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Text File  |  1999-11-11  |  18KB  |  805 lines

  1. /* ************ MIGRATION ************ */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type           MIGRATION 
  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. if DESERT_MAP
  24.     terrain_type                     DIRT
  25. elseif ALPINE_MAP
  26.     terrain_type                     GRASS2
  27. else                     
  28.     terrain_type                     GRASS
  29.   endif  
  30.   land_percent                     15
  31.   base_size                        9
  32.   border_fuzziness                 7
  33.   other_zone_avoidance_distance    7
  34.   clumping_factor                  15
  35. }
  36.  
  37. /* ***FREE BIG ISLAND*** */
  38. create_land 
  39. {
  40. if DESERT_MAP
  41.     terrain_type                     DIRT
  42. elseif ALPINE_MAP
  43.     terrain_type                     GRASS2
  44. else                       
  45.     terrain_type                     GRASS
  46.   endif  
  47.   land_percent                     40
  48.   border_fuzziness                 10
  49.   other_zone_avoidance_distance    10 
  50.   land_id                          21
  51.  
  52. start_random
  53.   percent_chance 50
  54.     left_border                    13
  55.     right_border                 10
  56.   percent_chance 50
  57.     left_border                    10
  58.     right_border                   13
  59. end_random
  60. start_random
  61.   percent_chance 50
  62.     top_border                     13
  63.     bottom_border                  10
  64.   percent_chance 50
  65.     top_border                 10
  66.     bottom_border                  13
  67. end_random
  68. }
  69.  
  70. /* ****************************************************** */
  71. <TERRAIN_GENERATION>
  72.  
  73. create_terrain MED_WATER
  74. {
  75. base_terrain WATER
  76. number_of_clumps               10
  77. spacing_to_other_terrain_types 2
  78. land_percent 60
  79. }
  80.  
  81. create_terrain DEEP_WATER
  82. {
  83. base_terrain MED_WATER
  84. number_of_clumps               6
  85. spacing_to_other_terrain_types 5
  86. land_percent 10
  87. }
  88.  
  89. /* PRIMARY FOREST */
  90.  
  91. if DESERT_MAP
  92.   create_terrain PALM_DESERT
  93. {
  94.   base_terrain                   DIRT
  95.   spacing_to_other_terrain_types 5
  96.   land_percent                   6
  97.   number_of_clumps               14
  98.   set_avoid_player_start_areas     
  99.   set_scale_by_groups
  100. }
  101. elseif ALPINE_MAP
  102. create_terrain PINE_FOREST
  103. {
  104.   base_terrain                   GRASS2
  105.   spacing_to_other_terrain_types 5
  106.   land_percent                   6
  107.   number_of_clumps               14
  108.   set_avoid_player_start_areas     
  109.   set_scale_by_groups
  110. }
  111. else
  112. create_terrain FOREST
  113. {
  114.   base_terrain                   GRASS
  115.   spacing_to_other_terrain_types 5
  116.   land_percent                   6
  117.   number_of_clumps               14
  118.   set_avoid_player_start_areas     
  119.   set_scale_by_groups
  120. }
  121. endif
  122.  
  123. /* PRIMARY PATCH */
  124.  
  125. if DESERT_MAP
  126.    create_terrain DESERT
  127. {
  128.   base_terrain                   DIRT
  129.   number_of_clumps               8
  130.   spacing_to_other_terrain_types 0
  131.   land_percent                   8
  132.   set_scale_by_size
  133. }
  134. elseif ALPINE_MAP
  135. create_terrain GRASS3
  136. {
  137.   base_terrain                   GRASS2
  138.   number_of_clumps               8
  139.   spacing_to_other_terrain_types 0
  140.   land_percent                   6
  141.   set_scale_by_size
  142. }
  143. else
  144. create_terrain DIRT
  145. {
  146.   base_terrain                   GRASS
  147.   number_of_clumps               8
  148.   spacing_to_other_terrain_types 0
  149.   land_percent                   9
  150.   set_scale_by_size
  151. }
  152. endif
  153.  
  154. /* SECONDARY FOREST */
  155.  
