Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");

setSelectedBiome();

const tMainTerrain = g_Terrains.mainTerrain;
const tForestFloor1 = g_Terrains.forestFloor1;
const tForestFloor2 = g_Terrains.forestFloor2;
const tCliff = g_Terrains.cliff;
const tTier1Terrain = g_Terrains.tier1Terrain;
const tTier2Terrain = g_Terrains.tier2Terrain;
const tTier3Terrain = g_Terrains.tier3Terrain;
const tHill = g_Terrains.hill;
const tRoad = g_Terrains.road;
const tRoadWild = g_Terrains.roadWild;
const tTier4Terrain = g_Terrains.tier4Terrain;
const tShore = g_Terrains.shore;
const tWater = g_Terrains.water;

const oTree1 = g_Gaia.tree1;
const oTree2 = g_Gaia.tree2;
const oTree3 = g_Gaia.tree3;
const oTree4 = g_Gaia.tree4;
const oTree5 = g_Gaia.tree5;
const oFruitBush = g_Gaia.fruitBush;
const oMainHuntableAnimal = g_Gaia.mainHuntableAnimal;
const oFish = g_Gaia.fish;
const oSecondaryHuntableAnimal = g_Gaia.secondaryHuntableAnimal;
const oStoneLarge = g_Gaia.stoneLarge;
const oStoneSmall = g_Gaia.stoneSmall;
const oMetalLarge = g_Gaia.metalLarge;
const oMetalSmall = g_Gaia.metalSmall;

const aGrass = g_Decoratives.grass;
const aGrassShort = g_Decoratives.grassShort;
const aRockLarge = g_Decoratives.rockLarge;
const aRockMedium = g_Decoratives.rockMedium;
const aBushMedium = g_Decoratives.bushMedium;
const aBushSmall = g_Decoratives.bushSmall;

const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];

const heightSeaGround = -3;
const heightLand = 3;

var g_Map = new RandomMap(heightLand, tMainTerrain);

const numPlayers = getNumPlayers();
const mapSize = g_Map.getSize();
const mapCenter = g_Map.getCenter();

var clPlayer = g_Map.createTileClass();
var clHill = g_Map.createTileClass();
var clForest = g_Map.createTileClass();
var clWater = g_Map.createTileClass();
var clDirt = g_Map.createTileClass();
var clRock = g_Map.createTileClass();
var clMetal = g_Map.createTileClass();
var clFood = g_Map.createTileClass();
var clBaseResource = g_Map.createTileClass();

const pattern = g_MapSettings.TeamPlacement;
const [playerIDs, playerPosition] =
	playerPlacementByPattern(
		pattern,
		fractionToTiles(0.35),
		fractionToTiles(0.1),
		randomAngle(),
		undefined);

g_Map.log("Preventing water in player territory");
for (let i = 0; i < numPlayers; ++i)
	addCivicCenterAreaToClass(playerPosition[i], clPlayer);

g_Map.log("Creating the lake...");
createArea(
	new ChainPlacer(
		2,
		Math.floor(scaleByMapSize(5, 16)),
		Math.floor(scaleByMapSize(35, 200)),
		Infinity,
		mapCenter,
		0,
		[Math.floor(fractionToTiles(0.2))]),
	[
		new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
		new TileClassPainter(clWater)
	],
	avoidClasses(clPlayer, 20));

g_Map.log("Creating more shore jaggedness");
createAreas(
	new ChainPlacer(2, Math.floor(scaleByMapSize(4, 6)), 3, Infinity),
	[
		new LayeredPainter([tCliff, tHill], [2]),
		new TileClassUnPainter(clWater)
	],
	borderClasses(clWater, 4, 7),
	scaleByMapSize(12, 130) * 2,
	150);

paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain);
paintTerrainBasedOnHeight(1, 2.4, 0, tShore);
paintTerrainBasedOnHeight(-8, 1, 2, tWater);
paintTileClassBasedOnHeight(-6, 0, 1, clWater);

