forked from 0ad/0ad
Fix missing harbor and wild lake random biome implementation.
Fix random biome gamesetup option and colorize the random item as proposed by bb. Remove duplicate biome getter in rmgen2. Reviewed By: Grugnas This was SVN commit r20118.
This commit is contained in:
parent
2c5a6052ea
commit
757b6efa43
@ -473,6 +473,7 @@ var g_Dropdowns = {
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"title": () => translate("Biome"),
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"tooltip": (hoverIdx) => translate("Select the flora and fauna."),
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"labels": () => g_BiomeList ? g_BiomeList.Title : [],
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"colors": (idx) => g_BiomeList ? g_BiomeList.Color : [],
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"ids": () => g_BiomeList ? g_BiomeList.Id : [],
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"default": () => 0,
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"defined": () => g_GameAttributes.settings.Biome !== undefined,
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@ -1499,8 +1500,14 @@ function reloadBiomeList()
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[{
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"Id": "random",
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"Title": translateWithContext("biome", "Random"),
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"Description": translate("Pick a biome at random.")
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}].concat(biomeList));
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"Description": translate("Pick a biome at random."),
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"Color": g_ColorRandom
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}].concat(biomeList.map(biome => ({
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"Id": biome.Id,
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"Title": biome.Title,
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"Description": biome.Description,
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"Color": g_ColorRegular
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}))));
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initDropdown("biome");
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}
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@ -1866,7 +1873,10 @@ function launchGame()
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}
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if (g_GameAttributes.settings.Biome == "random")
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g_GameAttributes.settings.Biome = pickRandom(g_GameAttributes.settings.SupportedBiomes);
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g_GameAttributes.settings.Biome = pickRandom(
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g_GameAttributes.settings.SupportedBiomes === true ?
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g_BiomeList.Id :
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g_GameAttributes.settings.SupportedBiomes);
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g_GameAttributes.settings.TriggerScripts = g_GameAttributes.settings.VictoryScripts.concat(g_GameAttributes.settings.TriggerScripts || []);
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@ -346,13 +346,13 @@ function addSpines()
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let spineTile = g_Terrains.dirt;
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let elevation = 35;
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if (g_MapInfo.biome == 2)
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if (currentBiome() == g_BiomeSnowy)
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spineTile = g_Terrains.tier1Terrain;
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if (g_MapInfo.biome == 4 || g_MapInfo.biome == 6)
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if (currentBiome() == g_BiomeAlpine || currentBiome() == g_BiomeSavanna)
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spineTile = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == 8)
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if (currentBiome() == g_BiomeAutumn)
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spineTile = g_Terrains.tier4Terrain;
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let split = 1;
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@ -226,13 +226,13 @@ function placeBarriers()
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{
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var spineTerrain = g_Terrains.dirt;
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if (g_MapInfo.biome == g_BiomeSnowy)
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if (currentBiome() == g_BiomeSnowy)
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spineTerrain = g_Terrains.tier1Terrain;
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if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna)
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if (currentBiome() == g_BiomeAlpine || currentBiome() == g_BiomeSavanna)
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spineTerrain = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == g_BiomeAutumn)
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if (currentBiome() == g_BiomeAutumn)
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spineTerrain = g_Terrains.tier4Terrain;
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// create mountain ranges
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@ -382,34 +382,34 @@ function createSunkenTerrain(players)