  156. if DESERT_MAP
  157. create_terrain FOREST
  158. {
  159.   base_terrain                   GRASS
  160.   spacing_to_other_terrain_types 3
  161.   land_percent                   1
  162.   number_of_clumps               3
  163.   set_avoid_player_start_areas     
  164.   set_scale_by_groups
  165. }
  166. elseif ALPINE_MAP
  167. create_terrain FOREST
  168. {
  169.   base_terrain                   GRASS3
  170.   spacing_to_other_terrain_types 3
  171.   land_percent                   1
  172.   number_of_clumps               3
  173.   set_avoid_player_start_areas     
  174.   set_scale_by_groups
  175. }
  176. else
  177. create_terrain PALM_DESERT
  178. {
  179.   base_terrain                   DIRT
  180.   spacing_to_other_terrain_types 3
  181.   land_percent                   1
  182.   number_of_clumps               3
  183.   set_avoid_player_start_areas     
  184.   set_scale_by_groups
  185. }
  186. endif
  187.  
  188. /* SECONDARY PATCH */
  189.  
  190. if DESERT_MAP
  191.    create_terrain DIRT3
  192. {
  193.   base_terrain                   DIRT
  194.   number_of_clumps               24
  195.   spacing_to_other_terrain_types 0
  196.   land_percent                   2
  197.   set_scale_by_size
  198. }
  199. elseif ALPINE_MAP
  200. create_terrain DIRT3
  201. {
  202.   base_terrain                   GRASS2
  203.   number_of_clumps               24
  204.   spacing_to_other_terrain_types 0
  205.   land_percent                   2
  206.   set_scale_by_size
  207. }
  208. else
  209. create_terrain GRASS3
  210. {
  211.   base_terrain                   GRASS
  212.   number_of_clumps               24
  213.   spacing_to_other_terrain_types 0
  214.   land_percent                   2
  215.   set_scale_by_size
  216. }
  217. endif
  218.  
  219. /* TERTIARY PATCH */
  220.  
  221. if DESERT_MAP
  222.    create_terrain GRASS3
  223. {
  224.   base_terrain                   DIRT
  225.   number_of_clumps               30
  226.   spacing_to_other_terrain_types 0
  227.   land_percent                   2
  228.   set_scale_by_size
  229. }
  230. elseif ALPINE_MAP
  231. create_terrain GRASS
  232. {
  233.   base_terrain                   GRASS2
  234.   number_of_clumps               30
  235.   spacing_to_other_terrain_types 0
  236.   land_percent                   2
  237.   set_scale_by_size
  238. }
  239. else
  240. create_terrain DIRT3
  241. {
  242.   base_terrain                   GRASS
  243.   number_of_clumps               30
  244.   spacing_to_other_terrain_types 0
  245.   land_percent                   2
  246.   set_scale_by_size
  247. }
  248. endif
  249.  
  250.  
  251. /* ****************************************************** */
  252. <OBJECTS_GENERATION>
  253.  
  254. /* PLAYER START OBJECTS */
  255.  
  256. create_object TOWN_CENTER
  257. {
  258.   set_place_for_every_player
  259.   group_placement_radius     14
  260.   min_distance_to_players    0
  261.   max_distance_to_players    0
  262. }
  263.  
  264. create_object VILLAGER
  265. {
  266.   set_place_for_every_player
  267.   min_distance_to_players       6
  268.   max_distance_to_players       6
  269.  }
  270.  
  271. create_object SCOUT
  272. {
  273.   number_of_objects             1
  274.   set_place_for_every_player
  275.   min_distance_to_players       7
  276.   max_distance_to_players       9
  277.  }
  278.  
  279. if DESERT_MAP
  280. create_object PALMTREE
  281. {
  282.   number_of_objects             2
  283.   set_gaia_object_only
  284.   set_place_for_every_player
  285.   min_distance_to_players       4
  286.   max_distance_to_players       5
  287.   min_distance_group_placement  2
  288. }
  289. create_object PALMTREE
  290. {
  291.   number_of_objects             3
  292.   set_gaia_object_only
  293.   set_place_for_every_player
  294.   min_distance_to_players       6
  295.   max_distance_to_players       8
  296.   min_distance_group_placement  2
  297. }
  298. elseif ALPINE_MAP
  299. create_object PINETREE
  300. {
  301.   number_of_objects             2
  302.   set_gaia_object_only
  303.   set_place_for_every_player
  304.   min_distance_to_players       4
  305.   max_distance_to_players       5
  306.   min_distance_group_placement  2
  307. }
  308. create_object PINETREE
  309. {
  310.   number_of_objects             3
  311.   set_gaia_object_only
  312.   set_place_for_every_player
  313.   min_distance_to_players       6
  314.   max_distance_to_players       8
  315.   min_distance_group_placement  2
  316. }
  317. elseif ASIAN_MAP
  318. create_object BAMBOO_TREE
  319. {
  320.   number_of_objects             2
  321.   set_gaia_object_only
  322.   set_place_for_every_player
  323.   min_distance_to_players       4
  324.   max_distance_to_players       5
  325.   min_distance_group_placement  2
  326. }
  327. create_object PINETREE
  328. {
  329.   number_of_objects             3
  330.   set_gaia_object_only
  331.   set_place_for_every_player
  332.   min_distance_to_players       6
  333.   max_distance_to_players       8
  334.   min_distance_group_placement  2
  335. }
  336. else
  337. create_object OAKTREE
  338. {
  339.   number_of_objects             2
  340.   set_gaia_object_only
  341.   set_place_for_every_player
  342.   min_distance_to_players       4
  343.   max_distance_to_players       5
  344.   min_distance_group_placement  2
  345. }
  346. create_object OAKTREE
  347. {
  348.   number_of_objects             3
  349.   set_gaia_object_only
  350.   set_place_for_every_player
  351.   min_distance_to_players       6
  352.   max_distance_to_players       8
  353.   min_distance_group_placement  2
  354. }
  355. endif
  356.  
