forked from 0ad/0ad
Fix whitespace (leading mixed whitespace, trailing whitespace and missing newlines).
Remove three unused variables area, ix and iz. Thanks mimo for reporting. This was SVN commit r17947.
This commit is contained in:
parent
66267cb714
commit
350422dcae
@ -142,7 +142,8 @@ addElements(shuffleArray([
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{
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"func": addBerries,
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"avoid": [
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g_TileClasses.bluff, 5, g_TileClasses.forest, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 5,
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g_TileClasses.metal, 10,
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g_TileClasses.mountain, 2,
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g_TileClasses.player, 20,
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@ -82,42 +82,38 @@ var features = [
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];
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if (randElevation < 4)
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features.push(
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{
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"func": addLakes,
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"avoid": [
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g_TileClasses.bluff, 7,
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g_TileClasses.hill, 2,
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g_TileClasses.mountain, 15,
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g_TileClasses.plateau, 10,
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g_TileClasses.player, 20,
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g_TileClasses.valley, 10,
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g_TileClasses.water, 25
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": g_AllAmounts
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}
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);
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features.push({
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"func": addLakes,
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"avoid": [
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g_TileClasses.bluff, 7,
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g_TileClasses.hill, 2,
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g_TileClasses.mountain, 15,
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g_TileClasses.plateau, 10,
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g_TileClasses.player, 20,
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g_TileClasses.valley, 10,
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g_TileClasses.water, 25
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": g_AllAmounts
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});
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if (randElevation > 20)
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features.push(
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{
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"func": addValleys,
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"avoid": [
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g_TileClasses.bluff, 5,
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g_TileClasses.hill, 5,
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g_TileClasses.mountain, 25,
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g_TileClasses.plateau, 20,
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g_TileClasses.player, 40,
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g_TileClasses.valley, 15,
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g_TileClasses.water, 10
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": g_AllAmounts
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}
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);
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features.push({
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"func": addValleys,
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"avoid": [
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g_TileClasses.bluff, 5,
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g_TileClasses.hill, 5,
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g_TileClasses.mountain, 25,
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g_TileClasses.plateau, 20,
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g_TileClasses.player, 40,
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g_TileClasses.valley, 15,
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g_TileClasses.water, 10
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": g_AllAmounts
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});
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addElements(shuffleArray(features));
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RMS.SetProgress(50);
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@ -175,7 +171,8 @@ addElements(shuffleArray([
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},
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{
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"func": addStone,
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"avoid": [g_TileClasses.berries, 5,
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"avoid": [
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g_TileClasses.berries, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 3,
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g_TileClasses.mountain, 2,
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@ -69,7 +69,8 @@ RMS.SetProgress(50);
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addElements([
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{
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"func": addLayeredPatches,
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"avoid": [g_TileClasses.bluff, 2,
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"avoid": [
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g_TileClasses.bluff, 2,
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g_TileClasses.dirt, 5,
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g_TileClasses.forest, 2,
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g_TileClasses.mountain, 2,
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@ -77,21 +78,22 @@ addElements([
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g_TileClasses.player, 12,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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],
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"sizes": ["normal"],
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"mixes": ["normal"],
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"amounts": ["normal"]
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},
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{
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"func": addDecoration,
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"avoid": [g_TileClasses.bluff, 2,
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"avoid": [
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g_TileClasses.bluff, 2,
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g_TileClasses.forest, 2,
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g_TileClasses.mountain, 2,
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g_TileClasses.plateau, 2,
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g_TileClasses.player, 12,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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],
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"sizes": ["normal"],
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"mixes": ["normal"],
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"amounts": ["normal"]
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@ -102,7 +104,8 @@ RMS.SetProgress(60);
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addElements(shuffleArray([
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{
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"func": addMetal,
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"avoid": [g_TileClasses.berries, 5,
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"avoid": [
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g_TileClasses.berries, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 3,
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g_TileClasses.mountain, 2,
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@ -112,7 +115,7 @@ addElements(shuffleArray([
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g_TileClasses.metal, 20,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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],
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"sizes": ["normal"],
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"mixes": ["same"],
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"amounts": g_AllAmounts
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@ -130,14 +133,15 @@ addElements(shuffleArray([
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g_TileClasses.metal, 10,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 3
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],
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],
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"sizes": ["normal"],
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"mixes": ["same"],
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"amounts": g_AllAmounts
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},
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{
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"func": addForests,
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"avoid": [g_TileClasses.berries, 5,
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"avoid": [
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g_TileClasses.berries, 5,
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g_TileClasses.bluff, 5,
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g_TileClasses.forest, 18,
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g_TileClasses.metal, 3,
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@ -147,7 +151,7 @@ addElements(shuffleArray([
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g_TileClasses.rock, 3,
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g_TileClasses.spine, 5,
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g_TileClasses.water, 2
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],
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],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": ["few", "normal", "many", "tons"]
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@ -236,8 +240,6 @@ function placeBarriers()
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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var ix = round(fx);
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var iz = round(fz);
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var mStartCo = 0.07;
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var mStopCo = 0.42;
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@ -13,7 +13,7 @@ const g_DefaultDeviation = 0.1;
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* Fill it with wood, mines, animals and decoratives.
