Moved BUILDING_ANGlE from the maps to BUILDING_ORIENTATION in a random map lib. Made some arguments optional with the default set to that constant, renamed some arguments and moved "orientation" in placeCivDefaultEntities to kwargs. Removed unneeded comments. Fixes #3988
This was SVN commit r18198.
This commit is contained in:
parent
4921056b9e
commit
1c5a7f6267
@ -49,8 +49,6 @@ const aDecorativeRock = "actor|geology/stone_granite_med.xml";
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// terrain + entity (for painting)
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const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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log("Initializing map...");
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InitMap();
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@ -135,7 +133,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -87,9 +87,7 @@ else
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//other constants
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const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -170,7 +168,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -74,9 +74,7 @@ else
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//other constants
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const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -157,7 +155,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -33,9 +33,6 @@ const aBushMedium = "actor|props/flora/bush_medit_me.xml";
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const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPoplar, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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@ -107,7 +104,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -49,9 +49,6 @@ const aBushSmall = rBiomeA8();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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@ -127,7 +124,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
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placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -1,9 +1,5 @@
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RMS.LoadLibrary("rmgen");
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -177,7 +173,7 @@ for (var i=0; i < numPlayers; i++)
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var iz = round(fz);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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var citySize = 250
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@ -46,10 +46,6 @@ const aAleppoPine = "actor|flora/trees/aleppo_pine.xml";
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const pForest1 = [tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor];
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const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -121,7 +117,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -6,10 +6,6 @@ timeArray.push(new Date().getTime());
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RMS.LoadLibrary("rmgen");
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RMS.LoadLibrary("heightmap");
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -419,14 +415,14 @@ for (var p = 0; p < numPlayers; p++)
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{
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var actualX = possibleStartPositions[bestDerivation[p]][0];
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var actualY = possibleStartPositions[bestDerivation[p]][1];
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placeCivDefaultEntities(actualX, actualY, p + 1, BUILDING_ANGlE, {"iberWall" : false});
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placeCivDefaultEntities(actualX, actualY, p + 1, { "iberWall": false });
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// Place some start resources
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var uDist = 8;
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var uSpace = 1;
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for (var j = 1; j <= 4; ++j)
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{
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var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
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var uAngle = BUILDING_ORIENTATION - PI * (2-j) / 2;
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var count = 4;
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for (var numberofentities = 0; numberofentities < count; numberofentities++)
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{
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@ -47,10 +47,6 @@ const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
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const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -145,7 +141,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});
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placeCivDefaultEntities(fx, fz, id, { 'iberWall': false });
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -49,9 +49,6 @@ const aTree = rBiomeA9();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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@ -156,7 +153,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -46,9 +46,6 @@ const aBushSmall = rBiomeA8();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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@ -153,7 +150,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, [elevationPainter, paintClass(clLand)], null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -46,8 +46,6 @@ const aDecorativeRock = "actor|geology/stone_granite_med.xml";
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// terrain + entity (for painting)
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const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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log("Initializing map...");
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InitMap();
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@ -182,7 +180,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, painter, null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