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var lower = g_Terrains.tier2Terrain;
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var road = g_Terrains.road;
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if (g_MapInfo.biome == g_BiomeSnowy)
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if (currentBiome() == g_BiomeSnowy)
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{
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middle = g_Terrains.tier2Terrain;
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lower = g_Terrains.tier1Terrain;
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}
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if (g_MapInfo.biome == g_BiomeAlpine)
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if (currentBiome() == g_BiomeAlpine)
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{
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middle = g_Terrains.shore;
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lower = g_Terrains.tier4Terrain;
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}
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if (g_MapInfo.biome == g_BiomeMediterranean)
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if (currentBiome() == g_BiomeMediterranean)
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{
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middle = g_Terrains.tier1Terrain;
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lower = g_Terrains.forestFloor1;
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}
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if (g_MapInfo.biome == g_BiomeSavanna)
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if (currentBiome() == g_BiomeSavanna)
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{
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middle = g_Terrains.tier2Terrain;
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lower = g_Terrains.tier4Terrain;
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}
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if (g_MapInfo.biome == g_BiomeTropic || g_MapInfo.biome == g_BiomeAutumn)
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if (currentBiome() == g_BiomeTropic || currentBiome() == g_BiomeAutumn)
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road = g_Terrains.roadWild;
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if (g_MapInfo.biome == g_BiomeAutumn)
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if (currentBiome() == g_BiomeAutumn)
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middle = g_Terrains.shore;
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var expSize = g_MapInfo.mapArea * 0.015 / (g_MapInfo.numPlayers / 4);
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@ -25,10 +25,10 @@ function addBluffs(constraint, size, deviation, fill)
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var constrastTerrain = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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constrastTerrain = g_Terrains.dirt;
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if (g_MapInfo.biome == g_BiomeAutumn)
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if (currentBiome() == g_BiomeAutumn)
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constrastTerrain = g_Terrains.tier3Terrain;
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var count = fill * scaleByMapSize(15, 15);
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@ -243,7 +243,7 @@ function addBluffs(constraint, size, deviation, fill)
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}
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]));
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let savanna = g_MapInfo.biome == g_BiomeSavanna;
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let savanna = currentBiome() == g_BiomeSavanna;
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addElements(shuffleArray([
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{
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"func": addStragglerTrees,
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@ -328,7 +328,7 @@ function addDecoration(constraint, size, deviation, fill)
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];
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var baseCount = 1;
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if (g_MapInfo.biome == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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baseCount = 8;
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var counts = [
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@ -445,13 +445,13 @@ function addLakes(constraint, size, deviation, fill)
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{
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var lakeTile = g_Terrains.water;
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if (g_MapInfo.biome == g_BiomeTemperate || g_MapInfo.biome == g_BiomeTropic)
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if (currentBiome() == g_BiomeTemperate || currentBiome() == g_BiomeTropic)
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lakeTile = g_Terrains.dirt;
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if (g_MapInfo.biome == g_BiomeMediterranean)
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if (currentBiome() == g_BiomeMediterranean)
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lakeTile = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == g_BiomeAutumn)
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if (currentBiome() == g_BiomeAutumn)
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lakeTile = g_Terrains.shore;
