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forked from 0ad/0ad

Prevents trees to block the view of players. Refs #1408.

This was SVN commit r12030.
This commit is contained in:
O.Davoodi 2012-06-27 10:44:25 +00:00
parent 4a1f417d40
commit 0c7a9d43d7
27 changed files with 69 additions and 41 deletions

View File

@ -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));

View File

@ -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));

View File

@ -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

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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

View File

@ -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));

View File

@ -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