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placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -61,10 +61,6 @@ var tForestNicae = [tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERR
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var tForestNicaeLight = [tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + eFanPalm, tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor];
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var tForestNicaeScarce = [tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + eFanPalm, tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -336,7 +332,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, [painter,paintClass(clSettlement),elevationPainter], null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});
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placeCivDefaultEntities(fx, fz, id, { 'iberWall': false });
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -70,10 +70,6 @@ const pPineForest = [tForestFloor+TERRAIN_SEPARATOR+oPine, tGrass];
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const pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass];
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const pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -284,7 +280,7 @@ if((numPlayers>=6)||(i==startingPlaces[numPlayers-1][nPlayer])){
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createArea(placer, [painter,paintClass(clCity)], null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
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placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
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nPlayer++;
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}
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@ -58,7 +58,6 @@ var numPlayers = getNumPlayers();
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var baseRadius = 20;
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var minPlayerRadius = min(mapRadius-1.5*baseRadius, 5*mapRadius/8);
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var maxPlayerRadius = min(mapRadius-baseRadius, 3*mapRadius/4);
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const BUILDING_ANGlE = -PI/4;
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var playerStartLocX = new Array(numPlayers);
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var playerStartLocZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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@ -96,7 +95,7 @@ for (var i=0; i < numPlayers; i++)
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playerStartLocX[i] = x;
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playerStartLocZ[i] = z;
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// Place starting entities
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placeCivDefaultEntities(x, z, i+1, BUILDING_ANGlE);
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placeCivDefaultEntities(x, z, i+1);
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// Place base texture
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var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z);
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var painter = [new LayeredPainter([terrainBaseBorder, terrainBase, terrainBaseCenter], [baseRadius/4, baseRadius/4]), paintClass(clPlayer)];
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@ -49,10 +49,6 @@ const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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const WATER_WIDTH = 0.25;
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -144,7 +140,7 @@ for (var i = 0; i < numPlayers; i++)
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createArea(placer, [painter, paintClass(clPlayer)], null);
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// create starting units
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
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placeCivDefaultEntities(fx, fz, id);
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// create animals
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for (var j = 0; j < 2; ++j)
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@ -47,7 +47,6 @@ const aBushSmall = rBiomeA8();
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const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const BUILDING_ANGlE = -PI/4;
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log("Initializing map...");
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InitMap();
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@ -146,7 +145,7 @@ for (let i = 0; i < numPlayers; ++i)
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addToClass(ix - 5, iz, clPlayer);
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addToClass(ix, iz - 5, clPlayer);
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placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, { "iberWall": false });
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placeCivDefaultEntities(fx, fz, id, { "iberWall": false });
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// Create the city patch
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let cityRadius = radius/3;
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@ -47,10 +47,6 @@ const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oBeech, tForestFloor];
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const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
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const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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@ -100,12 +96,12 @@ for (var i=0; i < numPlayers; i++)
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{
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var startEntities = getStartingEntities(i);
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// Place starting entities
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createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities, BUILDING_ANGlE)
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createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities)
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var uDist = 8;
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var uSpace = 2;
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for (var j = 1; j < startEntities.length - 1; ++j)
