Remove usage of var in map scripts
Comments by: @Stan, @sera @elexis Differential Revision: https://code.wildfiregames.com/D5273 This was SVN commit r28101.
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@ -200,7 +200,7 @@ Engine.SetProgress(75);
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// Roaming animals
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{
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var placeRoaming = function(name, objs)
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const placeRoaming = function(name, objs)
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{
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g_Map.log("Creating roaming " + name);
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const group = new SimpleGroup(objs, true, clFood);
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@ -237,7 +237,7 @@ Engine.SetProgress(75);
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// Animals that hang around watering holes
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{
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// TODO: these have a high retry factor because our mapgen constraint logic is bad.
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var placeWateringHoleAnimals = function(name, objs, numberOfGroups)
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const placeWateringHoleAnimals = function(name, objs, numberOfGroups)
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{
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g_Map.log("Creating " + name + " around watering holes");
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const group = new SimpleGroup(objs, true, clFood);
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@ -236,10 +236,10 @@ MountainRangeBuilder.prototype.CreateMountainRanges = function(map)
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setBiome(g_MapSettings.Biome ?? "alpine/winter");
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var heightLand = 3;
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var heightOffsetBump = 2;
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var snowlineHeight = 29;
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var heightMountain = 30;
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const heightLand = 3;
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const heightOffsetBump = 2;
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const snowlineHeight = 29;
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const heightMountain = 30;
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const pForest = [g_Terrains.forestFloor + TERRAIN_SEPARATOR + g_Gaia.tree1, g_Terrains.forestFloor];
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@ -257,7 +257,7 @@ const clMetal = g_Map.createTileClass();
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const clFood = g_Map.createTileClass();
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const clBaseResource = g_Map.createTileClass();
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var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
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const [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
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placePlayerBases({
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"PlayerPlacement": [playerIDs, playerPosition],
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@ -341,7 +341,7 @@ const types = [
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[[g_Terrains.forestFloor, g_Terrains.mainTerrain, pForest], [g_Terrains.forestFloor, pForest]]
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];
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var size = forestTrees / (scaleByMapSize(2,8) * numPlayers);
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const size = forestTrees / (scaleByMapSize(2, 8) * numPlayers);
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const num = Math.floor(size / types.length);
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for (const type of types)
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@ -382,7 +382,7 @@ for (const size of [scaleByMapSize(2, 32), scaleByMapSize(3, 48), scaleByMapSize
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Engine.SetProgress(65);
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g_Map.log("Creating stone mines");
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var group = new SimpleGroup(
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let group = new SimpleGroup(
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[
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new SimpleObject(g_Gaia.stoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1),
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new SimpleObject(g_Gaia.stoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)
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@ -473,7 +473,7 @@ createStragglerTrees(
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stragglerTrees);
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g_Map.log("Creating small grass tufts");
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var planetm = 1;
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const planetm = 1;
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group = new SimpleGroup(
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[new SimpleObject(g_Decoratives.grassShort, 1, 2, 0, 1, -Math.PI / 8, Math.PI / 8)]
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@ -302,32 +302,32 @@ for (let ix = 0; ix < mapSize; ix++)
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Engine.SetProgress(60);
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g_Map.log("Creating forests");
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var [forestTrees, stragglerTrees] = getTreeCounts(1300, 8000, 0.8);
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var [forestTreesJoin, forestTrees] = getTreeCounts(forestTrees, forestTrees, 0.25);
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const [protoPorestTrees, stragglerTrees] = getTreeCounts(1300, 8000, 0.8);
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const [forestTreesJoin, forestTrees] = getTreeCounts(protoPorestTrees, protoPorestTrees, 0.25);
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var num = forestTrees / scaleByMapSize(20, 70);
