Prevents trees to block the view of players. Refs #1408.
This was SVN commit r12030.
This commit is contained in:
parent
4a1f417d40
commit
0c7a9d43d7
@ -183,7 +183,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -208,7 +208,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 100);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -208,7 +208,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 100);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
File diff suppressed because one or more lines are too long
@ -198,7 +198,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 100);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -260,7 +260,7 @@ for (var i=0; i < numPlayers; i++)
|
||||
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -174,7 +174,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
createObjectGroup(group, 0);
|
||||
// create starting trees
|
||||
var num = 4;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -198,7 +198,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -211,7 +211,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 100);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = 12;
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -206,11 +206,11 @@ for (var i = 0; i < numPlayers; i++)
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tDist = randFloat(12, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oOak, num, num, 0,5)],
|
||||
[new SimpleObject(oOak, num, num, 0,3)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
|
@ -248,12 +248,12 @@ for (var i=0; i < numIslands; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(12, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oPalm, num, num, 0,5)],
|
||||
[new SimpleObject(oPalm, num, num, 0,3)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
|
@ -196,7 +196,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -236,7 +236,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -182,7 +182,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -198,12 +198,12 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 5;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(12, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oOak, num, num, 0,4)],
|
||||
[new SimpleObject(oOak, num, num, 0,3)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
|
@ -206,11 +206,11 @@ for (var i = 0; i < numPlayers; i++)
|
||||
// create starting trees
|
||||
var num = 5;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tDist = randFloat(12, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oOak, num, num, 0,5)],
|
||||
[new SimpleObject(oOak, num, num, 0,3)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
|
@ -487,7 +487,7 @@ for (var i = 1; i <= numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 5;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(10, 11);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -218,7 +218,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 60);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = 11;
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -174,7 +174,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 100);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(12, 14);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -165,7 +165,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
|
||||
// create starting trees
|
||||
var num = 3;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -169,7 +169,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -169,7 +169,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 100);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = 12;
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -214,7 +214,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -175,7 +175,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 100);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = 12;
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
File diff suppressed because one or more lines are too long
@ -198,7 +198,7 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = 2;
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
|
@ -140,12 +140,12 @@ for (var i = 0; i < numPlayers; i++)
|
||||
var hillSize = PI * radius * radius;
|
||||
// create starting trees
|
||||
var num = floor(hillSize / 60);
|
||||
var tAngle = randFloat(0, TWO_PI);
|
||||
var tDist = randFloat(11, 13);
|
||||
var tAngle = randFloat(-PI/3, 4*PI/3);
|
||||
var tDist = randFloat(12, 13);
|
||||
var tX = round(fx + tDist * cos(tAngle));
|
||||
var tZ = round(fz + tDist * sin(tAngle));
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(oTree, num, num, 0,5)],
|
||||
[new SimpleObject(oTree, num, num, 0,3)],
|
||||
false, clBaseResource, tX, tZ
|
||||
);
|
||||
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
|
||||
@ -293,18 +293,46 @@ for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
painter = new LayeredPainter(
|
||||
[[tGrass,tGrassA],[tGrassA,tGrassB], [tGrassB,tGrassC]], // terrains
|
||||
[1,1] // widths
|
||||
[tGrassA,tGrassA], // terrains
|
||||
[1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clDirt, 5, clPlayer, 12),
|
||||
scaleByMapSize(15, 45)
|
||||
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 12),
|
||||
scaleByMapSize(20, 80)
|
||||
);
|
||||
}
|
||||
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
painter = new LayeredPainter(
|
||||
[tGrassB,tGrassB], // terrains
|
||||
[1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 12),
|
||||
scaleByMapSize(20, 80)
|
||||
);
|
||||
}
|
||||
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
placer = new ClumpPlacer(sizes[i], 0.3, 0.06, 0.5);
|
||||
painter = new LayeredPainter(
|
||||
[tGrassC,tGrassC], // terrains
|
||||
[1] // widths
|
||||
);
|
||||
createAreas(
|
||||
placer,
|
||||
[painter, paintClass(clDirt)],
|
||||
avoidClasses(clWater, 3, clForest, 0, clHill, 0, clPlayer, 12),
|
||||
scaleByMapSize(20, 80)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
log("Creating stone mines...");
|
||||
// create large stone quarries
|
||||
|
Loading…
Reference in New Issue
Block a user