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{
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var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
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var uAngle = BUILDING_ORIENTATION - PI * (2-j) / 2;
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var count = (startEntities[j].Count !== undefined ? startEntities[j].Count : 1);
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for (var numberofentities = 0; numberofentities < count; numberofentities++)
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{
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@ -115,7 +111,7 @@ for (var i=0; i < numPlayers; i++)
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}
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}
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// create resources
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var bbAngle = BUILDING_ANGlE;
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var bbAngle = BUILDING_ORIENTATION;
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var bbDist = 10;
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var bbX = round(playerX[i] + bbDist * cos(bbAngle));
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var bbZ = round(playerZ[i] + bbDist * sin(bbAngle));
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@ -191,7 +187,7 @@ for (var i=0; i < numPlayers; i++)
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"cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "wallLong",
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"cornerIn", "wallLong", "house", "tower"];
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}
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placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1, BUILDING_ANGlE);
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placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1);
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}
|
||||
|
||||
// create lakes
|
||||
|
@ -48,10 +48,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -156,7 +152,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
|
||||
placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -43,9 +43,6 @@ const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
|
||||
|
||||
const pForestP = [tForestFloorP + TERRAIN_SEPARATOR + oPoplar, tForestFloorP];
|
||||
const pForestC = [tForestFloorC + TERRAIN_SEPARATOR + oCarob, tForestFloorC];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -152,7 +149,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});
|
||||
placeCivDefaultEntities(fx, fz, id, { 'iberWall': false });
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -121,9 +121,6 @@ else
|
||||
}
|
||||
|
||||
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -209,7 +206,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -47,10 +47,6 @@ const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
|
||||
|
||||
const WATER_WIDTH = 0.25;
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -128,7 +124,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -59,7 +59,6 @@ const aRockMedium = rBiomeA6();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
log("Initializing map...");
|
||||
InitMap();
|
||||
@ -166,7 +165,7 @@ for (let i = 0; i < teams.length; ++i)
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, teams[i][p], BUILDING_ANGlE, { "iberWall": false });
|
||||
placeCivDefaultEntities(fx, fz, teams[i][p], { "iberWall": false });
|
||||
}
|
||||
|
||||
log("Create initial mines for team " + i);
|
||||
|
@ -48,9 +48,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -124,7 +121,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
|
||||
placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -34,9 +34,6 @@ const aBush3 = "actor|props/flora/plant_tropic_large.xml";
|
||||
|
||||
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oTree, tForestFloor];
|
||||
const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, tForestFloor];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -112,7 +109,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -46,9 +46,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -125,7 +122,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
addToClass(ix, iz-5, clPlayer);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -63,10 +63,6 @@ const pPineForest = [tForestFloor+TERRAIN_SEPARATOR+oPine, tGrass];
|
||||
const pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass];
|
||||
const pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass];
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -431,7 +427,7 @@ for (var i = 1; i <= numPlayers; i++)
|
||||
createArea(placer, [painter, elevationPainter], null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -42,9 +42,6 @@ const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
|
||||
const pForestB = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
|
||||
const pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
|
||||
const pForestR = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest, tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest, tGrassDForest, tGrassDForest];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -133,7 +130,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
|
||||
placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -46,9 +46,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -125,7 +122,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
addToClass(ix, iz-5, clPlayer);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create the city patch
|
||||
var cityRadius = radius/3;
|
||||
|
@ -47,9 +47,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -132,7 +129,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});
|
||||
placeCivDefaultEntities(fx, fz, id, { 'iberWall': false });
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -43,10 +43,6 @@ const aDecorativeRock = "actor|geology/stone_desert_med.xml";
|
||||
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
|
||||
const pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -119,7 +115,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -1,9 +1,5 @@
|
||||
RMS.LoadLibrary("rmgen");
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -56,7 +52,7 @@ for (var i=0; i < numPlayers; i++)
|
||||
