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Text File  |  1999-11-11  |  8KB  |  362 lines

  1. /* ********* MEDITERRANEAN ********** */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type       MEDITERRANEAN     
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13.  
  14. start_random
  15.   percent_chance 40
  16.   #define DESERT_MAP
  17. end_random
  18.  
  19. if DESERT_MAP
  20.   base_terrain DIRT
  21. else
  22.   base_terrain GRASS
  23. endif
  24.  
  25. /* CREATE THE INLAND SEA */
  26.  
  27. create_land 
  28. {
  29.   terrain_type                     WATER
  30.   land_percent                     80
  31.   left_border                      15
  32.   right_border                     20
  33.   top_border                       15
  34.   bottom_border                    20 
  35.   border_fuzziness                 40
  36.   other_zone_avoidance_distance    2
  37.   zone 16
  38. }
  39.  
  40. create_player_lands 
  41. {            
  42. if DESERT_MAP
  43.   terrain_type                     DIRT
  44. else           
  45.   terrain_type                     GRASS
  46. endif
  47.   land_percent                     30
  48.   base_size                         7
  49.   zone_1
  50.   other_zone_avoidance_distance    5 
  51.   border_fuzziness                 10
  52. }
  53.  
  54. /* ****************************************************** */
  55. <TERRAIN_GENERATION>
  56.  
  57. create_terrain MED_WATER
  58. {
  59. base_terrain WATER
  60. number_of_clumps               3
  61. spacing_to_other_terrain_types 1
  62. land_percent 40
  63. }
  64.  
  65. create_terrain DEEP_WATER
  66. {
  67. base_terrain MED_WATER
  68. number_of_clumps               6
  69. spacing_to_other_terrain_types 5
  70. land_percent 5
  71. }
  72.  
  73. create_terrain DEEP_WATER
  74. {
  75. base_terrain MED_WATER
  76. number_of_clumps               30
  77. spacing_to_other_terrain_types 1
  78. land_percent 1
  79. }
  80.  
  81. create_terrain MED_WATER
  82. {
  83. base_terrain DEEP_WATER
  84. number_of_clumps               30
  85. spacing_to_other_terrain_types 1
  86. land_percent 1
  87. }
  88.  
  89. create_terrain WATER
  90. {
  91. base_terrain MED_WATER
  92. number_of_clumps               30
  93. spacing_to_other_terrain_types 1
  94. land_percent 1
  95. }
  96.  
  97. /* PRIMARY FOREST */
  98.  
  99. if DESERT_MAP
  100.   create_terrain PALM_DESERT
  101. {
  102.   base_terrain                   DIRT
  103.   spacing_to_other_terrain_types 5
  104.   land_percent                   9
  105.   number_of_clumps               12
  106.   set_avoid_player_start_areas     
  107.   set_scale_by_groups
  108. }
  109. else
  110. create_terrain FOREST
  111. {
  112.   base_terrain                   GRASS
  113.   spacing_to_other_terrain_types 5
  114.   land_percent                   9
  115.   number_of_clumps               12
  116.   set_avoid_player_start_areas     
  117.   set_scale_by_groups
  118. }
  119. endif
  120.  
  121. /* PRIMARY PATCH */
  122.  
  123. if DESERT_MAP
  124.    create_terrain GRASS
  125. {
  126.   base_terrain                   DIRT
  127.   number_of_clumps               8
  128.   spacing_to_other_terrain_types 1
  129.   land_percent                   4
  130.   set_scale_by_size
  131. }
  132. else
  133. create_terrain DIRT
  134. {
  135.   base_terrain                   GRASS
  136.   number_of_clumps               8
  137.   spacing_to_other_terrain_types 1
  138.   land_percent                   9
  139.   set_scale_by_size
  140. }
  141. endif
  142.  
  143. /* SECONDARY FOREST */
  144.  
  145. if DESERT_MAP
  146. create_terrain FOREST
  147. {
  148.   base_terrain                   GRASS
  149.   spacing_to_other_terrain_types 3
  150.   land_percent                   1
  151.   number_of_clumps               3
  152.   set_avoid_player_start_areas     
  153.   set_scale_by_groups
  154. }
  155. else
  156. create_terrain PALM_DESERT
  157. {
  158.   base_terrain                   DIRT
  159.   spacing_to_other_terrain_types 3
  160.   land_percent                   1
  161.   number_of_clumps               3
  162.   set_avoid_player_start_areas     
  163.   set_scale_by_groups
  164. }
  165. endif
  166.  
  167. /* SECONDARY PATCH */
  168.  
  169. if DESERT_MAP
  170. create_terrain DESERT
  171. {
  172.   base_terrain                   DIRT
  173.   number_of_clumps               24
  174.   spacing_to_other_terrain_types 1
  175.   land_percent                   5
  176.   set_scale_by_size
  177. }
  178. else
  179. create_terrain GRASS3
  180. {
  181.   base_terrain                   GRASS
  182.   number_of_clumps               24
  183.   spacing_to_other_terrain_types 1
  184.   land_percent                   2
  185.   set_scale_by_size
  186. }
  187. endif
  188.  
  189. /* TERTIARY PATCH */
  190.  