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*
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* @param {Array} constraint - where to place them
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* @param {number} size - size of the bluffs (1.2 would be 120% of normal)
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* @param {number} size - size of the bluffs (1.2 would be 120% of normal)
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* @param {number} deviation - degree of deviation from the defined size (0.2 would be 20% plus/minus)
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* @param {number} fill - size of map to fill (1.5 would be 150% of normal)
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*/
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@ -58,7 +58,6 @@ function addBluffs(constraint, size, deviation, fill)
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var points = rendered[0].points;
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var corners = findCorners(points);
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var area = points.length;
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// Seed an array the size of the bounding box
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var bb = createBoundingBox(points, corners);
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@ -100,7 +99,7 @@ function addBluffs(constraint, size, deviation, fill)
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continue;
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}
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// Create an entrance area area by using a small margin
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// Create an entrance area by using a small margin
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var margin = 0.08;
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var ground = createTerrain(g_Terrains.mainTerrain);
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var slopeLength = (1 - margin) * getDistance(baseLine.midX, baseLine.midZ, endLine.midX, endLine.midZ);
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@ -208,7 +207,7 @@ function addBluffs(constraint, size, deviation, fill)
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"stay": [g_TileClasses.bluff, 6],
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"sizes": g_AllSizes,
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"mixes": g_AllMixes,
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"amounts": ["normal", "many", "tons"]
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"amounts": ["normal", "many", "tons"]
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},
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{
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"func": addMetal,
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@ -224,7 +223,7 @@ function addBluffs(constraint, size, deviation, fill)
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"stay": [g_TileClasses.bluff, 6],
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"sizes": ["normal"],
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"mixes": ["same"],
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"amounts": ["normal"]
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"amounts": ["normal"]
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},
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{
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"func": addStone,
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@ -352,7 +351,7 @@ function addDecoration(constraint, size, deviation, fill)
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* Create varying elevations.
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*
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* @param {Array} constraint - avoid/stay-classes
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*
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*
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* @param {Object} el - the element to be rendered, for example:
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* "class": g_TileClasses.hill,
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* "painter": [g_Terrains.mainTerrain, g_Terrains.mainTerrain],
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@ -184,7 +184,7 @@ function addBases(type, distance, groupedDistance)
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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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*/
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*/
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function createBase(player, walls)
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{
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// Get the x and z in tiles
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@ -331,7 +331,7 @@ function getTeams(numPlayers)
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/**
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* Chose a random pattern for placing the bases of the players.
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*/
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*/
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function randomStartingPositionPattern()
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{
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var formats = ["radial"];
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@ -72,7 +72,8 @@ addElements(shuffleArray([
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},
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{
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"func": addValleys,
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"avoid": [g_TileClasses.bluff, 5,
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"avoid": [
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g_TileClasses.bluff, 5,
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g_TileClasses.hill, 5,
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g_TileClasses.mountain, 25,
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g_TileClasses.plateau, 10,
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