Remove some redundant random map logger ellipses.
This was SVN commit r21434.
This commit is contained in:
parent
cabc9b4a69
commit
b5c43fc5f9
@ -3,7 +3,7 @@ Engine.LoadLibrary("rmgen-common");
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if (randBool())
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{
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log("Late spring biome...");
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g_Map.log("Late spring biome");
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setFogThickness(0.26);
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setFogFactor(0.4);
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@ -43,7 +43,7 @@ if (randBool())
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}
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else
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{
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log("Winter biome...");
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g_Map.log("Winter biome");
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setFogFactor(0.35);
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setFogThickness(0.19);
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@ -228,7 +228,7 @@ MountainRangeBuilder.prototype.CreateMountainRanges = function()
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if (randBool())
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{
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log("Late spring biome...");
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g_Map.log("Late spring biome");
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var tPrimary = ["alpine_dirt_grass_50"];
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var tForestFloor = "alpine_forrestfloor";
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var tCliff = ["alpine_cliff_a", "alpine_cliff_b", "alpine_cliff_c"];
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@ -256,7 +256,7 @@ if (randBool())
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}
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else
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{
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log("Winter biome...");
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g_Map.log("Winter biome");
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var tPrimary = ["alpine_snow_a", "alpine_snow_b"];
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var tForestFloor = "alpine_forrestfloor_snow";
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var tCliff = ["alpine_cliff_snow"];
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@ -154,7 +154,7 @@ if (!isNomad())
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]),
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"towers");
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g_Map.log("Flatten the initial CC area...");
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g_Map.log("Flatten the initial CC area");
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for (let position of playerPosition)
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createArea(
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new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position),
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@ -319,7 +319,7 @@ addElements(shuffleArray([
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]));
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Engine.SetProgress(65);
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g_Map.log("Painting island...");
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g_Map.log("Painting island");
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setIslandBiome();
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addElements([
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@ -397,7 +397,7 @@ addElements(shuffleArray([
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Engine.SetProgress(80);
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g_Map.log("Adding more decoratives...");
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g_Map.log("Adding more decoratives");
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createObjectGroups(
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new SimpleGroup(
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[
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@ -416,7 +416,7 @@ createObjectGroups(
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20);
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Engine.SetProgress(85);
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g_Map.log("Creating treasures...");
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g_Map.log("Creating treasures");
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for (let treasure of [g_Gaia.woodTreasure, g_Gaia.foodTreasure])
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createObjectGroups(
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new SimpleGroup([new SimpleObject(treasure, 1, 1, 0, 2)], true),
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@ -429,7 +429,7 @@ for (let treasure of [g_Gaia.woodTreasure, g_Gaia.foodTreasure])
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20);
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Engine.SetProgress(90);
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g_Map.log("Creating shipwrecks...");
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g_Map.log("Creating shipwrecks");
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createObjectGroups(
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new SimpleGroup([new SimpleObject(g_Gaia.shipWreck, 1, 1, 0, 1)], true),
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0,
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@ -378,7 +378,7 @@ for (let bridgeStart of shuffleArray(areaShoreline.getPoints()))
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break
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}
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g_Map.log("Adding smoke...");
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g_Map.log("Adding smoke");
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if (areasVolcano.length)
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{
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createObjectGroupsByAreas(
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@ -187,7 +187,7 @@ Engine.SetProgress(35);
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if (!isNomad())
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{
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g_Map.log("Flattening initial CC area...");
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g_Map.log("Flattening initial CC area");
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let playerRadius = defaultPlayerBaseRadius() * 0.8;
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for (let position of playerPosition)
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createArea(
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@ -135,7 +135,7 @@ createArea(
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new HeightConstraint(-Infinity, heightSeaGround));
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Engine.SetProgress(15);
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g_Map.log("Creating Nile passages...");
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g_Map.log("Creating Nile passages");
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const riverAngle = Math.PI * 3 / 4;
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for (let i = 0; i < scaleByMapSize(8, 15); ++i)
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{
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@ -200,10 +200,10 @@ var playerIDs = [];
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var playerPosition = [];
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if (!isNomad())
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{
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g_Map.log("Finding player locations...");
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g_Map.log("Finding player locations");
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[playerIDs, playerPosition] = playerPlacementRandom(sortAllPlayers(), avoidClasses(clWater, scaleByMapSize(8, 12), clCliff, scaleByMapSize(8, 12)));
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g_Map.log("Flatten the initial CC area...");
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g_Map.log("Flatten the initial CC area");
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for (let position of playerPosition)
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createArea(
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new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position),
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@ -130,7 +130,7 @@ if (!isNomad())
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]),
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true);
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g_Map.log("Flatten the initial CC area...");
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g_Map.log("Flatten the initial CC area");
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for (let position of playerPosition)
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createArea(
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new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position),
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@ -309,7 +309,7 @@ addElements(shuffleArray([
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]));
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Engine.SetProgress(80);
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log("Adding reeds...");
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g_Map.log("Adding reeds");
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createObjectGroups(
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new SimpleGroup(
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[
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@ -170,7 +170,7 @@ if (!isNomad())
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stayClasses(g_TileClasses.land, scaleByMapSize(8, 25))
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]);
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g_Map.log("Flatten the initial CC area and placing playerbases...");
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g_Map.log("Flatten the initial CC area and placing playerbases");
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for (let i = 0; i < getNumPlayers(); ++i)
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{
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g_Map.logger.printDuration();
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@ -395,7 +395,7 @@ createArea(
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Engine.SetProgress(70);
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g_Map.log("Placing fish...");
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g_Map.log("Placing fish");
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g_Gaia.fish = "gaia/fauna_fish";
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addElements([
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{
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@ -411,7 +411,7 @@ addElements([
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]);
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Engine.SetProgress(85);
