[maps] Fix entities placed outside of the passable map area on wild_lake.js and caledonia_meadows.js
Reported by Gurken Khan: https://wildfiregames.com/forum/topic/82754-alpha-26-pre-releaserelease-candidate-build-testing/page/4/#comment-503140 Fix: rename "actor" to "entity" as that makes it clearer what it actually is and use placeEntityPassable() to assure that nothing is placed outside of the map. also: include https://code.wildfiregames.com/D2149 patch by @FeXoR reduce the amount of entities placed on wild_lake. It looked extremely crowded. accepted by: @lyv Differential revision: https://code.wildfiregames.com/D4699 This was SVN commit r26944.
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@ -90,7 +90,6 @@ let groveActors = [
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"actor|props/flora/bush.xml", "actor|props/flora/bush_dry_a.xml", "actor|props/flora/bush_highlands.xml",
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"actor|props/flora/bush_tempe_a.xml", "actor|props/flora/bush_tempe_b.xml", "actor|props/flora/ferns.xml"
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];
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let clGrove = g_Map.createTileClass();
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function placeGrove(point)
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{
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@ -108,10 +107,7 @@ function placeGrove(point)
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g_Map.placeEntityPassable(pickRandom(objectList), 0, position, randomAngle());
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createArea(
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new ClumpPlacer(5, 1, 1, Infinity, position),
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[
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new TerrainPainter(tGrove),
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new TileClassPainter(clGrove)
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]);
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new TerrainPainter(tGrove));
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}
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}
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@ -143,7 +139,6 @@ function placeStartLocationResources(point, foodEntities = ["gaia/fruit/berry_01
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let angle = currentAngle + randFloat(1, 3) * dAngle / 4;
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let stonePosition = Vector2D.add(point, new Vector2D(12, 0).rotate(-angle));
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placeMine(stonePosition, "gaia/rock/temperate_large");
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currentAngle += dAngle;
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// Wood
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@ -159,10 +154,7 @@ function placeStartLocationResources(point, foodEntities = ["gaia/fruit/berry_01
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g_Map.placeEntityPassable(pickRandom(objectList), 0, woodPosition, randomAngle());
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createArea(
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new ClumpPlacer(5, 1, 1, Infinity, woodPosition),
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[
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new TerrainPainter("temp_grass_plants"),
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new TileClassPainter(clGrove)
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]);
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new TerrainPainter("temp_grass_plants"));
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currentAngle += dAngle;
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}
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@ -238,58 +230,58 @@ g_Map.log("Determining height-dependent biome");
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let myBiome = [];
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myBiome.push({ // 0 Deep water
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"texture": ["shoreline_stoney_a"],
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"actor": [["gaia/fish/generic", "actor|geology/stone_granite_boulder.xml"], 0.02],
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"textureHS": ["alpine_mountainside"], "actorHS": [["gaia/fish/generic"], 0.1]
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"entity": [["gaia/fish/generic", "actor|geology/stone_granite_boulder.xml"], 0.02],
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"textureHS": ["alpine_mountainside"], "entityHS": [["gaia/fish/generic"], 0.1]
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});
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myBiome.push({ // 1 Medium Water
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"texture": ["shoreline_stoney_a", "alpine_shore_rocks"],
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"actor": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.03],
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"textureHS": ["alpine_mountainside"], "actorHS": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.0]
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"entity": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.03],
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"textureHS": ["alpine_mountainside"], "entityHS": [["actor|geology/stone_granite_boulder.xml", "actor|geology/stone_granite_med.xml"], 0.0]
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});
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myBiome.push({ // 2 Shallow water
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"texture": ["alpine_shore_rocks"],
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"actor": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_large.xml", "actor|geology/stone_granite_med.xml", "actor|props/flora/reeds_pond_lush_b.xml"], 0.2],
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"textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_med.xml"], 0.1]
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"entity": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_large.xml", "actor|geology/stone_granite_med.xml", "actor|props/flora/reeds_pond_lush_b.xml"], 0.2],
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"textureHS": ["alpine_mountainside"], "entityHS": [["actor|props/flora/reeds_pond_dry.xml", "actor|geology/stone_granite_med.xml"], 0.1]
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});
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myBiome.push({ // 3 Shore
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"texture": ["alpine_shore_rocks_grass_50", "alpine_grass_rocky"],
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"actor": [["gaia/tree/pine", "gaia/tree/bush_badlands", "actor|geology/highland1_moss.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml"], 0.3],
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"textureHS": ["alpine_mountainside"], "actorHS": [["actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
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"entity": [["gaia/tree/pine", "gaia/tree/bush_badlands", "actor|geology/highland1_moss.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml"], 0.3],
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"textureHS": ["alpine_mountainside"], "entityHS": [["actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