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addElevation(constraint, {
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@ -564,13 +564,13 @@ function addPlateaus(constraint, size, deviation, fill)
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{
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var plateauTile = g_Terrains.dirt;
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if (g_MapInfo.biome == g_BiomeSnowy)
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if (currentBiome() == g_BiomeSnowy)
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plateauTile = g_Terrains.tier1Terrain;
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if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna)
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if (currentBiome() == g_BiomeAlpine || currentBiome() == g_BiomeSavanna)
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plateauTile = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == g_BiomeAutumn)
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if (currentBiome() == g_BiomeAutumn)
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plateauTile = g_Terrains.tier4Terrain;
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addElevation(constraint, {
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@ -701,25 +701,25 @@ function addValleys(constraint, size, deviation, fill)
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var valleySlope = g_Terrains.tier1Terrain;
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var valleyFloor = g_Terrains.tier4Terrain;
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if (g_MapInfo.biome == g_BiomeDesert)
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if (currentBiome() == g_BiomeDesert)
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{
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valleySlope = g_Terrains.tier3Terrain;
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valleyFloor = g_Terrains.dirt;
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}
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if (g_MapInfo.biome == g_BiomeMediterranean)
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if (currentBiome() == g_BiomeMediterranean)
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{
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valleySlope = g_Terrains.tier2Terrain;
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valleyFloor = g_Terrains.dirt;
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}
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if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna)
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if (currentBiome() == g_BiomeAlpine || currentBiome() == g_BiomeSavanna)
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valleyFloor = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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valleySlope = g_Terrains.dirt;
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if (g_MapInfo.biome == g_BiomeAutumn)
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if (currentBiome() == g_BiomeAutumn)
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valleyFloor = g_Terrains.tier3Terrain;
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addElevation(constraint, {
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@ -819,7 +819,7 @@ function addForests(constraint, size, deviation, fill)
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fill = fill || 1;
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// No forests for the african biome
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if (g_MapInfo.biome == g_BiomeSavanna)
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if (currentBiome() == g_BiomeSavanna)
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return;
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var types = [
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@ -923,7 +923,7 @@ function addStragglerTrees(constraint, size, deviation, fill)
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fill = fill || 1;
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// Ensure minimum distribution on african biome
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if (g_MapInfo.biome == g_BiomeSavanna)
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if (currentBiome() == g_BiomeSavanna)
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{
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fill = Math.max(fill, 2);
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size = Math.max(size, 1);
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@ -945,7 +945,7 @@ function addStragglerTrees(constraint, size, deviation, fill)
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var maxDist = 5 * offset;
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// More trees for the african biome
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if (g_MapInfo.biome == g_BiomeSavanna)
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if (currentBiome() == g_BiomeSavanna)
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{
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min = 3 * offset;
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max = 5 * offset;
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@ -958,7 +958,7 @@ function addStragglerTrees(constraint, size, deviation, fill)
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var treesMax = max;
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// Don't clump fruit trees
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if (i == 2 && (g_MapInfo.biome == g_BiomeDesert || g_MapInfo.biome == g_BiomeMediterranean))
