forked from 0ad/0ad
Remove unused variables, duplicate comments and trailing whitespace from volcanic lands.
This was SVN commit r17910.
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@ -5,12 +5,8 @@ var tGrassA = "cliff volcanic light";
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var tGrassB = "ocean_rock_a";
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var tGrassC = "ocean_rock_b";
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var tCliff = ["cliff volcanic coarse", "cave_walls"];
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var tDirt = ["ocean_rock_a", "ocean_rock_b"];
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var tRoad = "road1";
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var tRoadWild = "road1";
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var tShoreBlend = "temp_grass_plants";
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var tShore = "temp_plants_bog";
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var tWater = "temp_mud_a";
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var tLava1 = "LavaTest05";
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var tLava2 = "LavaTest04";
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var tLava3 = "LavaTest03";
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@ -30,10 +26,7 @@ var pForestD = [tGrassC + TERRAIN_SEPARATOR + oTree, tGrassC];
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var pForestP = [tGrassB + TERRAIN_SEPARATOR + oTree, tGrassB];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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@ -41,7 +34,6 @@ var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clHill2 = createTileClass();
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@ -52,21 +44,15 @@ var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = sortPlayers(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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@ -84,10 +70,7 @@ for (var i = 0; i < numPlayers; i++)
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var cliffRadius = 2;
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var elevation = 20;
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// get the x and z in tiles
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var fx = fractionToTiles(playerX[i]);
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@ -112,13 +95,10 @@ for (var i = 0; i < numPlayers; i++)
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// create metal mine
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = 12;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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@ -159,7 +139,6 @@ for (var i = 0; i < numPlayers; i++)
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RMS.SetProgress(15);
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// create volcano
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log("Creating volcano");
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var fx = fractionToTiles(0.5);
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var fz = fractionToTiles(0.5);
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@ -237,7 +216,6 @@ createObjectGroup(group, 0, stayClasses(clHill4,1));
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RMS.SetProgress(45);
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// create hills
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log("Creating hills...");
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placer = new ClumpPlacer(scaleByMapSize(20, 150), 0.2, 0.1, 1);
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terrainPainter = new LayeredPainter(
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@ -254,7 +232,6 @@ createAreas(
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// calculate desired number of trees for map (based on size)
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0.7;
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@ -263,14 +240,12 @@ var totalTrees = scaleByMapSize(MIN_TREES, MAX_TREES);
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var numForest = totalTrees * P_FOREST;
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var numStragglers = totalTrees * (1.0 - P_FOREST);
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// create forests
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log("Creating forests...");
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var types = [
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[[tGrassB, tGrassA, pForestD], [tGrassB, pForestD]],
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[[tGrassB, tGrassA, pForestP], [tGrassB, pForestP]]
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers);
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var num = floor(size / types.length);
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@ -291,7 +266,6 @@ for (var i = 0; i < types.length; ++i)
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RMS.SetProgress(70);
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// create dirt patches
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
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for (var i = 0; i < sizes.length; i++)
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@ -340,7 +314,6 @@ for (var i = 0; i < sizes.length; i++)
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}
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(oStoneSmall, 0,2, 0,4), new SimpleObject(oStoneLarge, 1,1, 0,4)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clRock, 10, clHill, 1),
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@ -355,7 +328,6 @@ createObjectGroups(group, 0,
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 1, clPlayer, 10, clMetal, 10, clRock, 5, clHill, 1),
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@ -364,7 +336,6 @@ createObjectGroups(group, 0,
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RMS.SetProgress(90);
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockMedium, 1,3, 0,1)],
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@ -377,7 +348,6 @@ createObjectGroups(
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);
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(aRockLarge, 1,2, 0,1), new SimpleObject(aRockMedium, 1,3, 0,2)],
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@ -391,7 +361,6 @@ createObjectGroups(
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RMS.SetProgress(95);
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// create straggler trees
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log("Creating straggler trees...");
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var types = [oTree]; // some variation
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var num = floor(numStragglers / types.length);
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