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:
elexis 2016-03-24 15:53:53 +00:00
parent 66267cb714
commit 350422dcae
6 changed files with 56 additions and 56 deletions

View File

@ -142,7 +142,8 @@ addElements(shuffleArray([
{
"func": addBerries,
"avoid": [
g_TileClasses.bluff, 5, g_TileClasses.forest, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 5,
g_TileClasses.metal, 10,
g_TileClasses.mountain, 2,
g_TileClasses.player, 20,

View File

@ -82,42 +82,38 @@ var features = [
];
if (randElevation < 4)
features.push(
{
"func": addLakes,
"avoid": [
g_TileClasses.bluff, 7,
g_TileClasses.hill, 2,
g_TileClasses.mountain, 15,
g_TileClasses.plateau, 10,
g_TileClasses.player, 20,
g_TileClasses.valley, 10,
g_TileClasses.water, 25
],
"sizes": g_AllSizes,
"mixes": g_AllMixes,
"amounts": g_AllAmounts
}
);
features.push({
"func": addLakes,
"avoid": [
g_TileClasses.bluff, 7,
g_TileClasses.hill, 2,
g_TileClasses.mountain, 15,
g_TileClasses.plateau, 10,
g_TileClasses.player, 20,
g_TileClasses.valley, 10,
g_TileClasses.water, 25
],
"sizes": g_AllSizes,
"mixes": g_AllMixes,
"amounts": g_AllAmounts
});
if (randElevation > 20)
features.push(
{
"func": addValleys,
"avoid": [
g_TileClasses.bluff, 5,
g_TileClasses.hill, 5,
g_TileClasses.mountain, 25,
g_TileClasses.plateau, 20,
g_TileClasses.player, 40,
g_TileClasses.valley, 15,
g_TileClasses.water, 10
],
"sizes": g_AllSizes,
"mixes": g_AllMixes,
"amounts": g_AllAmounts
}
);
features.push({
"func": addValleys,
"avoid": [
g_TileClasses.bluff, 5,
g_TileClasses.hill, 5,
g_TileClasses.mountain, 25,
g_TileClasses.plateau, 20,
g_TileClasses.player, 40,
g_TileClasses.valley, 15,
g_TileClasses.water, 10
],
"sizes": g_AllSizes,
"mixes": g_AllMixes,
"amounts": g_AllAmounts
});
addElements(shuffleArray(features));
RMS.SetProgress(50);
@ -175,7 +171,8 @@ addElements(shuffleArray([
},
{
"func": addStone,
"avoid": [g_TileClasses.berries, 5,
"avoid": [
g_TileClasses.berries, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 3,
g_TileClasses.mountain, 2,

View File

@ -69,7 +69,8 @@ RMS.SetProgress(50);
addElements([
{
"func": addLayeredPatches,
"avoid": [g_TileClasses.bluff, 2,
"avoid": [
g_TileClasses.bluff, 2,
g_TileClasses.dirt, 5,
g_TileClasses.forest, 2,
g_TileClasses.mountain, 2,
@ -77,21 +78,22 @@ addElements([
g_TileClasses.player, 12,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
],
"sizes": ["normal"],
"mixes": ["normal"],
"amounts": ["normal"]
},
{
"func": addDecoration,
"avoid": [g_TileClasses.bluff, 2,
"avoid": [
g_TileClasses.bluff, 2,
g_TileClasses.forest, 2,
g_TileClasses.mountain, 2,
g_TileClasses.plateau, 2,
g_TileClasses.player, 12,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
],
"sizes": ["normal"],
"mixes": ["normal"],
"amounts": ["normal"]
@ -102,7 +104,8 @@ RMS.SetProgress(60);
addElements(shuffleArray([
{
"func": addMetal,
"avoid": [g_TileClasses.berries, 5,
"avoid": [
g_TileClasses.berries, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 3,
g_TileClasses.mountain, 2,
@ -112,7 +115,7 @@ addElements(shuffleArray([
g_TileClasses.metal, 20,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
],
"sizes": ["normal"],
"mixes": ["same"],
"amounts": g_AllAmounts
@ -130,14 +133,15 @@ addElements(shuffleArray([
g_TileClasses.metal, 10,
g_TileClasses.spine, 5,
g_TileClasses.water, 3
],
],
"sizes": ["normal"],
"mixes": ["same"],
"amounts": g_AllAmounts
},
{
"func": addForests,
"avoid": [g_TileClasses.berries, 5,
"avoid": [
g_TileClasses.berries, 5,
g_TileClasses.bluff, 5,
g_TileClasses.forest, 18,
g_TileClasses.metal, 3,
@ -147,7 +151,7 @@ addElements(shuffleArray([
g_TileClasses.rock, 3,
g_TileClasses.spine, 5,
g_TileClasses.water, 2
],
],
"sizes": g_AllSizes,
"mixes": g_AllMixes,
"amounts": ["few", "normal", "many", "tons"]
@ -236,8 +240,6 @@ function placeBarriers()
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
var ix = round(fx);
var iz = round(fz);
var mStartCo = 0.07;
var mStopCo = 0.42;