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if (i == 2 && (currentBiome() == g_BiomeDesert || currentBiome() == g_BiomeMediterranean))
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treesMax = 1;
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min = Math.min(min, treesMax);
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@ -237,7 +237,7 @@ function createBase(player, walls = true)
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);
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// Create starting trees
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var num = g_MapInfo.biome == g_BiomeSavanna ? 5 : 15;
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var num = currentBiome() == g_BiomeSavanna ? 5 : 15;
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for (var tries = 0; tries < 10; ++tries)
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{
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var tAngle = randFloat(0, TWO_PI);
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@ -652,7 +652,6 @@ function initMapSettings()
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let numPlayers = getNumPlayers();
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g_MapInfo = {
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"biome": g_BiomeID,
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"numPlayers": numPlayers,
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"teams": getTeams(numPlayers),
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"startAngle": randFloat(0, TWO_PI)
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@ -141,72 +141,70 @@ let wildLakeBiome = [
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}
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];
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// Mercenary camps
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var mercenaryCampGuards = [
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// Temperate 1 mace
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[
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{ "Template" : "structures/merc_camp_egyptian" },
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{ "Template" : "units/mace_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/mace_cavalry_spearman_e", "Count" : 3 },
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{ "Template" : "units/mace_infantry_archer_a", "Count" : 4 },
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{ "Template" : "units/mace_champion_infantry_a", "Count" : 3 }
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],
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// Snowy 2 brit
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[
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{ "Template" : "structures/ptol_mercenary_camp" },
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{ "Template" : "units/brit_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/brit_cavalry_swordsman_e", "Count" : 3 },
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{ "Template" : "units/brit_infantry_slinger_a", "Count" : 4 },
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{ "Template" : "units/brit_champion_infantry", "Count" : 3 }
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],
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// Desert 3 pers
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[
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{ "Template" : "structures/ptol_mercenary_camp" },
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{ "Template" : "units/pers_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/pers_cavalry_swordsman_e", "Count" : 3 },
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{ "Template" : "units/pers_infantry_archer_a", "Count" : 4 },
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{ "Template" : "units/pers_champion_infantry", "Count" : 3 }
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],
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// Alpine 4 rome
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[
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{ "Template" : "structures/ptol_mercenary_camp" },
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{ "Template" : "units/rome_infantry_swordsman_b", "Count" : 4 },
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{ "Template" : "units/rome_cavalry_spearman_e", "Count" : 3 },
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{ "Template" : "units/rome_infantry_javelinist_a", "Count" : 4 },
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{ "Template" : "units/rome_champion_infantry", "Count" : 3 }
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],
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// Mediterranean 5 iber
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[
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{ "Template" : "structures/merc_camp_egyptian" },
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{ "Template" : "units/iber_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/iber_cavalry_spearman_e", "Count" : 3 },
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{ "Template" : "units/iber_infantry_slinger_a", "Count" : 4 },
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{ "Template" : "units/iber_champion_infantry", "Count" : 3 }
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],
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// Savanna 6 sele
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[
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{ "Template" : "structures/merc_camp_egyptian" },