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const treeNum = forestTrees / scaleByMapSize(20, 70);
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createAreasInAreas(
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new ClumpPlacer(forestTrees / num, 0.1, 0.1, Infinity),
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new ClumpPlacer(forestTrees / treeNum, 0.1, 0.1, Infinity),
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[
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new TerrainPainter(pForest),
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new TileClassPainter(clForest)
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],
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avoidClasses(clPlayer, 5, clBaseResource, 4, clForest, 5, clHill, 4),
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num,
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treeNum,
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100,
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[explorableArea]
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);
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var num = forestTreesJoin / (scaleByMapSize(4, 6) * numPlayers);
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const joinNum = forestTreesJoin / (scaleByMapSize(4, 6) * numPlayers);
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createAreasInAreas(
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new ClumpPlacer(forestTreesJoin / num, 0.1, 0.1, Infinity),
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new ClumpPlacer(forestTreesJoin / joinNum, 0.1, 0.1, Infinity),
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[
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new TerrainPainter(pForest),
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new TileClassPainter(clForest),
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new TileClassPainter(clForestJoin)
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],
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[avoidClasses(clPlayer, 5, clBaseResource, 4, clForestJoin, 5, clHill, 4), borderClasses(clForest, 1, 4)],
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num,
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joinNum,
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100,
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[explorableArea]
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);
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@ -436,13 +436,13 @@ Engine.SetProgress(90);
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g_Map.log("Creating straggler trees");
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const types = [oOak, oOakLarge, oPine, oAleppoPine];
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var num = Math.floor(stragglerTrees / types.length);
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const stragglerNum = Math.floor(stragglerTrees / types.length);
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for (const type of types)
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createObjectGroupsByAreasDeprecated(
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new SimpleGroup([new SimpleObject(type, 1, 1, 0, 3)], true, clForest),
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0,
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avoidClasses(clForest, 4, clHill, 5, clPlayer, 10, clBaseResource, 2, clMetal, 5, clRock, 5),
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num, 20,
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stragglerNum, 20,
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[explorableArea]);
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Engine.SetProgress(95);
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@ -85,8 +85,8 @@ const centralIslandPosition = new Array(numPlayers).fill(0).map((v, i) =>
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const areas = [];
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var nPlayer = 0;
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var playerPosition = [];
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let nPlayer = 0;
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const playerPosition = [];
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function createCycladicArchipelagoIsland(position, tileClass, radius, coralRadius)
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{
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@ -186,7 +186,7 @@ Engine.SetProgress(38);
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paintTileClassBasedOnHeight(-Infinity, 0, Elevation_ExcludeMin_ExcludeMax, clWater);
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g_Map.log("Creating forests");
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var forestTypes = [
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const forestTypes = [
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[[tForestFloor, tGrass, pPalmForest], [tForestFloor, pPalmForest]],
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[[tForestFloor, tGrass, pPineForest], [tForestFloor, pPineForest]],
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[[tForestFloor, tGrass, pPoplarForest], [tForestFloor, pPoplarForest]],
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@ -196,19 +196,19 @@ createObjectGroupsDeprecated(
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10 * numPlayers,
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60);
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var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(0.7));
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const [forestTreesMainIsland, stragglerTreesMainIsland] = getTreeCounts(...rBiomeTreeCount(0.7));
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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[avoidClasses(clPlayer, 25, clForest, 10, clBaseResource, 3, clMetal, 6, clRock, 6, clMountain, 2), stayClasses(clHill, 6)],
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clForest,
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forestTrees);
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forestTreesMainIsland);
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const types = [oTree1, oTree2, oTree4, oTree3];
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createStragglerTrees(