  191. if DESERT_MAP
  192.    create_terrain GRASS3
  193. {
  194.   base_terrain                   DIRT
  195.   number_of_clumps               30
  196.   spacing_to_other_terrain_types 1
  197.   land_percent                   2
  198.   set_scale_by_size
  199. }
  200. else
  201. create_terrain DIRT3
  202. {
  203.   base_terrain                   GRASS
  204.   number_of_clumps               30
  205.   spacing_to_other_terrain_types 1
  206.   land_percent                   2
  207.   set_scale_by_size
  208. }
  209. endif
  210.  
  211. /* ****************************************************** */
  212. <OBJECTS_GENERATION>
  213.  
  214. #include_drs land_and_water_resources.inc 54102
  215.  
  216. create_object SHEEP
  217. {
  218.    number_of_objects 3
  219.    group_variance 1
  220.    number_of_groups 2
  221.    set_loose_grouping
  222.    set_gaia_object_only
  223.    set_place_for_every_player
  224.    min_distance_to_players    35
  225.    min_distance_group_placement  5
  226. }
  227.  
  228. if DESERT_MAP
  229. create_object PALMTREE
  230. {
  231.   number_of_objects          30
  232.   set_gaia_object_only
  233.   set_scaling_to_map_size
  234.   min_distance_to_players    8
  235. }
  236. else
  237. create_object OAKTREE
  238. {
  239.   number_of_objects          30
  240.   set_gaia_object_only
  241.   set_scaling_to_map_size
  242.   min_distance_to_players    8
  243. }
  244. endif
  245.  
  246. if DESERT_MAP
  247. create_object DORADO
  248. {
  249.   number_of_objects                   15
  250.   set_scaling_to_map_size
  251.   set_gaia_object_only
  252.   max_distance_to_other_zones         4
  253. }
  254. create_object SNAPPER
  255. {
  256.   number_of_objects                   10
  257.   set_scaling_to_map_size
  258.   set_gaia_object_only
  259.   max_distance_to_other_zones         4
  260. else
  261. create_object DORADO
  262. {
  263.   number_of_objects                   5
  264.   set_scaling_to_map_size
  265.   set_gaia_object_only
  266.   max_distance_to_other_zones         4
  267. }
  268. create_object TUNA
  269. {
  270.   number_of_objects                   10
  271.   set_scaling_to_map_size
  272.   set_gaia_object_only
  273.   max_distance_to_other_zones         4
  274. }
  275. create_object SNAPPER
  276. {
  277.   number_of_objects                   10
  278.   set_scaling_to_map_size
  279.   set_gaia_object_only
  280.   max_distance_to_other_zones         4
  281. endif
  282.  
  283. create_object SHORE_FISH
  284. {
  285.   number_of_objects                   25
  286.   set_scaling_to_map_size
  287.   min_distance_group_placement         5
  288.   set_gaia_object_only
  289. }
  290.  
  291. create_object MARLIN1
  292. {
  293.   number_of_groups                      5
  294.   number_of_objects                     1
  295.   set_scaling_to_map_size
  296.   set_gaia_object_only
  297.   min_distance_group_placement        10 
  298.   max_distance_to_other_zones         7
  299.  
  300. create_object MARLIN2
  301. {
  302.   number_of_groups                      5
  303.   number_of_objects                     1
  304.   set_scaling_to_map_size
  305.   set_gaia_object_only
  306.   min_distance_group_placement        10 
  307.   max_distance_to_other_zones         7
  308.  
  309. /* ****************************************************** */
  310.  
  311. <ELEVATION_GENERATION>
  312.  
  313. create_elevation        7
  314. {
  315. if DESERT_MAP
  316.   base_terrain                DIRT
  317. else           
  318.   base_terrain                GRASS
  319. endif
  320.   number_of_clumps         14
  321.   number_of_tiles         2000
  322.   set_scale_by_groups
  323.   set_scale_by_size           
  324. }
  325.  
  326. <CLIFF_GENERATION>
  327.  
  328. min_number_of_cliffs 5
  329. max_number_of_cliffs 8
  330. min_length_of_cliff  4
  331. max_length_of_cliff  10
  332. cliff_curliness      10
  333. min_distance_cliffs  3     
  334.  
  335.  
  336. /* ****************************************************** */
  337. <CONNECTION_GENERATION>
  338. create_connect_all_players_land
  339. {
  340. /*  replace_terrain GRASS         DESERT 
  341.   replace_terrain WATER         SHALLOW
  342.   replace_terrain FOREST        DESERT
  343.   replace_terrain PALM_DESERT   DESERT
  344.   terrain_cost    WATER         7
  345.   terrain_cost    FOREST        7
  346.   terrain_cost    PALM_DESERT   7
  347.   terrain_cost    SHALLOW       3
  348.   terrain_cost    DESERT        1
  349.   terrain_cost    GRASS         2
  350.   terrain_cost    BEACH         7
  351.   terrain_size    WATER         2       1
  352.   terrain_size    GRASS         0       0
  353.   terrain_size    FOREST        0       0
  354.   terrain_size    PALM_DESERT   0       0
  355.   terrain_size    DESERT        0       0
  356. } */
  357.  
  358.