  357. /* SPECIAL STUFF FOR REGICIDE */
  358.  
  359. if REGICIDE
  360. create_object VILLAGER
  361. {
  362.   number_of_objects             7
  363.   set_place_for_every_player
  364.   min_distance_to_players       6
  365.   max_distance_to_players       6
  366. }
  367.  
  368. create_object KING
  369. {
  370.   set_place_for_every_player
  371.   min_distance_to_players       6
  372.   max_distance_to_players       6
  373. }
  374.  
  375. create_object CASTLE
  376. {
  377.   set_place_for_every_player
  378.   min_distance_to_players    10
  379.   max_distance_to_players    10
  380. }
  381. endif
  382.  
  383. /* NEAR FORAGE */
  384.  
  385. create_object FORAGE
  386. {
  387.   number_of_objects          7
  388.   group_placement_radius     3
  389.   set_tight_grouping
  390.   set_gaia_object_only
  391.   set_place_for_every_player
  392.   min_distance_to_players    10
  393.   max_distance_to_players    12
  394.   min_distance_group_placement  6
  395. }
  396.  
  397. /* GOLD MINE */
  398.  
  399. create_object GOLD
  400. {
  401.   number_of_objects          8
  402.   group_placement_radius     3
  403.   set_tight_grouping
  404.   set_gaia_object_only
  405.   set_place_for_every_player
  406.   min_distance_to_players    7
  407.   max_distance_to_other_zones  5
  408. }
  409.  
  410. /* STONE MINE */
  411.  
  412. create_object STONE
  413. {
  414.   number_of_objects          6
  415.   group_placement_radius     2  
  416.   set_tight_grouping 
  417.   set_gaia_object_only
  418.   set_place_for_every_player
  419.   min_distance_to_players    7
  420.   max_distance_to_other_zones  5
  421. }
  422.  
  423. /* BAA BAA */
  424.  
  425. create_object SHEEP
  426. {
  427.    number_of_objects 2
  428.    set_loose_grouping
  429.    set_gaia_object_only
  430.    set_place_for_every_player
  431.    min_distance_to_players    10
  432.    min_distance_group_placement  5
  433. }
  434.  
  435. create_object SHEEP
  436. {
  437.    number_of_objects 4
  438.    set_loose_grouping
  439.    set_gaia_object_only
  440.    set_place_for_every_player
  441.    min_distance_to_players    10
  442.    min_distance_group_placement  5
  443. }
  444.  
  445. create_object DEER
  446. {
  447.   number_of_objects          4
  448.   group_variance             1
  449.   group_placement_radius     3
  450.   set_loose_grouping
  451.   set_gaia_object_only
  452.   set_place_for_every_player
  453.   min_distance_to_players    8
  454.   min_distance_group_placement  4
  455. }
  456.  
  457. create_object HAWK
  458. {
  459.    number_of_objects         6
  460.    set_scaling_to_map_size
  461. }
  462.  
  463. if DESERT_MAP
  464. create_object PALMTREE
  465. {
  466.   number_of_objects          30
  467.   set_gaia_object_only
  468.   set_scaling_to_map_size
  469.   min_distance_to_players    8
  470. }
  471. elseif ALPINE_MAP
  472. create_object PINETREE
  473. {
  474.   number_of_objects          30
  475.   set_gaia_object_only
  476.   set_scaling_to_map_size
  477.   min_distance_to_players    8
  478. }
  479. else
  480. create_object OAKTREE
  481. {
  482.   number_of_objects          30
  483.   set_gaia_object_only
  484.   min_distance_to_players    8
  485.   set_scaling_to_map_size
  486. }
  487. endif
  488.  