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types,
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[avoidClasses(clBaseResource, 2, clMetal, 6, clRock, 6, clMountain, 2, clPlayer, 25), stayClasses(clHill, 6)],
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clForest,
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stragglerTrees);
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stragglerTreesMainIsland);
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Engine.SetProgress(65);
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g_Map.log("Creating dirt patches");
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@ -256,7 +256,7 @@ createFood(
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Engine.SetProgress(85);
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var planetm = currentBiome() == "generic/india" ? 8 : 1;
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const planetm = currentBiome() == "generic/india" ? 8 : 1;
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createDecoration(
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[
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[new SimpleObject(aRockMedium, 1, 3, 0, 1)],
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@ -274,12 +274,12 @@ createDecoration(
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],
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avoidClasses(clForest, 2, clPlayer, 20, clMountain, 5, clFood, 1, clBaseResource, 2));
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var [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(0.1));
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const [forestTreesSurrounding, stragglerTreesSurrounding] = getTreeCounts(...rBiomeTreeCount(0.1));
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createForests(
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[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
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avoidClasses(clPlayer, 30, clHill, 10, clFood, 5),
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clForest,
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forestTrees);
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forestTreesSurrounding);
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g_Map.log("Creating small grass tufts");
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createObjectGroupsDeprecated(
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@ -71,12 +71,12 @@ const clFood = g_Map.createTileClass();
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const clPlayer = g_Map.createTileClass();
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const clBaseResource = g_Map.createTileClass();
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var WATER_WIDTH = 0.1;
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var horizontal = randBool();
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const WATER_WIDTH = 0.1;
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g_Map.log("Creating players");
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var startAngle = randBool() ? 0 : Math.PI / 2;
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var playerPosition = playerPlacementLine(startAngle + Math.PI / 2, mapCenter, fractionToTiles(randFloat(0.42, 0.46)));
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const startAngle = randBool() ? 0 : Math.PI / 2;
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const playerPosition = playerPlacementLine(startAngle + Math.PI / 2, mapCenter,
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fractionToTiles(randFloat(0.42, 0.46)));
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function distanceToPlayers(x, z)
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{
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@ -122,32 +122,36 @@ for (const x of [mapBounds.left, mapBounds.right])
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Engine.SetProgress(10);
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g_Map.log("Painting elevation");
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var noise0 = new Noise2D(scaleByMapSize(4, 16));
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var noise1 = new Noise2D(scaleByMapSize(8, 32));
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var noise2 = new Noise2D(scaleByMapSize(15, 60));
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const noise0 = new Noise2D(scaleByMapSize(4, 16));
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const noise1 = new Noise2D(scaleByMapSize(8, 32));
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const noise2 = new Noise2D(scaleByMapSize(15, 60));
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var noise2a = new Noise2D(scaleByMapSize(20, 80));
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var noise2b = new Noise2D(scaleByMapSize(35, 140));
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const noise2a = new Noise2D(scaleByMapSize(20, 80));
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const noise2b = new Noise2D(scaleByMapSize(35, 140));
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var noise3 = new Noise2D(scaleByMapSize(4, 16));
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var noise4 = new Noise2D(scaleByMapSize(6, 24));
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var noise5 = new Noise2D(scaleByMapSize(11, 44));
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const noise3 = new Noise2D(scaleByMapSize(4, 16));
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const noise4 = new Noise2D(scaleByMapSize(6, 24));
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const noise5 = new Noise2D(scaleByMapSize(11, 44));
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for (var ix = 0; ix <= mapSize; ix++)
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for (var iz = 0; iz <= mapSize; iz++)
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for (let ix = 0; ix <= mapSize; ix++)
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for (let iz = 0; iz <= mapSize; iz++)
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{
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const position = new Vector2D(ix, iz);
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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var pn = playerNearness(x, z);
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const x = ix / (mapSize + 1.0);
