From 3337adcbbe4719a57cce8a73f0535951ee9676f3 Mon Sep 17 00:00:00 2001 From: elexis Date: Fri, 18 Mar 2016 12:04:17 +0000 Subject: [PATCH] Remove unused variables, duplicate comments and trailing whitespace from volcanic lands. This was SVN commit r17910. --- .../mods/public/maps/random/volcanic_lands.js | 51 ++++--------------- 1 file changed, 10 insertions(+), 41 deletions(-) diff --git a/binaries/data/mods/public/maps/random/volcanic_lands.js b/binaries/data/mods/public/maps/random/volcanic_lands.js index dfc2871d46..1ba9157d6d 100644 --- a/binaries/data/mods/public/maps/random/volcanic_lands.js +++ b/binaries/data/mods/public/maps/random/volcanic_lands.js @@ -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);