  489. if DESERT_MAP
  490. create_object DORADO
  491. {
  492.   number_of_objects                   15
  493.   set_scaling_to_map_size
  494.   set_gaia_object_only
  495.   max_distance_to_other_zones         4
  496. }
  497. create_object SNAPPER
  498. {
  499.   number_of_objects                   15
  500.   set_scaling_to_map_size
  501.   set_gaia_object_only
  502.   max_distance_to_other_zones         4
  503. elseif ALPINE_MAP
  504. create_object SALMON
  505. {
  506.   number_of_objects                   15
  507.   set_scaling_to_map_size
  508.   set_gaia_object_only
  509.   max_distance_to_other_zones         4
  510. }
  511. create_object SNAPPER
  512. {
  513.   number_of_objects                   15
  514.   set_scaling_to_map_size
  515.   set_gaia_object_only
  516.   max_distance_to_other_zones         4
  517. else
  518. create_object DORADO
  519. {
  520.   number_of_objects                   10
  521.   set_scaling_to_map_size
  522.   set_gaia_object_only
  523.   max_distance_to_other_zones         4
  524. }
  525. create_object TUNA
  526. {
  527.   number_of_objects                   10
  528.   set_scaling_to_map_size
  529.   set_gaia_object_only
  530.   max_distance_to_other_zones         4
  531. }
  532. create_object SNAPPER
  533. {
  534.   number_of_objects                   10
  535.   set_scaling_to_map_size
  536.   set_gaia_object_only
  537.   max_distance_to_other_zones         4
  538. endif
  539.  
  540. create_object SHORE_FISH
  541. {
  542.   number_of_objects                   25
  543.   set_scaling_to_map_size
  544.   set_gaia_object_only
  545.  min_distance_group_placement  3
  546. }
  547.  
  548. create_object MARLIN1
  549. {
  550.   number_of_groups                      5
  551.   number_of_objects                     1
  552.   set_scaling_to_map_size
  553.   set_gaia_object_only
  554.   min_distance_group_placement        10
  555.   max_distance_to_other_zones         7
  556.  
  557. create_object MARLIN2
  558. {
  559.   number_of_groups                      5
  560.   number_of_objects                     1
  561.   set_scaling_to_map_size
  562.   set_gaia_object_only
  563.   min_distance_group_placement        10
  564.   max_distance_to_other_zones         7
  565.  
  566. /* *************************************************** */
  567. /* ****IN THE NEW WORLD**** */
  568.  
  569. create_object RELIC
  570. {
  571.    number_of_objects             5
  572.    min_distance_to_players       25
  573.    temp_min_distance_group_placement 20
  574. place_on_specific_land_id     21
  575. }
  576.  
  577. create_object BOAR
  578. {
  579.   number_of_objects          2
  580.   group_placement_radius     3
  581.   set_loose_grouping
  582.   set_gaia_object_only
  583.   min_distance_to_players    25
  584. place_on_specific_land_id     21
  585. }
  586.  
  587. create_object SHEEP
  588. {
  589.    number_of_objects 4
  590.    set_gaia_object_only
  591.    set_scaling_to_player_number
  592.    min_distance_to_players    25
  593. place_on_specific_land_id     21
  594. }
  595.  
  596. create_object GOLD
  597. {
  598.   number_of_groups           1   
  599.   number_of_objects          6
  600.   group_placement_radius     2
  601.   set_tight_grouping
  602.   set_gaia_object_only
  603.   set_scaling_to_player_number
  604.   min_distance_group_placement  10
  605.   min_distance_to_players    25
  606. place_on_specific_land_id     21
  607. }
  608.  
  609. create_object STONE
  610. {
  611.   number_of_groups           1    
  612.   number_of_objects          6
  613.   group_placement_radius     2
  614.   set_tight_grouping
  615.   set_gaia_object_only
  616.   set_scaling_to_player_number
  617.  min_distance_to_players    25
  618.   min_distance_group_placement  10
  619. place_on_specific_land_id     21
  620. }
  621.  
  622. create_object FORAGE
  623. {
  624.   number_of_groups           1    
  625.   number_of_objects          5
  626.   group_placement_radius     3
  627.   set_tight_grouping
  628.   set_gaia_object_only
  629.   set_scaling_to_player_number
  630.   min_distance_group_placement  7
  631.   min_distance_to_players    25
  632. place_on_specific_land_id     21
  633. }
  634.  
  635. create_object WOLF
  636. {
  637.   number_of_objects          2
  638.   set_gaia_object_only
  639.   set_scaling_to_player_number
  640.   min_distance_group_placement  6
  641.   min_distance_to_players    25
  642. place_on_specific_land_id     21
  643. }
  644.  