var iz = round(fz);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
}
|
||||
|
||||
|
||||
|
@ -29,9 +29,6 @@ const aIceberg = "actor|props/special/eyecandy/iceberg.xml";
|
||||
|
||||
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor];
|
||||
const pForestS = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor, tForestFloor];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -107,7 +104,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create metal mine
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
|
@ -39,9 +39,6 @@ const aSand = "actor|particle/blowing_sand.xml";
|
||||
const pForestMain = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor];
|
||||
const pOasisForestLight = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor,tForestFloor,tForestFloor
|
||||
,tForestFloor,tForestFloor,tForestFloor,tForestFloor];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -126,7 +123,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -54,8 +54,6 @@ const aDecorativeRock = "actor|geology/stone_desert_med.xml";
|
||||
// terrain + entity (for painting)
|
||||
const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor, tDirtMain, tDirtMain];
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -136,7 +134,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -44,8 +44,6 @@ const aDecorativeRock = "actor|geology/stone_granite_med.xml";
|
||||
// terrain + entity (for painting)
|
||||
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor, tForestFloor];
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -118,7 +116,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -242,9 +242,6 @@ const pForestLandVeryLight = [ tGrassLandForest2 + TERRAIN_SEPARATOR + oPine,tGr
|
||||
tForestTransition,tGrassLandForest2,tForestTransition,tForestTransition,tForestTransition,
|
||||
tGrassLandForest,tForestTransition,tGrassLandForest2,tForestTransition,
|
||||
tGrassLandForest2,tGrassLandForest2,tGrassLandForest2,tGrassLandForest2];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -351,7 +348,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -37,9 +37,6 @@ const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
|
||||
|
||||
const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oBeech, tForestFloor];
|
||||
const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -113,7 +110,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -50,9 +50,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -154,7 +151,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -13,6 +13,8 @@ const FALLBACK_CIV = "athen";
|
||||
const MAX_HEIGHT_RANGE = 0xFFFF / HEIGHT_UNITS_PER_METRE // Engine limit, Roughly 700 meters
|
||||
const MIN_HEIGHT = - SEA_LEVEL;
|
||||
const MAX_HEIGHT = MAX_HEIGHT_RANGE - SEA_LEVEL;
|
||||
// Default angle for buildings
|
||||
const BUILDING_ORIENTATION = - PI / 4;
|
||||
|
||||
function fractionToTiles(f)
|
||||
{
|
||||
|
@ -136,17 +136,17 @@ function rndRiver(f, seed)
|
||||
// fx&fz: position of player base
|
||||
// playerid: id of player
|
||||
// civEntities: use getStartingEntities(id-1) fo this one
|
||||
// BUILDING_ANGlE: angle of main base building
|
||||
// orientation: orientation of the main base building, default is BUILDING_ORIENTATION
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////////////////////////
|
||||
function createStartingPlayerEntities(fx, fz, playerid, civEntities, BUILDING_ANGlE)
|
||||
function createStartingPlayerEntities(fx, fz, playerid, civEntities, orientation = BUILDING_ORIENTATION)
|
||||
{
|
||||
var uDist = 6;
|
||||
var uSpace = 2;
|
||||
placeObject(fx, fz, civEntities[0].Template, playerid, BUILDING_ANGlE);
|
||||
placeObject(fx, fz, civEntities[0].Template, playerid, orientation);
|
||||
for (var j = 1; j < civEntities.length; ++j)
|
||||
{
|
||||
var uAngle = BUILDING_ANGlE - PI * (2-j) / 2;
|
||||
var uAngle = orientation - PI * (2-j) / 2;
|
||||
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
|
||||
for (var numberofentities = 0; numberofentities < count; numberofentities++)
|
||||
{
|
||||
@ -163,29 +163,31 @@ function createStartingPlayerEntities(fx, fz, playerid, civEntities, BUILDING_AN
|
||||
// Creates the default starting player entities depending on the players civ
|
||||
// fx&fy: position of player base
|
||||
// playerid: id of player
|
||||
// angle: angle of main base building, optional, default is BUILDING_ANGlE
|
||||
// kwargs: Takes some optional keyword arguments to tweek things
|
||||
// 'iberWall': may be false, 'walls' (default) or 'towers'. Determines the defensive structures Iberians get as civ bonus
|
||||
// 'orientation': angle of the main base building, default is BUILDING_ORIENTATION
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
function placeCivDefaultEntities(fx, fz, playerid, angle, kwargs)
|
||||
function placeCivDefaultEntities(fx, fz, playerid, kwargs = {})
|
||||
{
|
||||
// Unpack kwargs
|
||||
kwargs = (kwargs || {});
|
||||
var iberWall = 'walls';
|
||||
if (getMapSize() <= 128)
|
||||
iberWall = false;
|
||||
if ('iberWall' in kwargs)
|
||||
iberWall = kwargs['iberWall'];
|
||||
var orientation = BUILDING_ORIENTATION
|
||||
if ('orientation' in kwargs)
|
||||
orientation = kwargs['orientation'];
|
||||
// Place default civ starting entities
|
||||
var civ = getCivCode(playerid-1);
|
||||
var civEntities = getStartingEntities(playerid-1);
|
||||
var uDist = 6;
|
||||
var uSpace = 2;
|
||||
placeObject(fx, fz, civEntities[0].Template, playerid, angle);
|
||||
placeObject(fx, fz, civEntities[0].Template, playerid, orientation);
|
||||
for (var j = 1; j < civEntities.length; ++j)
|
||||
{
|
||||
var uAngle = angle - PI * (2-j) / 2;
|
||||
var uAngle = orientation - PI * (2-j) / 2;
|
||||
var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1);
|
||||
for (var numberofentities = 0; numberofentities < count; numberofentities++)
|
||||
{
|
||||
@ -198,7 +200,7 @@ function placeCivDefaultEntities(fx, fz, playerid, angle, kwargs)
|
||||
if (civ == 'iber' && iberWall != false)
|
||||
{
|
||||
if (iberWall == 'towers')
|
||||
placePolygonalWall(fx, fz, 15, ['entry'], 'tower', civ, playerid, angle, 7);
|
||||
placePolygonalWall(fx, fz, 15, ['entry'], 'tower', civ, playerid, orientation, 7);
|
||||
else
|
||||
placeGenericFortress(fx, fz, 20/*radius*/, playerid);
|
||||
}
|
||||
|
@ -470,13 +470,12 @@ function placeWall(startX, startY, wall, style, playerId, orientation)
