Remove setSelectedBiome
Since Atlas now supports biomes, defaulting the biome isn't required anymore.
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7c211c9edd
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472af5e5ef
@ -4,11 +4,7 @@ Engine.LoadLibrary("rmbiome");
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function* GenerateMap(mapSettings)
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{
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if (mapSettings.Biome)
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setSelectedBiome();
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else
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setBiome("generic/savanna");
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setBiome(mapSettings.Biome);
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// Pick some biome defaults and overload a few settings.
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const tPrimary = g_Terrains.mainTerrain;
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@ -4,8 +4,8 @@ Engine.LoadLibrary("rmgen-common");
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function* GenerateMap(mapSettings)
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{
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setBiome(mapSettings.Biome ?? "alpine/winter");
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const isLateSpringBiome = mapSettings.Biome !== "alpine/winter";
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setBiome(mapSettings.Biome);
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const isLateSpringBiome = mapSettings.Biome === "alpine/late_spring";
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setFogThickness(isLateSpringBiome ? 0.26 : 0.19);
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setFogFactor(isLateSpringBiome ? 0.4 : 0.35);
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@ -236,7 +236,7 @@ MountainRangeBuilder.prototype.CreateMountainRanges = function*(map)
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function* GenerateMap(mapSettings)
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{
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setBiome(mapSettings.Biome ?? "alpine/winter");
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setBiome(mapSettings.Biome);
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const heightLand = 3;
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const heightOffsetBump = 2;
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@ -5,7 +5,7 @@ Engine.LoadLibrary("rmbiome");
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const heightLand = 2;
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@ -2,11 +2,11 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const biomeTweaks = Engine.ReadJSONFile("maps/random/archipelago_biome_tweaks.json");
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tPrimary = g_Terrains.mainTerrain;
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const tGrass = [g_Terrains.tier1Terrain, g_Terrains.tier2Terrain];
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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TILE_CENTERED_HEIGHT_MAP = true;
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@ -3,9 +3,9 @@ Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmgen2");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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globalThis.g_Map = new RandomMap(2, g_Terrains.mainTerrain);
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@ -4,10 +4,7 @@ Engine.LoadLibrary("rmbiome");
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function* GenerateMap(mapSettings)
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{
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if (mapSettings.Biome)
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setSelectedBiome();
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else
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setBiome("fields_of_meroe/dry");
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setBiome(mapSettings.Biome);
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const tMainDirt = g_Terrains.mainDirt;
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const tSecondaryDirt = g_Terrains.secondaryDirt;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -5,7 +5,7 @@ Engine.LoadLibrary("rmbiome");
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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// Random elevation with a bias towards lower elevations
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let randElevation = randIntInclusive(0, 29);
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@ -2,11 +2,11 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -6,11 +6,7 @@ function* GenerateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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if (mapSettings.Biome)
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setSelectedBiome();
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else
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// TODO: Replace ugly default for atlas by a dropdown
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setBiome("gulf_of_bothnia/winter");
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setBiome(mapSettings.Biome);
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const isLakeFrozen = g_Environment.Water.Frozen;
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@ -3,9 +3,9 @@ Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmgen2");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const heightSeaGround = -18;
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const heightLand = 2;
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@ -3,9 +3,9 @@ Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmgen2");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const heightLand = 1;
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const heightBarrier = 30;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tPrimary = g_Terrains.mainTerrain;
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const tGrass = g_Terrains.tier1Terrain;
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@ -3,12 +3,12 @@ Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmgen2");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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const g_InitialMineDistance = 14;
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const g_InitialTrees = 50;
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -2,11 +2,11 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -3,9 +3,9 @@ Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmgen2");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const topTerrain = g_Terrains.tier2Terrain;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -4,11 +4,7 @@ Engine.LoadLibrary("rmbiome");
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function* GenerateMap(mapSettings)
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{
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if (mapSettings.Biome)
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setSelectedBiome();
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else
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setBiome("generic/sahara");
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setBiome(mapSettings.Biome);
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const tPrimary = g_Terrains.mainTerrain;
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const tCity = g_Terrains.roadWild;
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@ -4,11 +4,7 @@ Engine.LoadLibrary("rmbiome");
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function* GenerateMap(mapSettings)
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{
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if (mapSettings.Biome)
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setSelectedBiome();
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else
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// TODO: Replace ugly default for atlas by a dropdown
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setBiome("persian_highlands/summer");
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setBiome(mapSettings.Biome);
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const tDirtMain = g_Terrains.mainTerrain;
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const tCity = g_Terrains.road;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -11,12 +11,6 @@ function currentBiome()
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return g_BiomeID;
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}
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function setSelectedBiome()
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{
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// TODO: Replace ugly default for atlas by a dropdown
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setBiome(g_MapSettings.Biome || "generic/alpine");
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}
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function setBiome(biomeID)
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{
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RandomMapLogger.prototype.printDirectly("Setting biome " + biomeID + ".\n");
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@ -2,11 +2,11 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -3,9 +3,9 @@ Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmgen2");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const heightLand = 30;
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@ -2,9 +2,9 @@ Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -6,7 +6,7 @@ function* GenerateMap(mapSettings)
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{
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TILE_CENTERED_HEIGHT_MAP = true;
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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const tMainTerrain = g_Terrains.mainTerrain;
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const tForestFloor1 = g_Terrains.forestFloor1;
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@ -3,7 +3,7 @@ Engine.LoadLibrary("rmgen-common");
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Engine.LoadLibrary("rmbiome");
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Engine.LoadLibrary("heightmap");
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function* GenerateMap()
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function* GenerateMap(mapSettings)
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{
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globalThis.g_Map = new RandomMap(0, "whiteness");
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@ -17,7 +17,7 @@ function* GenerateMap()
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return stringOrArrayOfStrings;
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}
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setSelectedBiome();
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setBiome(mapSettings.Biome);
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// Terrain, entities and actors
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const wildLakeBiome = [
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Reference in New Issue
Block a user