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const z = iz / (mapSize + 1.0);
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const pn = playerNearness(x, z);
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const c = startAngle ? z : x;
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const distToWater = clWater.has(position) ? 0 : (0.5 - WATER_WIDTH - Math.abs(c - 0.5));
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let h = distToWater ? heightHill * (1 - Math.abs(c - 0.5) / (0.5 - WATER_WIDTH)) : g_Map.getHeight(position);
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// add some base noise
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var baseNoise = 16*noise0.get(x,z) + 8*noise1.get(x,z) + 4*noise2.get(x,z) - (16+8+4)/2;
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let baseNoise =
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16 * noise0.get(x, z) +
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8 * noise1.get(x, z) +
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4 * noise2.get(x, z) -
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(16 + 8 + 4) / 2;
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if ( baseNoise < 0 )
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{
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baseNoise *= pn;
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@ -186,19 +190,19 @@ for (var ix = 0; ix <= mapSize; ix++)
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Engine.SetProgress(20);
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g_Map.log("Painting terrain");
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var noise6 = new Noise2D(scaleByMapSize(10, 40));
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var noise7 = new Noise2D(scaleByMapSize(20, 80));
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var noise8 = new Noise2D(scaleByMapSize(13, 52));
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var noise9 = new Noise2D(scaleByMapSize(26, 104));
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var noise10 = new Noise2D(scaleByMapSize(50, 200));
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const noise6 = new Noise2D(scaleByMapSize(10, 40));
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const noise7 = new Noise2D(scaleByMapSize(20, 80));
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const noise8 = new Noise2D(scaleByMapSize(13, 52));
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const noise9 = new Noise2D(scaleByMapSize(26, 104));
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const noise10 = new Noise2D(scaleByMapSize(50, 200));
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for (var ix = 0; ix < mapSize; ix++)
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for (var iz = 0; iz < mapSize; iz++)
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for (let ix = 0; ix < mapSize; ix++)
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for (let iz = 0; iz < mapSize; iz++)
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{
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const position = new Vector2D(ix, iz);
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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var pn = playerNearness(x, z);
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const x = ix / (mapSize + 1.0);
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const z = iz / (mapSize + 1.0);
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const pn = playerNearness(x, z);
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// Compute height difference
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let minH = +Infinity;
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@ -209,14 +213,14 @@ for (var ix = 0; ix < mapSize; ix++)
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minH = Math.min(minH, height);
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maxH = Math.max(maxH, height);
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}
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var diffH = maxH - minH;
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const diffH = maxH - minH;
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// figure out if we're at the top of a cliff using min adjacent height
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var minAdjHeight = minH;
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let minAdjHeight = minH;
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if (maxH > 15)
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{
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var maxNx = Math.min(ix + 2, mapSize);
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var maxNz = Math.min(iz + 2, mapSize);
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const maxNx = Math.min(ix + 2, mapSize);
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const maxNz = Math.min(iz + 2, mapSize);
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for (let nx = Math.max(ix - 1, 0); nx <= maxNx; ++nx)
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for (let nz = Math.max(iz - 1, 0); nz <= maxNz; ++nz)
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minAdjHeight = Math.min(minAdjHeight, g_Map.getHeight(new Vector2D(nx, nz)));
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@ -269,7 +273,7 @@ for (var ix = 0; ix < mapSize; ix++)
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// forests
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if (g_Map.getHeight(position) < 11 && diffH < 2 && minH > 1)
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{
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var forestNoise = (noise6.get(x,z) + 0.5*noise7.get(x,z)) / 1.5 * pn - 0.59;
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const forestNoise = (noise6.get(x, z) + 0.5 * noise7.get(x, z)) / 1.5 * pn - 0.59;
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// Thin out trees a bit
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if (forestNoise > 0 && randBool())
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@ -298,7 +302,7 @@ for (var ix = 0; ix < mapSize; ix++)
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// grass variations
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if (t == tGrass)
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{