|
||||
// fortress An instance of Fortress with a wall defined
|
||||
// style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia
|
||||
// playerId Optional. Number of the player the wall will be placed for. Default is 0 (gaia)
|
||||
// orientation Optional. Angle the first wall element (should be a gate or entrance) is placed. Default is 0
|
||||
// orientation Optional. Angle the first wall element (should be a gate or entrance) is placed. Default is BUILDING_ORIENTATION
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
function placeCustomFortress(centerX, centerY, fortress, style, playerId, orientation)
|
||||
function placeCustomFortress(centerX, centerY, fortress, style, playerId = 0, orientation = BUILDING_ORIENTATION)
|
||||
{
|
||||
// Graciously handle arguments
|
||||
fortress = (fortress || fortressTypes["medium"]);
|
||||
playerId = (playerId || 0);
|
||||
if (!wallStyles.hasOwnProperty(style))
|
||||
{
|
||||
if (playerId == 0)
|
||||
@ -484,7 +483,6 @@ function placeCustomFortress(centerX, centerY, fortress, style, playerId, orient
|
||||
else
|
||||
style = (getCivCode(playerId-1));
|
||||
}
|
||||
orientation = (orientation || 0);
|
||||
|
||||
// Calculate center if fortress.centerToFirstElement is undefined (default)
|
||||
var centerToFirstElement = fortress.centerToFirstElement;
|
||||
|
@ -47,8 +47,6 @@ const aLillies = "actor|props/flora/water_lillies.xml";
|
||||
// terrain + entity (for painting)
|
||||
const pForest = [tLush + TERRAIN_SEPARATOR + oDatePalm, tLush + TERRAIN_SEPARATOR + oSDatePalm, tLush];
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -118,7 +116,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -52,10 +52,6 @@ function placeStoneMineFormation(x, z)
|
||||
}
|
||||
}
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -121,7 +117,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
addToClass(ix, iz-5, clPlayer);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -40,9 +40,6 @@ const aBushMedium = "actor|props/flora/bush_desert_dry_a.xml";
|
||||
const aBushSmall = "actor|props/flora/bush_dry_a.xml";
|
||||
|
||||
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oBaobab, tForestFloor + TERRAIN_SEPARATOR + oBaobab, tForestFloor];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -116,7 +113,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -109,8 +109,6 @@ var terrainHillBorder = ['temp_highlands', 'temp_highlands', 'temp_highlands', '
|
||||
var tWater = ['dirt_brown_d'];
|
||||
var tWaterBorder = ['dirt_brown_d'];
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// Setup map
|
||||
var mapSize = getMapSize();
|
||||
var mapRadius = mapSize/2;
|
||||
@ -242,7 +240,7 @@ for (var i=0; i < numPlayers; i++)
|
||||
|
||||
rectangularSmoothToHeight([x,z] , 20, 20, playerHeight, 0.8);
|
||||
|
||||
placeCivDefaultEntities(x, z, i+1, BUILDING_ANGlE, {'iberWall': false});
|
||||
placeCivDefaultEntities(x, z, i+1, { 'iberWall': false });
|
||||
|
||||
// Place base texture
|
||||
var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z);
|
||||
|
@ -46,10 +46,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -1555,7 +1551,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
|
||||
placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -49,9 +49,6 @@ const aTree = rBiomeA9();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -163,8 +160,8 @@ for (var i = 0; i < numPlayers; i++)
|
||||
// Place default civ starting entities
|
||||
var uDist = 6;
|
||||
var uSpace = 2;
|
||||
placeObject(fx, fz, "skirmish/structures/default_civil_centre", id, BUILDING_ANGlE);
|
||||
var uAngle = BUILDING_ANGlE - PI / 2;
|
||||
placeObject(fx, fz, "skirmish/structures/default_civil_centre", id, BUILDING_ORIENTATION);
|
||||
var uAngle = BUILDING_ORIENTATION - PI / 2;
|
||||
var count = 4;
|
||||
for (var numberofentities = 0; numberofentities < count; numberofentities++)
|
||||
{
|
||||
|
@ -40,10 +40,6 @@ const aSand = "actor|particle/blowing_sand.xml";
|
||||
|
||||
const pForestP = [tForestFloor2 + TERRAIN_SEPARATOR + oPalm, tForestFloor2];
|
||||
const pForestT = [tForestFloor1 + TERRAIN_SEPARATOR + oTamarix,tForestFloor2];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -122,7 +118,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -49,8 +49,6 @@ var aLillies = "actor|props/flora/water_lillies.xml";
|
||||
var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor];
|
||||
var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass];
|
||||
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
InitMap();
|
||||
@ -144,7 +142,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -48,9 +48,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -1668,9 +1665,9 @@ for (var i = 0; i < numPlayers; i++)
|
||||
|
||||
// create starting units
|
||||
if (iberianTowers)
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});
|
||||
placeCivDefaultEntities(fx, fz, id, { 'iberWall': 'towers' });
|
||||
else
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -48,9 +48,6 @@ const aBushSmall = rBiomeA8();
|
||||
|
||||
const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2];
|
||||
const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
@ -1440,7 +1437,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var iz = round(fz);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create animals
|
||||
for (var j = 0; j < 2; ++j)
|
||||
|
@ -48,9 +48,6 @@ var aBushSmall = rBiomeA8();
|
||||
|
||||
var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest];
|
||||
var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
// initialize map
|
||||
|
||||
log("Initializing map...");
|
||||
|
||||
|
@ -24,7 +24,6 @@ var aSmoke = "actor|particle/smoke.xml";
|
||||
|
||||
var pForestD = [tGrassC + TERRAIN_SEPARATOR + oTree, tGrassC];
|
||||
var pForestP = [tGrassB + TERRAIN_SEPARATOR + oTree, tGrassB];
|
||||
const BUILDING_ANGlE = -PI/4;
|
||||
|
||||
log("Initializing map...");
|
||||
InitMap();
|
||||
@ -90,7 +89,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createArea(placer, painter, null);
|
||||
|
||||
// create starting units
|
||||
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
|
||||
placeCivDefaultEntities(fx, fz, id);
|
||||
|
||||
// create metal mine
|
||||
var bbAngle = randFloat(0, TWO_PI);
|
||||
|
Loading…
Reference in New Issue
Block a user