Fix oversight in 56f15f0869
regarding iber wall placement
Needed until / if D5082 lands. Until then we also still need: `g_PlayerbaseTypes`. Differential revision: https://code.wildfiregames.com/D5196 This was SVN commit r27946.
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@ -28,7 +28,7 @@ if (!isNomad())
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fractionToTiles(randFloat(0.08, 0.1)),
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randomAngle(),
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undefined),
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undefined);
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g_PlayerbaseTypes[g_MapSettings.TeamPlacement].walls);
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markPlayerAvoidanceArea(playerPosition, defaultPlayerBaseRadius());
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}
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@ -24,7 +24,7 @@ createBases(
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fractionToTiles(0.04),
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startAngle,
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undefined),
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undefined);
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false);
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Engine.SetProgress(20);
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// Change the starting angle and add the players again
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@ -43,7 +43,7 @@ createBases(
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fractionToTiles(0.04),
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startAngle + rotation,
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undefined),
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undefined);
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false);
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Engine.SetProgress(40);
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addElements(shuffleArray([
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@ -29,7 +29,7 @@ if (!isNomad())
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fractionToTiles(randFloat(0.08, 0.1)),
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randomAngle(),
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undefined),
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undefined);
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g_PlayerbaseTypes[pattern].walls);
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}
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Engine.SetProgress(40);
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@ -33,7 +33,7 @@ const [playerIDs, playerPosition] =
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fractionToTiles(0.05),
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startAngle,
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undefined),
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undefined);
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true);
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Engine.SetProgress(20);
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addCenterLake();
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@ -29,7 +29,7 @@ createBases(
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fractionToTiles(0.08),
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startAngle,
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undefined),
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undefined);
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false);
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Engine.SetProgress(20);
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placeBarriers();
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@ -32,7 +32,7 @@ createBases(
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fractionToTiles(randFloat(0.05, 0.1)),
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startAngle,
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undefined),
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undefined);
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true);
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Engine.SetProgress(20);
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createSunkenTerrain();
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@ -615,7 +615,7 @@ function playerPlacementByPattern(patternName, distance = undefined, groupedDist
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switch (patternName)
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{
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case "radial":
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return playerPlacementCircle(distance, angle, center);
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return playerPlacementCircle(distance, angle, center).slice(0, 2);
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case "river":
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return playerPlacementRiver(angle, distance, center);
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case "line":
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@ -25,7 +25,7 @@ const [playerIDs, playerPosition] =
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fractionToTiles(randFloat(0.05, 0.1)),
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randomAngle(),
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undefined),
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undefined);
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false);
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markPlayerAvoidanceArea(playerPosition, defaultPlayerBaseRadius());
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Engine.SetProgress(30);
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