View File

@ -13,7 +13,7 @@ const g_DefaultDeviation = 0.1;
* Fill it with wood, mines, animals and decoratives.
*
* @param {Array} constraint - where to place them
* @param {number} size - size of the bluffs (1.2 would be 120% of normal)
* @param {number} size - size of the bluffs (1.2 would be 120% of normal)
* @param {number} deviation - degree of deviation from the defined size (0.2 would be 20% plus/minus)
* @param {number} fill - size of map to fill (1.5 would be 150% of normal)
*/
@ -58,7 +58,6 @@ function addBluffs(constraint, size, deviation, fill)
var points = rendered[0].points;
var corners = findCorners(points);
var area = points.length;
// Seed an array the size of the bounding box
var bb = createBoundingBox(points, corners);
@ -100,7 +99,7 @@ function addBluffs(constraint, size, deviation, fill)
continue;
}
// Create an entrance area area by using a small margin
// Create an entrance area by using a small margin
var margin = 0.08;
var ground = createTerrain(g_Terrains.mainTerrain);
var slopeLength = (1 - margin) * getDistance(baseLine.midX, baseLine.midZ, endLine.midX, endLine.midZ);
@ -208,7 +207,7 @@ function addBluffs(constraint, size, deviation, fill)
"stay": [g_TileClasses.bluff, 6],
"sizes": g_AllSizes,
"mixes": g_AllMixes,
"amounts": ["normal", "many", "tons"]
"amounts": ["normal", "many", "tons"]
},
{
"func": addMetal,
@ -224,7 +223,7 @@ function addBluffs(constraint, size, deviation, fill)
"stay": [g_TileClasses.bluff, 6],
"sizes": ["normal"],
"mixes": ["same"],
"amounts": ["normal"]
"amounts": ["normal"]
},
{
"func": addStone,
@ -352,7 +351,7 @@ function addDecoration(constraint, size, deviation, fill)
* Create varying elevations.
*
* @param {Array} constraint - avoid/stay-classes
*
*
* @param {Object} el - the element to be rendered, for example:
* "class": g_TileClasses.hill,
* "painter": [g_Terrains.mainTerrain, g_Terrains.mainTerrain],

View File

@ -184,7 +184,7 @@ function addBases(type, distance, groupedDistance)
*
* @param {Object} - contains id, angle, x, z
* @param {boolean} - Whether or not iberian gets starting walls
*/
*/
function createBase(player, walls)
{
// Get the x and z in tiles
@ -331,7 +331,7 @@ function getTeams(numPlayers)
/**
* Chose a random pattern for placing the bases of the players.
*/
*/
function randomStartingPositionPattern()
{
var formats = ["radial"];

View File

@ -72,7 +72,8 @@ addElements(shuffleArray([
},
{
"func": addValleys,
"avoid": [g_TileClasses.bluff, 5,
"avoid": [
g_TileClasses.bluff, 5,
g_TileClasses.hill, 5,
g_TileClasses.mountain, 25,
g_TileClasses.plateau, 10,