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var grassNoise = (noise8.get(x,z) + 0.6*noise9.get(x,z)) / 1.6;
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const grassNoise = (noise8.get(x, z) + 0.6 * noise9.get(x, z)) / 1.6;
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if (grassNoise < 0.3)
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t = (diffH > 1.2) ? tDirtCliff : tDirt;
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else if (grassNoise < 0.34)
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@ -357,7 +361,7 @@ placePlayerBases({
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Engine.SetProgress(40);
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g_Map.log("Creating bushes");
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var group = new SimpleGroup(
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let group = new SimpleGroup(
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[new SimpleObject(aBushSmall, 0,2, 0,2), new SimpleObject(aBushSmallDry, 0,2, 0,2),
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new SimpleObject(aBushMed, 0,1, 0,2), new SimpleObject(aBushMedDry, 0,1, 0,2)]
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);
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@ -65,11 +65,11 @@ const islandBetweenPlayerAndCenterDist = 0.16;
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const islandBetweenPlayerAndCenterRadius = 0.81;
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const centralIslandRadius = 0.36;
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var [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
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const [playerIDs, playerPosition, playerAngle, startAngle] = playerPlacementCircle(fractionToTiles(0.35));
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var numIslands = 0;
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var isConnected = [];
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var islandPos = [];
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let numIslands = 0;
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const isConnected = [];
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const islandPos = [];
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function initIsConnected()
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{
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@ -99,10 +99,9 @@ function createIslandAtRadialLocation(playerID, islandID, playerIDOffset, distFr
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createIsland(islandID, islandRadius, clLand);
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}
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function createSnowflakeSearockWithCenter(sizeID)
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function createSnowflakeSearockWithCenter([tertiaryIslandDist, tertiaryIslandRadius,
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islandBetweenPlayersDist, islandBetweenPlayersRadius])
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{
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const [tertiaryIslandDist, tertiaryIslandRadius, islandBetweenPlayersDist, islandBetweenPlayersRadius] = islandSizes[sizeID];
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const islandID_center = 4 * numPlayers;
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numIslands = islandID_center + 1;
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initIsConnected();
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@ -199,19 +198,19 @@ else if (mapSize <= 192)
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else if (mapSize <= 256)
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{
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if (numPlayers < 6)
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createSnowflakeSearockWithCenter("medium");
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createSnowflakeSearockWithCenter(islandSizes.medium);
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else
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createSnowflakeSearockWithoutCenter();
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}
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else if (mapSize <= 320)
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{
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if (numPlayers < 8)
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createSnowflakeSearockWithCenter("medium");
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createSnowflakeSearockWithCenter(islandSizes.medium);
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else
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createSnowflakeSearockWithoutCenter();
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}
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else
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createSnowflakeSearockWithCenter(numPlayers < 6 ? "large1" : "large2");
|
||||
createSnowflakeSearockWithCenter(islandSizes["large" + (numPlayers < 6 ? "1" : "2")]);
|
||||
|
||||
g_Map.log("Creating player islands");
|
||||
for (let i = 0; i < numPlayers; ++i)
|
||||
|
@ -72,9 +72,9 @@ const clBaseResource = g_Map.createTileClass();
|
||||
const clLand = g_Map.createTileClass();
|
||||
const clShallow = g_Map.createTileClass();
|
||||
|
||||
var landElevationPainter = new SmoothElevationPainter(ELEVATION_SET, heightLand, 4);
|
||||
const landElevationPainter = new SmoothElevationPainter(ELEVATION_SET, heightLand, 4);
|
||||
|
||||
var unknownMapFunctions = {
|
||||
const unknownMapFunctions = {
|
||||
"land": [
|
||||
"Continent",
|
||||
"Isthmus",
|
||||
@ -99,11 +99,11 @@ var unknownMapFunctions = {
|
||||
* because nomad maps randomize the locations after the terrain generation.
|
||||
* The locations should only determined by the landscape functions to avoid placing bodies of water and resources into civic centers and the starting resources.
|
||||
*/
|
||||
var playerIDs = sortAllPlayers();
|
||||
var playerPosition = [];
|
||||
let playerIDs = sortAllPlayers();
|
||||
let playerPosition = [];
|
||||
|
||||
var g_StartingTreasures = false;
|
||||
var g_StartingWalls = true;
|
||||
let g_StartingTreasures = false;
|
||||
let g_StartingWalls = true;
|
||||
|
||||
function createUnknownMap()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user