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forked from 0ad/0ad

Adds gates to Fortress random map by FeXoR. Fixes #1533

This was SVN commit r12114.
This commit is contained in:
O.Davoodi 2012-07-15 04:28:57 +00:00
parent 3eafdcf6db
commit 694619a984

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@ -248,35 +248,35 @@ var fortressTypes = {};
// Setup some default fortress types
// Add fortress type "tiny"
fortressTypes["tiny"] = new Fortress("tiny");
var wallPart = ["entry", "wall", "cornerIn", "wall"];
var wallPart = ["gate", "wall", "cornerIn", "wall"];
fortressTypes["tiny"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "small"
fortressTypes["small"] = new Fortress("small");
var wallPart = ["entry", "endLeft", "wall", "cornerIn", "wall", "endRight"];
var wallPart = ["gate", "endLeft", "wall", "cornerIn", "wall", "endRight"];
fortressTypes["small"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "medium"
fortressTypes["medium"] = new Fortress("medium");
var wallPart = ["entry", "endLeft", "wall", "outpost", "wall",
var wallPart = ["gate", "endLeft", "wall", "outpost", "wall",
"cornerIn", "wall", "outpost", "wall", "endRight"];
fortressTypes["medium"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "normal"
fortressTypes["normal"] = new Fortress("normal");
var wallPart = ["entry", "endLeft", "wall", "tower", "wall",
var wallPart = ["gate", "endLeft", "wall", "tower", "wall",
"cornerIn", "wall", "tower", "wall", "endRight"];
fortressTypes["normal"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "large"
fortressTypes["large"] = new Fortress("large");
var wallPart = ["entry", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall",
var wallPart = ["gate", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall",
"cornerOut", "wall", "cornerIn", "wall", "outpost", "wall", "endRight"];
fortressTypes["large"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "veryLarge"
fortressTypes["veryLarge"] = new Fortress("veryLarge");
var wallPart = ["entry", "endLeft", "wall", "tower", "wall", "cornerIn", "wall",
var wallPart = ["gate", "endLeft", "wall", "tower", "wall", "cornerIn", "wall",
"cornerOut", "wall", "cornerIn", "wall", "tower", "wall", "endRight"];
fortressTypes["veryLarge"].wall = wallPart.concat(wallPart, wallPart, wallPart);
// Add fortress type "giant"
fortressTypes["giant"] = new Fortress("giant");
var wallPart = ["entry", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall",
var wallPart = ["gate", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall",
"cornerOut", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall", "endRight"];
fortressTypes["giant"].wall = wallPart.concat(wallPart, wallPart, wallPart);
@ -781,7 +781,7 @@ function placeIrregularPolygonalWall(centerX, centerY, radius, cornerWallElement
// Generating a generic wall part assortment with each wall part including 1 gate enlengthend by walls and towers
// NOTE: It might be a good idea to write an own function for that...
var defaultWallPartsAssortment = [["wallShort"], ["wall"], ["wallLong"], ["gate", "tower", "wallShort"]];
var centeredWallPart = ["gate"]; // NOTE: Since gates are not functional yet entrys are used instead...
var centeredWallPart = ["gate"];
var extandingWallPartAssortment = [["tower", "wallLong"], ["tower", "wall"]];
defaultWallPartsAssortment.push(centeredWallPart);
for (var i = 0; i < extandingWallPartAssortment.length; i++)
@ -952,7 +952,7 @@ function placeGenericFortress(centerX, centerY, radius, playerId, style, irregul
var angle = getAngle(startX, startY, targetX, targetY);
var wallElement = "wallLong";
if ((pointIndex + 1) % gateOccurence == 0)
wallElement = "entry"; // Has to be changed to "gate" if gates work...
wallElement = "gate";
var entity = wallStyles[style][wallElement].entity;
if (entity)
{