[Maps] Add water level support to Flood
In addition to the existing "Shallow" water level two water levels are added: - Deep: Only ships can reach other islands - Rising: The water level changes from Shallow to Deep to a level where the home islands are flooded. Accepted By: @real_tabasco_sauce Comments By: @marder, @vladislavbelov Differential Revision: https://code.wildfiregames.com/D5139 This was SVN commit r27992.
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@ -14,6 +14,7 @@ var g_GameSettingsLayout = [
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"TeamPlacement",
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"TeamPlacement",
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"Landscape",
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"Landscape",
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"Biome",
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"Biome",
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"WaterLevel",
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"SeaLevelRiseTime",
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"SeaLevelRiseTime",
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"Daytime",
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"Daytime",
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"TriggerDifficulty",
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"TriggerDifficulty",
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@ -48,7 +48,8 @@ const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TE
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1];
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const heightSeaGround = -2;
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const heightSeaGround = -2;
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const heightLand = 2;
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const heightLand = 6;
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const heightStartingIslands = 2;
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const shoreRadius = 6;
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const shoreRadius = 6;
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var g_Map = new RandomMap(heightSeaGround, tWater);
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var g_Map = new RandomMap(heightSeaGround, tWater);
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@ -75,7 +76,7 @@ for (let i = 0; i < numPlayers; ++i)
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new ClumpPlacer(diskArea(1.4 * defaultPlayerBaseRadius()), 0.8, 0.1, Infinity, playerPosition[i]),
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new ClumpPlacer(diskArea(1.4 * defaultPlayerBaseRadius()), 0.8, 0.1, Infinity, playerPosition[i]),
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[
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[
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new LayeredPainter([tShore, tMainTerrain], [shoreRadius]),
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new LayeredPainter([tShore, tMainTerrain], [shoreRadius]),
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new SmoothElevationPainter(ELEVATION_SET, heightLand, shoreRadius),
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new SmoothElevationPainter(ELEVATION_SET, heightStartingIslands, shoreRadius),
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new TileClassPainter(clHill)
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new TileClassPainter(clHill)
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]);
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]);
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@ -223,7 +224,7 @@ for (let size of [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8,
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numb * scaleByMapSize(15, 45));
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numb * scaleByMapSize(15, 45));
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g_Map.log("Painting shorelines");
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g_Map.log("Painting shorelines");
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paintTerrainBasedOnHeight(1, heightLand, 0, tMainTerrain);
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paintTerrainBasedOnHeight(1, heightStartingIslands, 0, tMainTerrain);
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paintTerrainBasedOnHeight(heightSeaGround, 1, 3, tTier1Terrain);
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paintTerrainBasedOnHeight(heightSeaGround, 1, 3, tTier1Terrain);
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g_Map.log("Creating grass patches");
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g_Map.log("Creating grass patches");
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@ -2,7 +2,7 @@
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"settings" : {
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"settings" : {
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"Name" : "Flood",
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"Name" : "Flood",
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"Script" : "flood.js",
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"Script" : "flood.js",
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"Description" : "A great flood has moved across the valley enabling ships and troops to battle in chest deep waters.",
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"Description" : "[color=\"red\"]IMPORTANT NOTE: AI PLAYERS DON'T WORK WITH RISING WATER[/color]\n\nA great flood moves across the valley. At some point you have to evacuate your units and use ships to reach the mainland and the other players.",
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"SupportedBiomes": [
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"SupportedBiomes": [
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"generic/temperate",
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"generic/temperate",
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"generic/arctic",
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"generic/arctic",
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@ -12,8 +12,26 @@
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"generic/india",
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"generic/india",
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"generic/autumn"
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"generic/autumn"
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],
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],
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"Keywords": [],
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"TriggerScripts": [
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"random/flood_triggers.js"
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],
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"Keywords": ["trigger"],
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"Preview" : "flood.png",
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"Preview" : "flood.png",
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"CircularMap" : true
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"CircularMap" : true,
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"WaterLevels":[
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{
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"Name": "Rising",
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"Description": "The water rises. The homeislands will become uninhabitable.",
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"Default": true
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},
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{
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"Name": "Shallow",
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"Description": "The water doesn't rise. Ships and troops can battle in chest deep waters."
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},
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{
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"Name": "Deep",
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"Description": "The water doesn't rise. You have to use ships to travel to the mainland."
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}
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]
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}
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}
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}
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}
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