Small map cleanup and performance improvements.
This was SVN commit r21444.
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@ -189,7 +189,7 @@ createArea(
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Engine.SetProgress(10);
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g_Map.log("Marking islands");
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createArea(
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var areaIsland = createArea(
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new ConvexPolygonPlacer(
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[
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new Vector2D(mapCenter.x - riverWidthBorder / 2, mapBounds.top),
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@ -250,21 +250,23 @@ placePlayerBases({
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Engine.SetProgress(22);
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g_Map.log("Creating temple");
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var groupTemple = createObjectGroups(
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var groupTemple = createObjectGroupsByAreas(
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new SimpleGroup([new RandomObject(g_Map.getSize() >= 320 ? [oWonder] : oTemples, 1, 1, 0, 1, riverAngle, riverAngle)], true, clTemple),
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0,
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stayClasses(clIsland, scaleByMapSize(10, 15)),
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stayClasses(clIsland, scaleByMapSize(10, 20)),
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1,
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200);
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200,
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[areaIsland]);
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Engine.SetProgress(34);
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g_Map.log("Creating pyramid");
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var groupPyramid = createObjectGroups(
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var groupPyramid = createObjectGroupsByAreas(
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new SimpleGroup([new SimpleObject(oPyramid, 1, 1, 0, 1, riverAngle, riverAngle)], true, clTemple),
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0,
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[stayClasses(clIsland, scaleByMapSize(8, 24)), avoidClasses(clTemple, scaleByMapSize(1, 80)), avoidCollisions],
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[stayClasses(clIsland, scaleByMapSize(10, 20)), avoidClasses(clTemple, scaleByMapSize(20, 50)), avoidCollisions],
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1,
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200);
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200,
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[areaIsland]);
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Engine.SetProgress(37);
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g_Map.log("Painting city patches");
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@ -282,7 +284,7 @@ Engine.SetProgress(40);
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g_Map.log("Painting city path");
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if (cityCenters.length == 2)
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createArea(
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new PathPlacer(cityCenters[0].pos, cityCenters[1].pos, 4, 0.4, 4, 0.2, 0.05),
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new PathPlacer(cityCenters[0].pos, cityCenters[1].pos, 4, 0.3, 4, 0.2, 0.05),
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[
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new LayeredPainter([tRoadWildIsland, tRoadIsland], [1]),
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new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetPath, 4),
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@ -364,7 +366,7 @@ createPatches(
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Engine.SetProgress(58);
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g_Map.log("Creating statues");
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createObjectGroups(
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createObjectGroupsByAreas(
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new SimpleGroup([new RandomObject(aStatues, 1, 1, 0, 1)], true, clStatue),
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0,
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[
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@ -373,7 +375,8 @@ createObjectGroups(
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avoidCollisions
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],
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scaleByMapSize(2, 10),
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400);
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400,
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[areaIsland]);
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Engine.SetProgress(61);
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g_Map.log("Creating treasure");
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@ -537,7 +540,7 @@ Engine.SetProgress(98);
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createDecoration(
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aBushesShoreline.map(bush => [new SimpleObject(bush, 0, 3, 2, 4)]),
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aBushesShoreline.map(bush => scaleByMapSize(100, 800)),
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aBushesShoreline.map(bush => scaleByMapSize(200, 1000)),
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[new HeightConstraint(heightWaterLevel, heightShore), avoidCollisions]);
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Engine.SetProgress(99);
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@ -20,7 +20,7 @@ Trigger.prototype.InitRegicideGame = function(msg)
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let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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for (let templateName of cmpTemplateManager.FindAllTemplates(false))
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{
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if (templateName.substring(0,6) != "units/")
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if (!templateName.startsWith("units/"))
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continue;
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let identity = cmpTemplateManager.GetTemplate(templateName).Identity;
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@ -67,8 +67,10 @@ Trigger.prototype.InitRegicideGame = function(msg)
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if (!regicideGarrison && TriggerHelper.EntityMatchesClassList(spawnPoints[0], "Ship"))
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{
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let shipPosition = Engine.QueryInterface(spawnPoints[0], IID_Position).GetPosition2D();
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let distanceToShip = entity =>
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Engine.QueryInterface(entity, IID_Position).GetPosition2D().distanceTo(shipPosition);
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Engine.QueryInterface(entity, IID_Position).GetPosition2D().distanceToSquared(shipPosition);
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spawnPoints = TriggerHelper.GetLandSpawnPoints().sort((entity1, entity2) =>
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distanceToShip(entity1) - distanceToShip(entity2));
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}
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