  645. /* RESOURCES BY MAP */
  646.  
  647. if LARGE_MAP
  648. create_object FORAGE
  649. {
  650.   number_of_groups           1    
  651.   number_of_objects          5
  652.   group_placement_radius     3
  653.   set_tight_grouping
  654.   set_gaia_object_only
  655.   min_distance_group_placement  7
  656.   place_on_specific_land_id     21
  657. }
  658. endif
  659.  
  660. if HUGE_MAP
  661. create_object FORAGE
  662. {
  663.   number_of_groups           2    
  664.   number_of_objects          5
  665.   group_placement_radius     3
  666.   set_tight_grouping
  667.   set_gaia_object_only
  668.   min_distance_group_placement  7
  669.   place_on_specific_land_id     21
  670. }
  671. endif
  672.  
  673. if GIGANTIC_MAP
  674. create_object FORAGE
  675. {
  676.   number_of_groups           3    
  677.   number_of_objects          5
  678.   group_placement_radius     3
  679.   set_tight_grouping
  680.   set_gaia_object_only
  681.   min_distance_group_placement  7
  682.   place_on_specific_land_id     21
  683. }
  684. endif
  685.  
  686. if LARGE_MAP
  687. create_object GOLD
  688. {
  689.   number_of_groups           1    
  690.   number_of_objects          6
  691.   group_variance             1
  692.   group_placement_radius     2
  693.   set_tight_grouping
  694.   set_gaia_object_only
  695.   min_distance_group_placement  7
  696.   place_on_specific_land_id     21
  697. }
  698. endif
  699.  
  700. if HUGE_MAP
  701. create_object GOLD
  702. {
  703.   number_of_groups           2    
  704.   number_of_objects          6
  705.   group_variance             1
  706.   group_placement_radius     2
  707.   set_tight_grouping
  708.   set_gaia_object_only
  709.   min_distance_group_placement  7
  710.   place_on_specific_land_id     21
  711. }
  712. endif
  713.  
  714. if GIGANTIC_MAP
  715. create_object GOLD
  716. {
  717.   number_of_groups           3    
  718.   number_of_objects          6
  719.   group_variance             1
  720.   group_placement_radius     2
  721.   set_tight_grouping
  722.   set_gaia_object_only
  723.   min_distance_group_placement  7
  724.   place_on_specific_land_id     21
  725. }
  726. endif
  727.  
  728. if LARGE_MAP
  729. create_object STONE
  730. {
  731.   number_of_groups           1    
  732.   number_of_objects          6
  733.   group_variance             1
  734.   group_placement_radius     2
  735.   set_tight_grouping
  736.   set_gaia_object_only
  737.   min_distance_group_placement  7
  738.   place_on_specific_land_id     21
  739. }
  740. endif
  741.  
  742. if HUGE_MAP
  743. create_object STONE
  744. {
  745.   number_of_groups           2    
  746.   number_of_objects          6
  747.   group_variance             1
  748.   group_placement_radius     2
  749.   set_tight_grouping
  750.   set_gaia_object_only
  751.   min_distance_group_placement  7
  752.   place_on_specific_land_id     21
  753. }
  754. endif
  755.  
  756. if GIGANTIC_MAP
  757. create_object STONE
  758. {
  759.   number_of_groups           3    
  760.   number_of_objects          6
  761.   group_variance             1
  762.   group_placement_radius     2
  763.   set_tight_grouping
  764.   set_gaia_object_only
  765.   min_distance_group_placement  7
  766.   place_on_specific_land_id     21
  767. }
  768. endif
  769.  
  770. /* ****************************************************** */
  771.  
  772. <ELEVATION_GENERATION>
  773.  
  774. create_elevation        7
  775. {
  776. if DESERT_MAP
  777.   base_terrain                DIRT
  778. elseif ALPINE_MAP
  779.   base_terrain                GRASS2
  780. else           
  781.   base_terrain                GRASS
  782. endif 
  783.   number_of_clumps         14
  784.   number_of_tiles         2000
  785.   set_scale_by_groups
  786.   set_scale_by_size           
  787. }
  788.  
  789. /* ****************************************************** */
  790. <CLIFF_GENERATION>
  791.  
  792. min_number_of_cliffs 3
  793. max_number_of_cliffs 5
  794. min_length_of_cliff  4
  795. max_length_of_cliff  5
  796. cliff_curliness      10
  797. min_distance_cliffs  3     
  798.  
  799.