Implement placement options for many random maps #7005
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Reference: 0ad/0ad#7005
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This pull request enables player placement options for many multiplayer maps so that players have more ways to play existing maps. In addition, 1v1 gameplay stands to gain from some ambiguity on exactly where the enemy might be.
Placement options include circle, river, stronghold, groupedLines, and random group.
In general, groupedLines is a little bit sparse as there are fewer maps that accommodate the placement well (because of how close the ccs are).
@phosit for some reason you are not a reviewer.
fef2a08554
is to big (and does multiple things)ok i'll do that soon
2a367ac548
tof5076ba482
ok @phosit I've adjusted groupedLines so it is more playable in all the different configurations. (less sandwiched together, teams separated enough).
Also, I slightly increased the intra and inter-team placement on stronghold so that teammates have a bit more breathing room, and so that nobody is squished up against the map edge. Also, I tested a lot of maps with only belgian uplands having a presumably unrelated error.
86159838ae
toefce19a984
Good work
In
b0de384609
{
should be on seperate linesActually I don't know why
g_PlayerbaseTypes[pattern].walls
is changed toundefined
ina0cf4c1c62
.Ah it seems the first one was mixed up when splitting everything up. And I forgot to undo the auto-formatting wrt {
g_PlayerbaseTypes[pattern].walls
->undefined
was in marder's original patches. Was that because wall placement was broken and is now fixed? I could add them back and see if it works. The walls are placing even when things are pretty cramped, so maybe thats it.efce19a984
tof766a26a30
I think we shouldn't squash these commits since they individually describe the changes.
3d7c4ce05b
adds river without describing that in the commit message and without using it (if i'm correct) so it's not testable on it's own.About frontier: In
3d7c4ce05b
"radial", "line"
is changed to"circle", "groupedLines"
but in94c8a248a4
it's changed from"line", "radial"
to"groupedLines", "circle"
On the first part, yeah I can change this for sure.
For the second part, it makes no difference for the order to be different in the script. This is just used for atlas according to the comment. I decided to just keep the original order.
f766a26a30
to26a68b56c2
26a68b56c2
to68de737d1d
My comment wasn't about the order. I was confused why it's done two times. It looks good now.
I think "Radial Lines" is a better name then "Grouped Lines".
When using "Grouped Lines" on a tiny map 4v4 most of the times not all resources can be placed.
I'm still woried that removing walls removes a uniqueness of a civ (and weekens it (i'm not a balancer)). With circle, river and random groups there is space for walls. Since in stronghold (and grouped lines) one starts close to the team walls are not that usefull or even a hurdle.
What I want to say: When circle, river or random groups is used iberians should have walls. When stronghold or grouped lines is used iberians should have no walls. The (ostensible) reason is that walls would be a hurdle.
In a future commit: When using stronghold the iberian wall could go around the whole stronghold.
I think undefined results in the walls always being placed.
I kind of like grouped lines to be honest.
You are right i got confused about the last argument passed to
playerPlacementByPattern
and the last argument passed tocreateBases
.Then I'm ok with it :)
@ -8,2 +8,3 @@
"Preview" : "neareastern_badlands.png",
"CircularMap" : true
"CircularMap" : true,
"PlayerPlacements": [
Only one placement can be "selected".
The maps can't be generated in atlas. (I have a patch for that)
If there are no teams but Grouped Lines is selected, all CCs are crammed in the middle.
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