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});
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myBiome.push({ // 4 Low ground
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"texture": ["alpine_dirt_grass_50", "alpine_grass_rocky"],
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"actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
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"textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
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"entity": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml", "actor|props/flora/bush.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
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"textureHS": ["alpine_grass_rocky"], "entityHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_soft_tuft_a.xml"], 0.1]
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});
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myBiome.push({ // 5 Player and path height
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"texture": ["new_alpine_grass_c", "new_alpine_grass_b", "new_alpine_grass_d"],
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"actor": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
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"textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml"], 0.1]
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"entity": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
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"textureHS": ["alpine_grass_rocky"], "entityHS": [["actor|geology/stone_granite_small.xml", "actor|props/flora/grass_soft_small.xml"], 0.1]
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});
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myBiome.push({ // 6 High ground
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"texture": ["new_alpine_grass_a", "alpine_grass_rocky"],
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"actor": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml", "actor|props/flora/bush_highlands.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
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"textureHS": ["alpine_grass_rocky"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml"], 0.1]
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"entity": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml", "actor|props/flora/bush_highlands.xml", "actor|props/flora/grass_medit_flowering_tall.xml"], 0.2],
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"textureHS": ["alpine_grass_rocky"], "entityHS": [["actor|geology/stone_granite_med.xml", "actor|props/flora/grass_tufts_a.xml"], 0.1]
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});
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myBiome.push({ // 7 Lower forest border
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"texture": ["new_alpine_grass_mossy", "alpine_grass_rocky"],
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"actor": [["gaia/tree/pine", "gaia/tree/oak", "actor|props/flora/grass_tufts_a.xml", "gaia/fruit/berry_01", "actor|geology/highland2_moss.xml", "gaia/fauna_goat", "actor|props/flora/bush_tempe_underbrush.xml"], 0.3],
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"textureHS": ["alpine_cliff_c"], "actorHS": [["actor|props/flora/grass_tufts_a.xml", "actor|geology/highland2_moss.xml"], 0.1]
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"entity": [["gaia/tree/pine", "gaia/tree/oak", "actor|props/flora/grass_tufts_a.xml", "gaia/fruit/berry_01", "actor|geology/highland2_moss.xml", "gaia/fauna_goat", "actor|props/flora/bush_tempe_underbrush.xml"], 0.3],
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"textureHS": ["alpine_cliff_c"], "entityHS": [["actor|props/flora/grass_tufts_a.xml", "actor|geology/highland2_moss.xml"], 0.1]
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});
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myBiome.push({ // 8 Forest
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"texture": ["alpine_forrestfloor"],
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"actor": [["gaia/tree/pine", "gaia/tree/pine", "gaia/tree/pine", "gaia/tree/pine", "actor|geology/highland2_moss.xml", "actor|props/flora/bush_highlands.xml"], 0.5],
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"textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland2_moss.xml", "actor|geology/stone_granite_med.xml"], 0.1]
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"entity": [["gaia/tree/pine", "gaia/tree/pine", "gaia/tree/pine", "gaia/tree/pine", "actor|geology/highland2_moss.xml", "actor|props/flora/bush_highlands.xml"], 0.5],
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"textureHS": ["alpine_cliff_c"], "entityHS": [["actor|geology/highland2_moss.xml", "actor|geology/stone_granite_med.xml"], 0.1]
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});
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myBiome.push({ // 9 Upper forest border
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"texture": ["alpine_forrestfloor_snow", "new_alpine_grass_dirt_a"],
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"actor": [["gaia/tree/pine", "actor|geology/snow1.xml"], 0.3],
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"textureHS": ["alpine_cliff_b"], "actorHS": [["actor|geology/stone_granite_med.xml", "actor|geology/snow1.xml"], 0.1]
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"entity": [["gaia/tree/pine", "actor|geology/snow1.xml"], 0.3],
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"textureHS": ["alpine_cliff_b"], "entityHS": [["actor|geology/stone_granite_med.xml", "actor|geology/snow1.xml"], 0.1]
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});
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myBiome.push({ // 10 Hilltop
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"texture": ["alpine_cliff_a", "alpine_cliff_snow"],
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"actor": [["actor|geology/highland1.xml"], 0.05],
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"textureHS": ["alpine_cliff_c"], "actorHS": [["actor|geology/highland1.xml"], 0.0]
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"entity": [["actor|geology/highland1.xml"], 0.05],
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"textureHS": ["alpine_cliff_c"], "entityHS": [["actor|geology/highland1.xml"], 0.0]
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});
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let [playerIDs, playerPosition] = groupPlayersCycle(getStartLocationsByHeightmap({ "min": heighLimits[4], "max": heighLimits[5] }, 1000, 30));
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@ -378,25 +370,25 @@ g_Map.log("Painting areas by height and slope");
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for (let h = 0; h < heighLimits.length; ++h)
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for (let point of areas[h])
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{
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let actor;
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let entity;
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let texture = pickRandom(myBiome[h].texture);
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if (slopeMap[point.x][point.y] < 0.4 * (minSlope[h] + maxSlope[h]))
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{
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if (randBool(myBiome[h].actor[1]))
