Remove unused variables, duplicate comments and trailing whitespace from volcanic lands.

This was SVN commit r17910.
This commit is contained in:
elexis 2016-03-18 12:04:17 +00:00
parent b623a3a9ff
commit 3337adcbbe

View File

@ -5,12 +5,8 @@ var tGrassA = "cliff volcanic light";
var tGrassB = "ocean_rock_a";
var tGrassC = "ocean_rock_b";
var tCliff = ["cliff volcanic coarse", "cave_walls"];
var tDirt = ["ocean_rock_a", "ocean_rock_b"];
var tRoad = "road1";
var tRoadWild = "road1";
var tShoreBlend = "temp_grass_plants";
var tShore = "temp_plants_bog";
var tWater = "temp_mud_a";
var tLava1 = "LavaTest05";
var tLava2 = "LavaTest04";
var tLava3 = "LavaTest03";
@ -30,10 +26,7 @@ var pForestD = [tGrassC + TERRAIN_SEPARATOR + oTree, tGrassC];
var pForestP = [tGrassB + TERRAIN_SEPARATOR + oTree, tGrassB];
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
@ -41,7 +34,6 @@ var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clHill2 = createTileClass();
@ -52,21 +44,15 @@ var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
@ -83,12 +69,9 @@ for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
@ -99,26 +82,23 @@ for (var i = 0; i < numPlayers; i++)
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create metal mine
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 12;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
@ -127,7 +107,7 @@ for (var i = 0; i < numPlayers; i++)
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
@ -142,7 +122,7 @@ for (var i = 0; i < numPlayers; i++)
var hillSize = PI * radius * radius;
var num = floor(hillSize / 60);
var tries = 10;
for (var x = 0; x < tries; ++x)
for (var x = 0; x < tries; ++x)
{
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(12, 13);
@ -159,7 +139,6 @@ for (var i = 0; i < numPlayers; i++)
RMS.SetProgress(15);
// create volcano
log("Creating volcano");
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
@ -237,7 +216,6 @@ createObjectGroup(group, 0, stayClasses(clHill4,1));
RMS.SetProgress(45);
// create hills
log("Creating hills...");
placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
terrainPainter = new LayeredPainter(
@ -247,14 +225,13 @@ terrainPainter = new LayeredPainter(
elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 18, 2);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clHill)],
[terrainPainter, elevationPainter, paintClass(clHill)],
avoidClasses(clPlayer, 12, clHill, 15, clWater, 2, clBaseResource, 2),
scaleByMapSize(2, 8) * numPlayers
);
// calculate desired number of trees for map (based on size)
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.7;
@ -263,14 +240,12 @@ var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
var numForest = totalTrees * P_FOREST;
var numStragglers = totalTrees * (1.0 - P_FOREST);
// create forests
log("Creating forests...");
var types = [
[[tGrassB, tGrassA, pForestD], [tGrassB, pForestD]],
[[tGrassB, tGrassA, pForestP], [tGrassB, pForestP]]
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
var num = floor(size / types.length);
@ -283,7 +258,7 @@ for (var i = 0; i < types.length; ++i)
);
createAreas(
placer,
[painter, paintClass(clForest)],
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 12, clForest, 10, clHill, 0, clWater, 2),
num
);
@ -291,7 +266,6 @@ for (var i = 0; i < types.length; ++i)
RMS.SetProgress(70);
// create dirt patches
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
for (var i = 0; i < sizes.length; i++)
@ -340,7 +314,6 @@ for (var i = 0; i < sizes.length; i++)
}
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
@ -355,7 +328,6 @@ createObjectGroups(group, 0,
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
@ -364,7 +336,6 @@ createObjectGroups(group, 0,
RMS.SetProgress(90);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockMedium, 1,3, 0,1)],
@ -377,7 +348,6 @@ createObjectGroups(
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
@ -391,7 +361,6 @@ createObjectGroups(
RMS.SetProgress(95);
// create straggler trees
log("Creating straggler trees...");
var types = [oTree]; // some variation
var num = floor(numStragglers / types.length);