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{ "Template" : "units/sele_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/sele_cavalry_spearman_merc_e", "Count" : 3 },
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{ "Template" : "units/sele_infantry_spearman_a", "Count" : 4 },
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{ "Template" : "units/sele_champion_infantry_swordsman", "Count" : 3 }
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],
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// Tropic 7 ptol
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[
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{ "Template" : "structures/merc_camp_egyptian" },
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{ "Template" : "units/ptol_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/ptol_cavalry_archer_e", "Count" : 3 },
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{ "Template" : "units/ptol_infantry_slinger_a", "Count" : 4 },
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{ "Template" : "units/ptol_champion_infantry_pikeman", "Count" : 3 }
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],
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// Autumn 8 gaul
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[
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{ "Template" : "structures/ptol_mercenary_camp" },
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{ "Template" : "units/gaul_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/gaul_cavalry_swordsman_e", "Count" : 3 },
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{ "Template" : "units/gaul_infantry_slinger_a", "Count" : 4 },
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{ "Template" : "units/gaul_champion_infantry", "Count" : 3 }
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]
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var mercenaryCampGuards = {};
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mercenaryCampGuards[g_BiomeTemperate] = [
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{ "Template" : "structures/merc_camp_egyptian" },
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{ "Template" : "units/mace_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/mace_cavalry_spearman_e", "Count" : 3 },
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{ "Template" : "units/mace_infantry_archer_a", "Count" : 4 },
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{ "Template" : "units/mace_champion_infantry_a", "Count" : 3 }
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];
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mercenaryCampGuards[g_BiomeSnowy] = [
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{ "Template" : "structures/ptol_mercenary_camp" },
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{ "Template" : "units/brit_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/brit_cavalry_swordsman_e", "Count" : 3 },
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{ "Template" : "units/brit_infantry_slinger_a", "Count" : 4 },
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{ "Template" : "units/brit_champion_infantry", "Count" : 3 }
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];
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mercenaryCampGuards[g_BiomeDesert] = [
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{ "Template" : "structures/ptol_mercenary_camp" },
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{ "Template" : "units/pers_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/pers_cavalry_swordsman_e", "Count" : 3 },
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{ "Template" : "units/pers_infantry_archer_a", "Count" : 4 },
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{ "Template" : "units/pers_champion_infantry", "Count" : 3 }
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];
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mercenaryCampGuards[g_BiomeAlpine] = [
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{ "Template" : "structures/ptol_mercenary_camp" },
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{ "Template" : "units/rome_infantry_swordsman_b", "Count" : 4 },
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{ "Template" : "units/rome_cavalry_spearman_e", "Count" : 3 },
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{ "Template" : "units/rome_infantry_javelinist_a", "Count" : 4 },
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{ "Template" : "units/rome_champion_infantry", "Count" : 3 }
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];
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mercenaryCampGuards[g_BiomeMediterranean] = [
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{ "Template" : "structures/merc_camp_egyptian" },
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{ "Template" : "units/iber_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/iber_cavalry_spearman_e", "Count" : 3 },
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{ "Template" : "units/iber_infantry_slinger_a", "Count" : 4 },
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{ "Template" : "units/iber_champion_infantry", "Count" : 3 }
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];
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mercenaryCampGuards[g_BiomeSavanna] = [
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{ "Template" : "structures/merc_camp_egyptian" },
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{ "Template" : "units/sele_infantry_javelinist_b", "Count" : 4 },
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{ "Template" : "units/sele_cavalry_spearman_merc_e", "Count" : 3 },