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actor = pickRandom(myBiome[h].actor[0]);
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if (randBool(myBiome[h].entity[1]))
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entity = pickRandom(myBiome[h].entity[0]);
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}
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else
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{
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texture = pickRandom(myBiome[h].textureHS);
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if (randBool(myBiome[h].actorHS[1]))
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actor = pickRandom(myBiome[h].actorHS[0]);
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if (randBool(myBiome[h].entityHS[1]))
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entity = pickRandom(myBiome[h].entityHS[0]);
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}
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g_Map.setTexture(point, texture);
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if (actor)
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g_Map.placeEntityAnywhere(actor, 0, randomPositionOnTile(point), randomAngle());
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if (entity)
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g_Map.placeEntityPassable(entity, 0, randomPositionOnTile(point), randomAngle());
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}
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Engine.SetProgress(80);
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@ -22,38 +22,44 @@ let wildLakeBiome = [
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// 0 Deep water
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{
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"texture": getArray(g_Terrains.water),
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"actor": [[g_Gaia.fish], 0.01],
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"entity": [[g_Gaia.fish], 0.005],
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"textureHS": getArray(g_Terrains.water),
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"actorHS": [[g_Gaia.fish], 0.03]
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"entityHS": [[g_Gaia.fish], 0.01]
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},
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// 1 Shallow water
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{
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"texture": getArray(g_Terrains.water),
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"actor": [[g_Decoratives.lillies, g_Decoratives.reeds], 0.3],
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"entity": [[g_Decoratives.lillies, g_Decoratives.reeds], 0.3],
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"textureHS": getArray(g_Terrains.water),
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"actorHS": [[g_Decoratives.lillies], 0.1]
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"entityHS": [[g_Decoratives.lillies], 0.1]
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},
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// 2 Shore
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{
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"texture": getArray(g_Terrains.shore),
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"actor": [
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"entity": [
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[
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g_Gaia.tree1, g_Gaia.tree1,
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g_Gaia.tree2, g_Gaia.tree2,
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g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1,
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g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1,
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g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1, g_Gaia.tree1,
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g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2,
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g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2,
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g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2, g_Gaia.tree2,
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g_Gaia.mainHuntableAnimal,
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g_Decoratives.grass, g_Decoratives.grass,
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g_Decoratives.rockMedium, g_Decoratives.rockMedium,
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g_Decoratives.bushMedium, g_Decoratives.bushMedium
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g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium,
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g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium, g_Decoratives.rockMedium,
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g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium,
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g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium, g_Decoratives.bushMedium
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],
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0.3
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],
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"textureHS": getArray(g_Terrains.cliff),
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"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
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"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
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},
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// 3 Low ground
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{
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"texture": getArray(g_Terrains.tier1Terrain),
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"actor": [
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"entity": [
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[
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g_Decoratives.grass,
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g_Decoratives.grassShort,
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@ -62,15 +68,15 @@ let wildLakeBiome = [
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g_Decoratives.bushMedium,
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g_Decoratives.bushSmall
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],
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0.2
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0.07
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],
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"textureHS": getArray(g_Terrains.cliff),
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"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
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"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
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},
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// 4 Mid ground. Player and path height
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{
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"texture": getArray(g_Terrains.mainTerrain),
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"actor": [