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g_Map.log("Placing whale...");
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g_Map.log("Placing whale");
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g_Gaia.fish = "gaia/fauna_whale_fin";
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addElements([
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{
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@ -147,14 +147,14 @@ if (!isNomad())
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]),
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true);
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g_Map.log("Flatten the initial CC area...");
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g_Map.log("Flatten the initial CC area");
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for (let position of playerPosition)
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createArea(
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new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position),
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new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 6));
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}
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log("Render lowlands...");
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g_Map.log("Render lowlands");
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setBiomeLowlands();
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addElements([
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{
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@ -290,7 +290,7 @@ addElements(shuffleArray([
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]));
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Engine.SetProgress(60);
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log("Render highlands...");
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g_Map.log("Render highlands");
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setBiomeHighlands();
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addElements([
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{
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@ -401,7 +401,7 @@ addElements(shuffleArray([
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]));
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Engine.SetProgress(70);
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log("Render eden...");
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g_Map.log("Render eden");
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setBiomeEden();
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addElements([
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{
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@ -146,7 +146,7 @@ var areaVesuv = createArea(
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new HeightConstraint(heightLavaVesuv, Infinity));
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Engine.SetProgress(46);
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g_Map.log("Adding smoke...");
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g_Map.log("Adding smoke");
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createObjectGroupsByAreas(
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new SimpleGroup(
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[
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@ -173,7 +173,7 @@ if (!isNomad())
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]),
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false);
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g_Map.log("Flatten the initial CC area...");
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g_Map.log("Flatten the initial CC area");
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for (let position of playerPosition)
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createArea(
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new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position),
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@ -334,7 +334,7 @@ addElements(shuffleArray([
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]));
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Engine.SetProgress(70);
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g_Map.log("Adding gatherable stone statues...");
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g_Map.log("Adding gatherable stone statues");
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createObjectGroups(
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new SimpleGroup(
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[new SimpleObject(g_Gaia.romanStatue, 1, 1, 1, 4)],
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@ -354,7 +354,7 @@ createObjectGroups(
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50);
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Engine.SetProgress(75);
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g_Map.log("Adding stone ruins...");
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g_Map.log("Adding stone ruins");
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createObjectGroups(
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new SimpleGroup(
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[
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@ -377,7 +377,7 @@ createObjectGroups(
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20);
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Engine.SetProgress(80);
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g_Map.log("Adding shipwrecks...");
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g_Map.log("Adding shipwrecks");
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createObjectGroups(
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new SimpleGroup(g_Decoratives.shipwrecks.map(shipwreck => new SimpleObject(shipwreck, 0, 1, 1, 20)), true, g_TileClasses.decorative),
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0,
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@ -389,7 +389,7 @@ createObjectGroups(
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20);
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Engine.SetProgress(85);
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g_Map.log("Adding more statues...");
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g_Map.log("Adding more statues");
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createObjectGroups(
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new SimpleGroup(g_Decoratives.statues.map(ruin => new SimpleObject(ruin, 0, 1, 1, 20)), true, g_TileClasses.decorative),
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0,
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@ -405,7 +405,7 @@ createObjectGroups(
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30);
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Engine.SetProgress(90);
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g_Map.log("Adding skeletons...");
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g_Map.log("Adding skeletons");
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createObjectGroups(
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new SimpleGroup(
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[new SimpleObject(g_Decoratives.skeleton, 3, 10, 1, 7)],
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@ -74,7 +74,7 @@ createArea(
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new SmoothingPainter(1, 0.1, 1));
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Engine.SetProgress(25);
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g_Map.log("Creating shallows...");
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g_Map.log("Creating shallows");
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for (let i = 0; i < scaleByMapSize(5, 12); ++i)
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{
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let x = fractionToTiles(randFloat(0, 1));
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@ -327,7 +327,7 @@ createDecoration(
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);
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Engine.SetProgress(90);
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g_Map.log("Placing fish...");
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g_Map.log("Placing fish");
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addElements([
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{
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"func": addFish,
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@ -129,7 +129,7 @@ if (!isNomad())
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]),
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true);
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g_Map.log("Flatten the initial CC area...");
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g_Map.log("Flatten the initial CC area");
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for (let position of playerPosition)
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createArea(
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new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position),
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@ -338,7 +338,7 @@ createObjectGroups(
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5);
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Engine.SetProgress(90);
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g_Map.log("Adding dust...");
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g_Map.log("Adding dust");
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createObjectGroups(
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new SimpleGroup([new SimpleObject(g_Decoratives.dust, 1, 1, 1, 4)], false),
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0,
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@ -501,7 +501,7 @@ function createTributaryRivers(riverAngle, riverCount, riverWidth, heightRiverbe
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// Create shallows
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if (shallowTileClass)
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{
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g_Map.log("Creating shallows in the tributary rivers...");
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g_Map.log("Creating shallows in the tributary rivers");
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for (let z of [0.25, 0.75])
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createPassage({
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"start": new Vector2D(mapBounds.left, fractionToTiles(z)).rotateAround(riverAngle, mapCenter),
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@ -861,7 +861,7 @@ function placeGenericFortress(center, radius = 20, playerId = 0, style, irregula
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++tries;
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}
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log("placeGenericFortress: Reduced overlap to " + minOverlap + " after " + tries + " tries...");
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log("placeGenericFortress: Reduced overlap to " + minOverlap + " after " + tries + " tries");
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// Place wall
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for (let pointIndex = 0; pointIndex < bestPointDerivation.length; ++pointIndex)
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