   min_distance_group_placement  9
  524. }
  525. endif
  526.  
  527. if HUGE_MAP
  528. create_object GOLD
  529. {
  530.   number_of_groups           4    
  531.   number_of_objects          4
  532.   group_variance             1
  533.   group_placement_radius     2
  534.   set_tight_grouping
  535.   set_gaia_object_only
  536.   min_distance_to_players       40
  537.   min_distance_group_placement  9
  538. }
  539. endif
  540.  
  541. if GIGANTIC_MAP
  542. create_object GOLD
  543. {
  544.   number_of_groups           5    
  545.   number_of_objects          4
  546.   group_variance             1
  547.   group_placement_radius     2
  548.   set_tight_grouping
  549.   set_gaia_object_only
  550.   min_distance_to_players       40
  551.   min_distance_group_placement  9
  552. }
  553. endif
  554.  
  555. /* EXTRA STONE */
  556.  
  557. if TINY_MAP
  558. create_object STONE
  559. {
  560.   number_of_groups           1    
  561.   number_of_objects          4
  562.   group_variance             1
  563.   group_placement_radius     2
  564.   set_tight_grouping
  565.   set_gaia_object_only
  566.   min_distance_to_players       40
  567.   min_distance_group_placement  9
  568. }
  569. endif
  570.  
  571. if SMALL_MAP
  572. create_object STONE
  573. {
  574.   number_of_groups           1    
  575.   number_of_objects          4
  576.   group_variance             1
  577.   group_placement_radius     2
  578.   set_tight_grouping
  579.   set_gaia_object_only
  580.   min_distance_to_players       40
  581.   min_distance_group_placement  9
  582. }
  583. endif
  584.  
  585. if MEDIUM_MAP
  586. create_object STONE
  587. {
  588.   number_of_groups           2    
  589.   number_of_objects          4
  590.   group_variance             1
  591.   group_placement_radius     2
  592.   set_tight_grouping
  593.   set_gaia_object_only
  594.   min_distance_to_players       40
  595.   min_distance_group_placement  9
  596. }
  597. endif
  598.  
  599. if LARGE_MAP
  600. create_object STONE
  601. {
  602.   number_of_groups           3    
  603.   number_of_objects          4
  604.   group_variance             1
  605.   group_placement_radius     2
  606.   set_tight_grouping
  607.   set_gaia_object_only
  608.   min_distance_to_players       40
  609.   min_distance_group_placement  9
  610. }
  611. endif
  612.  
  613. if HUGE_MAP
  614. create_object STONE
  615. {
  616.   number_of_groups           4    
  617.   number_of_objects          4
  618.   group_variance             1
  619.   group_placement_radius     2
  620.   set_tight_grouping
  621.   set_gaia_object_only
  622.   min_distance_to_players       40
  623.   min_distance_group_placement  9
  624. }
  625. endif
  626.  
  627. if GIGANTIC_MAP
  628. create_object STONE
  629. {
  630.   number_of_groups           5    
  631.   number_of_objects          4
  632.   group_variance             1
  633.   group_placement_radius     2
  634.   set_tight_grouping
  635.   set_gaia_object_only
  636.   min_distance_to_players       40
  637.   min_distance_group_placement  9
  638. }
  639. endif
  640.  
  641. if DESERT_MAP
  642. create_object DORADO
  643. {
  644.   number_of_objects                   5
  645.   set_scaling_to_map_size
  646.   set_gaia_object_only
  647.   max_distance_to_other_zones         4
  648. }
  649. create_object SNAPPER
  650. {
  651.   number_of_objects                   3
  652.   set_scaling_to_map_size
  653.   set_gaia_object_only
  654.   max_distance_to_other_zones         4
  655. else
  656. create_object DORADO
  657. {
  658.   number_of_objects                   2
  659.   set_scaling_to_map_size
  660.   set_gaia_object_only
  661.   max_distance_to_other_zones         4
  662. }
  663. create_object TUNA
  664. {
  665.   number_of_objects                  3
  666.   set_scaling_to_map_size
  667.   set_gaia_object_only
  668.   max_distance_to_other_zones         4
  669. }
  670. create_object SNAPPER
  671. {
  672.   number_of_objects                   3
  673.   set_scaling_to_map_size
  674.   set_gaia_object_only
  675.   max_distance_to_other_zones         4
  676. endif
  677.  
  678. create_object SHORE_FISH
  679. {
  680.   number_of_objects                   10
  681.   set_scaling_to_map_size
  682.   min_distance_group_placement         3
  683.   set_gaia_object_only
  684. }
  685.  
  686. create_object FARM
  687. {
  688.   number_of_objects             5  
  689.   set_place_for_every_player
  690.   group_placement_radius
  691.   min_distance_to_players       4
  692.   max_distance_to_players       4
  693. }
  694.  
  695. /* ****************************************************** */
  696.  
  697. <ELEVATION_GENERATION>
  698.  
  699. create_elevation        5
  700. {
  701.   base_terrain             GRASS
  702.   number_of_clumps         5
  703.   number_of_tiles         500
  704.   set_scale_by_groups           
  705. }
  706.  
  707. <ELEVATION_GENERATION>
  708. create_elevation        3
  709. {
  710.   base_terrain             GRASS
  711.   number_of_clumps         10
  712.   number_of_tiles         600
  713.   set_scale_by_groups           
  714. }
  715.  
  716. /* ****************************************************** */
  717. <CLIFF_GENERATION>
  718. min_number_of_cliffs 5
  719. max_number_of_cliffs 10
  720. min_length_of_cliff  3
  721. max_length_of_cliff  10
  722.  
  723.