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{ "Template" : "units/sele_infantry_spearman_a", "Count" : 4 },
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{ "Template" : "units/sele_champion_infantry_swordsman", "Count" : 3 }
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];
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mercenaryCampGuards[g_BiomeTropic] = [
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{ "Template" : "structures/merc_camp_egyptian" },
|
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{ "Template" : "units/ptol_infantry_javelinist_b", "Count" : 4 },
|
||||
{ "Template" : "units/ptol_cavalry_archer_e", "Count" : 3 },
|
||||
{ "Template" : "units/ptol_infantry_slinger_a", "Count" : 4 },
|
||||
{ "Template" : "units/ptol_champion_infantry_pikeman", "Count" : 3 }
|
||||
];
|
||||
|
||||
mercenaryCampGuards[g_BiomeAutumn] = [
|
||||
{ "Template" : "structures/ptol_mercenary_camp" },
|
||||
{ "Template" : "units/gaul_infantry_javelinist_b", "Count" : 4 },
|
||||
{ "Template" : "units/gaul_cavalry_swordsman_e", "Count" : 3 },
|
||||
{ "Template" : "units/gaul_infantry_slinger_a", "Count" : 4 },
|
||||
{ "Template" : "units/gaul_champion_infantry", "Count" : 3 }
|
||||
];
|
||||
|
||||
/**
|
||||
@ -268,29 +266,21 @@ function placeGrove(point,
|
||||
}
|
||||
}
|
||||
|
||||
// Food, fences with domestic animals
|
||||
let farmEntities = [
|
||||
// Temperate 1 mace
|
||||
{ "building" : "structures/mace_farmstead", "animal" : "gaia/fauna_pig" },
|
||||
// Snowy 2 brit
|
||||
{ "building" : "structures/brit_farmstead", "animal" : "gaia/fauna_sheep" },
|
||||
// Desert 3 pers
|
||||
{ "building" : "structures/pers_farmstead", "animal" : "gaia/fauna_camel" },
|
||||
// Alpine 4 rome
|
||||
{ "building" : "structures/rome_farmstead", "animal" : "gaia/fauna_sheep" },
|
||||
// Mediterranean 5 iber
|
||||
{ "building" : "structures/iber_farmstead", "animal" : "gaia/fauna_pig" },
|
||||
// Savanna 6 sele
|
||||
{ "building" : "structures/sele_farmstead", "animal" : "gaia/fauna_horse" },
|
||||
// Tropic 7 ptol
|
||||
{ "building" : "structures/ptol_farmstead", "animal" : "gaia/fauna_camel" },
|
||||
// Autumn 8 gaul
|
||||
{ "building" : "structures/gaul_farmstead", "animal" : "gaia/fauna_horse" }
|
||||
];
|
||||
wallStyles.other.sheepIn = new WallElement("sheepIn", farmEntities[g_BiomeID - 1].animal, PI / 4, -1.5, 0.75, PI/2);
|
||||
var farmEntities = {};
|
||||
|
||||
farmEntities[g_BiomeTemperate] = { "building": "structures/mace_farmstead", "animal": "gaia/fauna_pig" };
|
||||
farmEntities[g_BiomeSnowy] = { "building": "structures/brit_farmstead", "animal": "gaia/fauna_sheep" };
|
||||
farmEntities[g_BiomeDesert] = { "building": "structures/pers_farmstead", "animal": "gaia/fauna_camel" };
|
||||
farmEntities[g_BiomeAlpine] = { "building": "structures/rome_farmstead", "animal": "gaia/fauna_sheep" };
|
||||
farmEntities[g_BiomeMediterranean] = { "building": "structures/iber_farmstead", "animal": "gaia/fauna_pig" };
|
||||
farmEntities[g_BiomeSavanna] = { "building": "structures/sele_farmstead", "animal": "gaia/fauna_horse" };
|
||||
farmEntities[g_BiomeTropic] = { "building": "structures/ptol_farmstead", "animal": "gaia/fauna_camel" };
|
||||
farmEntities[g_BiomeAutumn] = { "building": "structures/gaul_farmstead", "animal": "gaia/fauna_horse" };
|
||||
|
||||
wallStyles.other.sheepIn = new WallElement("sheepIn", farmEntities[currentBiome()].animal, PI / 4, -1.5, 0.75, PI/2);
|
||||
wallStyles.other.foodBin = new WallElement("foodBin", "gaia/special_treasure_food_bin", PI/2, 1.5);
|
||||
wallStyles.other.sheep = new WallElement("sheep", farmEntities[g_BiomeID - 1].animal, 0, 0, 0.75);
|
||||
wallStyles.other.farm = new WallElement("farm", farmEntities[g_BiomeID - 1].building, PI, 0, -3);
|
||||
wallStyles.other.sheep = new WallElement("sheep", farmEntities[currentBiome()].animal, 0, 0, 0.75);
|
||||
wallStyles.other.farm = new WallElement("farm", farmEntities[currentBiome()].building, PI, 0, -3);
|
||||
let fences = [
|
||||
new Fortress("fence", ["foodBin", "farm", "bench", "sheepIn", "fence", "sheepIn", "fence", "sheepIn", "fence"]),
|
||||
new Fortress("fence", ["foodBin", "farm", "fence", "sheepIn", "fence", "sheepIn", "bench", "sheep", "fence", "sheepIn", "fence"]),
|
||||
@ -347,7 +337,7 @@ function placeStartLocationResources(
|
||||
{
|
||||
function getRandDist()
|
||||
{
|
||||
return averageDistToCC + randFloat(-dAverageDistToCC, dAverageDistToCC)
|
||||
return averageDistToCC + randFloat(-dAverageDistToCC, dAverageDistToCC);
|
||||
}
|
||||
|
||||
let currentAngle = randFloat(0, TWO_PI);
|
||||
@ -411,7 +401,6 @@ setWaterHeight(waterHeight);
|
||||
// Generate base terrain shape
|
||||
let lowH = heightRange.min;
|
||||
let medH = (heightRange.min + heightRange.max) / 2;
|
||||
let higH = heightRange.max;
|
||||
|
||||
// Lake
|
||||
let initialHeightmap = [
|
||||
@ -630,7 +619,7 @@ for (let h = 0; h < heighLimits.length; ++h)
|
||||
{
|
||||
let x = areas[h][t].x;
|
||||
let y = areas[h][t].y;
|
||||
let actor = undefined;
|
||||
let actor;
|
||||
let texture = pickRandom(wildLakeBiome[h].texture);
|
||||
|
||||
if (slopeMap[x][y] < 0.5 * (minSlope[h] + maxSlope[h]))
|
||||
@ -696,7 +685,7 @@ for (let i = 0; i < resourceSpots.length; ++i)
|
||||
{
|
||||
if (mercenaryCamps)
|
||||
{
|
||||
createStartingPlayerEntities(resourceSpots[i].x, resourceSpots[i].y, 0, mercenaryCampGuards[g_BiomeID - 1]);
|
||||
createStartingPlayerEntities(resourceSpots[i].x, resourceSpots[i].y, 0, mercenaryCampGuards[currentBiome()]);
|
||||
rectangularSmoothToHeight(resourceSpots[i], 15, 15, g_Map.height[resourceSpots[i].x][resourceSpots[i].y], 0.5);
|
||||
--mercenaryCamps;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user