rmlib2 simplifications.
This was SVN commit r18556.
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@ -1313,5 +1313,5 @@ function paintHeightmap(heightmap, tilemap, pallet, func = undefined)
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lastI = i;
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}
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return Math.sqrt(heightmap.length) / g_MapInfo.mapSize;
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return scale;
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}
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@ -59,21 +59,18 @@ var g_Forests;
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/**
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* Adds an array of elements to the map.
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*/
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function addElements(els)
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function addElements(elements)
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{
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for (var i = 0; i < els.length; ++i)
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{
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var stay = null;
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if (els[i].stay !== undefined)
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stay = els[i].stay;
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els[i].func(
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[avoidClasses.apply(null, els[i].avoid), stayClasses.apply(null, stay)],
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pickSize(els[i].sizes),
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pickMix(els[i].mixes),
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pickAmount(els[i].amounts)
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for (let element of elements)
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element.func(
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[
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avoidClasses.apply(null, element.avoid),
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stayClasses.apply(null, element.stay || null)
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],
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pickSize(element.sizes),
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pickMix(element.mixes),
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pickAmount(element.amounts)
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);
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}
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}
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/**
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@ -170,16 +167,18 @@ function addBases(type, distance, groupedDistance)
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/**
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* Create the base for a single player.
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*
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* @param {Object} - contains id, angle, x, z
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* @param {boolean} - Whether or not iberian gets starting walls
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* @param {Object} player - contains id, angle, x, z
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* @param {boolean} walls - Whether or not iberian gets starting walls
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*/
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function createBase(player, walls)
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function createBase(player, walls = true)
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{
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// Get the x and z in tiles
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var fx = fractionToTiles(player.x);
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var fz = fractionToTiles(player.z);
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var ix = round(fx);
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var iz = round(fz);
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// Mark player position and a tile in each direction to avoid placing things inside the CC
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addToClass(ix, iz, g_TileClasses.player);
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addToClass(ix + 5, iz, g_TileClasses.player);
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addToClass(ix, iz + 5, g_TileClasses.player);
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@ -187,7 +186,7 @@ function createBase(player, walls)
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addToClass(ix, iz - 5, g_TileClasses.player);
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// Create starting units
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if ((walls || walls === undefined) && g_MapInfo.mapSize > 192)
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if (walls && g_MapInfo.mapSize > 192)
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placeCivDefaultEntities(fx, fz, player.id);
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else
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placeCivDefaultEntities(fx, fz, player.id, { 'iberWall': false });
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