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"entity": [
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[
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g_Decoratives.grass,
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g_Decoratives.grassShort,
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@ -79,15 +85,15 @@ let wildLakeBiome = [
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g_Decoratives.bushMedium,
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g_Decoratives.bushSmall
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],
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0.2
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0.07
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],
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"textureHS": getArray(g_Terrains.cliff),
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"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
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"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
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},
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// 5 High ground
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{
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"texture": getArray(g_Terrains.tier2Terrain),
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"actor": [
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"entity": [
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[
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g_Decoratives.grass,
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g_Decoratives.grassShort,
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@ -96,33 +102,33 @@ let wildLakeBiome = [
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g_Decoratives.bushMedium,
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g_Decoratives.bushSmall
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],
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0.2
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0.07
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],
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"textureHS": getArray(g_Terrains.cliff),
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"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
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"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.05]
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},
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// 6 Lower hilltop forest border
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{
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"texture": getArray(g_Terrains.dirt),
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"actor": [
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"entity": [
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[
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g_Gaia.tree1,
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g_Gaia.tree3,
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g_Gaia.tree1, g_Gaia.tree1,
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g_Gaia.tree3, g_Gaia.tree3,
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g_Gaia.fruitBush,
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g_Gaia.secondaryHuntableAnimal,
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g_Decoratives.grass,
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g_Decoratives.rockMedium,
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g_Decoratives.bushMedium
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g_Decoratives.grass, g_Decoratives.grass,
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g_Decoratives.rockMedium, g_Decoratives.rockMedium,
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g_Decoratives.bushMedium, g_Decoratives.bushMedium
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],
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0.3
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0.25
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],
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"textureHS": getArray(g_Terrains.cliff),
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"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
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"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
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},
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// 7 Hilltop forest
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{
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"texture": getArray(g_Terrains.forestFloor1),
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"actor": [
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"entity": [
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[
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g_Gaia.tree1,
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g_Gaia.tree2,
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@ -134,10 +140,10 @@ let wildLakeBiome = [
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g_Decoratives.rockMedium,
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g_Decoratives.bushMedium
|
||||
],
|
||||
0.5
|
||||
0.3
|
||||
],
|
||||
"textureHS": getArray(g_Terrains.cliff),
|
||||
"actorHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
|
||||
"entityHS": [[g_Decoratives.grassShort, g_Decoratives.rockMedium, g_Decoratives.bushSmall], 0.1]
|
||||
}
|
||||
];
|
||||
|
||||
@ -175,7 +181,6 @@ function placeMine(position, centerEntity,
|
||||
|
||||
// Groves, only wood
|
||||
let groveActors = [g_Decoratives.grass, g_Decoratives.rockMedium, g_Decoratives.bushMedium];
|
||||
let clGrove = g_Map.createTileClass();
|
||||
let clGaiaCamp = g_Map.createTileClass();
|
||||
|
||||
function placeGrove(point,
|
||||
@ -325,11 +330,7 @@ function placeStartLocationResources(
|
||||
|
||||
createArea(
|
||||
new ClumpPlacer(5, 1, 1, Infinity, position),
|
||||
[
|
||||
new TerrainPainter(groveTerrainTexture),
|
||||
new TileClassPainter(clGrove)
|
||||
]);
|
||||
|
||||
new TerrainPainter(groveTerrainTexture));
|
||||
currentAngle += dAngle;
|
||||
}
|
||||
|
||||
@ -494,25 +495,25 @@ g_Map.log("Paint areas by height and slope");
|
||||
for (let h = 0; h < heighLimits.length; ++h)
|
||||
for (let point of areas[h])
|
||||
{
|
||||
let actor;
|
||||
let entity;
|
||||
let texture = pickRandom(wildLakeBiome[h].texture);
|
||||
|
||||
if (slopeMap[point.x][point.y] < (minSlope[h] + maxSlope[h]) / 2)
|
||||
{
|
||||
if (randBool(wildLakeBiome[h].actor[1]))
|
||||
actor = pickRandom(wildLakeBiome[h].actor[0]);
|
||||
if (randBool(wildLakeBiome[h].entity[1]))
|
||||
entity = pickRandom(wildLakeBiome[h].entity[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
texture = pickRandom(wildLakeBiome[h].textureHS);
|
||||
if (randBool(wildLakeBiome[h].actorHS[1]))
|
||||
actor = pickRandom(wildLakeBiome[h].actorHS[0]);
|
||||
if (randBool(wildLakeBiome[h].entityHS[1]))
|
||||
entity = pickRandom(wildLakeBiome[h].entityHS[0]);
|
||||
}
|
||||
|
||||
g_Map.setTexture(point, texture);
|
||||
|
||||
if (actor)
|
||||
g_Map.placeEntityAnywhere(actor, 0, randomPositionOnTile(point), randomAngle());
|
||||
if (entity)
|
||||
g_Map.placeEntityPassable(entity, 0, randomPositionOnTile(point), randomAngle());
|
||||
}
|
||||
Engine.SetProgress(40);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user