Adds gates to Fortress random map by FeXoR. Fixes #1533
This was SVN commit r12114.
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@ -248,35 +248,35 @@ var fortressTypes = {};
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// Setup some default fortress types
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// Add fortress type "tiny"
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fortressTypes["tiny"] = new Fortress("tiny");
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var wallPart = ["entry", "wall", "cornerIn", "wall"];
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var wallPart = ["gate", "wall", "cornerIn", "wall"];
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fortressTypes["tiny"].wall = wallPart.concat(wallPart, wallPart, wallPart);
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// Add fortress type "small"
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fortressTypes["small"] = new Fortress("small");
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var wallPart = ["entry", "endLeft", "wall", "cornerIn", "wall", "endRight"];
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var wallPart = ["gate", "endLeft", "wall", "cornerIn", "wall", "endRight"];
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fortressTypes["small"].wall = wallPart.concat(wallPart, wallPart, wallPart);
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// Add fortress type "medium"
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fortressTypes["medium"] = new Fortress("medium");
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var wallPart = ["entry", "endLeft", "wall", "outpost", "wall",
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var wallPart = ["gate", "endLeft", "wall", "outpost", "wall",
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"cornerIn", "wall", "outpost", "wall", "endRight"];
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fortressTypes["medium"].wall = wallPart.concat(wallPart, wallPart, wallPart);
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// Add fortress type "normal"
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fortressTypes["normal"] = new Fortress("normal");
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var wallPart = ["entry", "endLeft", "wall", "tower", "wall",
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var wallPart = ["gate", "endLeft", "wall", "tower", "wall",
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"cornerIn", "wall", "tower", "wall", "endRight"];
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fortressTypes["normal"].wall = wallPart.concat(wallPart, wallPart, wallPart);
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// Add fortress type "large"
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fortressTypes["large"] = new Fortress("large");
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var wallPart = ["entry", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall",
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var wallPart = ["gate", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall",
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"cornerOut", "wall", "cornerIn", "wall", "outpost", "wall", "endRight"];
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fortressTypes["large"].wall = wallPart.concat(wallPart, wallPart, wallPart);
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// Add fortress type "veryLarge"
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fortressTypes["veryLarge"] = new Fortress("veryLarge");
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var wallPart = ["entry", "endLeft", "wall", "tower", "wall", "cornerIn", "wall",
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var wallPart = ["gate", "endLeft", "wall", "tower", "wall", "cornerIn", "wall",
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"cornerOut", "wall", "cornerIn", "wall", "tower", "wall", "endRight"];
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fortressTypes["veryLarge"].wall = wallPart.concat(wallPart, wallPart, wallPart);
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// Add fortress type "giant"
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fortressTypes["giant"] = new Fortress("giant");
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var wallPart = ["entry", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall",
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var wallPart = ["gate", "endLeft", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall",
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"cornerOut", "wall", "outpost", "wall", "cornerIn", "wall", "outpost", "wall", "endRight"];
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fortressTypes["giant"].wall = wallPart.concat(wallPart, wallPart, wallPart);
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@ -781,7 +781,7 @@ function placeIrregularPolygonalWall(centerX, centerY, radius, cornerWallElement
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// Generating a generic wall part assortment with each wall part including 1 gate enlengthend by walls and towers
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// NOTE: It might be a good idea to write an own function for that...
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var defaultWallPartsAssortment = [["wallShort"], ["wall"], ["wallLong"], ["gate", "tower", "wallShort"]];
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var centeredWallPart = ["gate"]; // NOTE: Since gates are not functional yet entrys are used instead...
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var centeredWallPart = ["gate"];
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var extandingWallPartAssortment = [["tower", "wallLong"], ["tower", "wall"]];
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defaultWallPartsAssortment.push(centeredWallPart);
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for (var i = 0; i < extandingWallPartAssortment.length; i++)
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@ -952,7 +952,7 @@ function placeGenericFortress(centerX, centerY, radius, playerId, style, irregul
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var angle = getAngle(startX, startY, targetX, targetY);
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var wallElement = "wallLong";
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if ((pointIndex + 1) % gateOccurence == 0)
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wallElement = "entry"; // Has to be changed to "gate" if gates work...
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wallElement = "gate";
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var entity = wallStyles[style][wallElement].entity;
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if (entity)
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{
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