placePlayerBases({
	"PlayerPlacement": [playerIDs, playerPosition],
	// PlayerTileClass marked above
	"BaseResourceClass": clBaseResource,
	"CityPatch": {
		"outerTerrain": tRoadWild,
		"innerTerrain": tRoad
	},
	"StartingAnimal": {
	},
	"Berries": {
		"template": oFruitBush
	},
	"Mines": {
		"types": [
			{ "template": oMetalLarge },
			{ "template": oStoneLarge }
		]
	},
	"Trees": {
		"template": oTree1,
		"count": 5
	},
	"Decoratives": {
		"template": aGrassShort
	}
});
Engine.SetProgress(20);

createBumps(avoidClasses(clWater, 2, clPlayer, 20));

if (randBool())
	createHills([tMainTerrain, tCliff, tHill], avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers);
else
	createMountains(tCliff, avoidClasses(clPlayer, 20, clHill, 15, clWater, 2), clHill, scaleByMapSize(1, 4) * numPlayers);

const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
createDefaultForests(
	[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
	avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
	clForest,
	forestTrees);

Engine.SetProgress(50);

g_Map.log("Creating dirt patches");
createLayeredPatches(
 [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
 [[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
 [1,1],
 avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
 scaleByMapSize(15, 45),
 clDirt);

g_Map.log("Creating grass patches");
createPatches(
 [scaleByMapSize(2, 4), scaleByMapSize(3, 7), scaleByMapSize(5, 15)],
 tTier4Terrain,
 avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
 scaleByMapSize(15, 45),
 clDirt);
Engine.SetProgress(55);

g_Map.log("Creating metal mines");
createBalancedMetalMines(
	oMetalSmall,
	oMetalLarge,
	clMetal,
	avoidClasses(clWater, 3, clForest, 1, clPlayer, scaleByMapSize(20, 35), clHill, 1)
);

g_Map.log("Creating stone mines");
createBalancedStoneMines(
	oStoneSmall,
	oStoneLarge,
	clRock,
	avoidClasses(clWater, 3, clForest, 1, clPlayer, scaleByMapSize(20, 35), clHill, 1, clMetal, 10)
);

Engine.SetProgress(65);

var planetm = 1;

if (currentBiome() == "generic/india")
	planetm = 8;

createDecoration(
	[
		[new SimpleObject(aRockMedium, 1, 3, 0, 1)],
		[new SimpleObject(aRockLarge, 1, 2, 0, 1), new SimpleObject(aRockMedium, 1, 3, 0, 2)],
		[new SimpleObject(aGrassShort, 1, 2, 0, 1)],
		[new SimpleObject(aGrass, 2, 4, 0, 1.8), new SimpleObject(aGrassShort, 3, 6, 1.2, 2.5)],
		[new SimpleObject(aBushMedium, 1, 2, 0, 2), new SimpleObject(aBushSmall, 2, 4, 0, 2)]
	],
	[
		scaleByMapAreaAbsolute(16),
		scaleByMapAreaAbsolute(8),
		planetm * scaleByMapAreaAbsolute(13),
		planetm * scaleByMapAreaAbsolute(13),
		planetm * scaleByMapAreaAbsolute(13)
	],
	avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0));

Engine.SetProgress(70);

createFood(
	[
		[new SimpleObject(oMainHuntableAnimal, 5, 7, 0, 4)],
		[new SimpleObject(oSecondaryHuntableAnimal, 2, 3, 0, 2)]
	],
	[
		3 * numPlayers,
		3 * numPlayers
	],
	avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
	clFood);

createFood(
	[
		[new SimpleObject(oFruitBush, 5, 7, 0, 4)]
	],
	[
		3 * numPlayers
	],
	avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
	clFood);

createFood(
	[
		[new SimpleObject(oFish, 2, 3, 0, 2)]
	],
	[
		25 * numPlayers
	],
	[avoidClasses(clFood, 20), stayClasses(clWater, 6)],
	clFood);

Engine.SetProgress(85);

createStragglerTrees(
	[oTree1, oTree2, oTree4, oTree3],
	avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 6, clRock, 6),
	clForest,
	stragglerTrees);

placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clHill, 2, clForest, 1, clMetal, 4, clRock, 4, clFood, 2));

setWaterWaviness(4.0);
setWaterType("lake");

g_Map.ExportMap();
