forked from 0ad/0ad
Random-map-script cleanup.
Flatten 37 variables into 3 objects and give them proper names. This was SVN commit r17987.
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@ -54,10 +54,6 @@ const g_DefaultTileClasses = [
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var g_MapInfo;
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var g_TileClasses;
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var g_Terrains;
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var g_Gaia;
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var g_Decoratives;
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var g_Forests;
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/**
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@ -559,52 +555,6 @@ function initTileClasses(newClasses)
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*/
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function initBiome()
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{
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g_Terrains = {
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"mainTerrain": rBiomeT1(),
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"forestFloor1": rBiomeT2(),
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"forestFloor2": rBiomeT3(),
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"cliff": rBiomeT4(),
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"tier1Terrain": rBiomeT5(),
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"tier2Terrain": rBiomeT6(),
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"tier3Terrain": rBiomeT7(),
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"hill": rBiomeT8(),
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"dirt": rBiomeT9(),
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"road": rBiomeT10(),
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"roadWild": rBiomeT11(),
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"tier4Terrain": rBiomeT12(),
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"shoreBlend": rBiomeT13(),
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"shore": rBiomeT14(),
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"water": rBiomeT15()
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};
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g_Gaia = {
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"tree1": rBiomeE1(),
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"tree2": rBiomeE2(),
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"tree3": rBiomeE3(),
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"tree4": rBiomeE4(),
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"tree5": rBiomeE5(),
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"fruitBush": rBiomeE6(),
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"chicken": rBiomeE7(),
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"mainHuntableAnimal": rBiomeE8(),
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"fish": rBiomeE9(),
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"secondaryHuntableAnimal": rBiomeE10(),
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"stoneLarge": rBiomeE11(),
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"stoneSmall": rBiomeE12(),
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"metalLarge": rBiomeE13()
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};
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g_Decoratives = {
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"grass": rBiomeA1(),
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"grassShort": rBiomeA2(),
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"reeds": rBiomeA3(),
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"lillies": rBiomeA4(),
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"rockLarge": rBiomeA5(),
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"rockMedium": rBiomeA6(),
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"bushMedium": rBiomeA7(),
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"bushSmall": rBiomeA8(),
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"tree": rBiomeA9()
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};
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g_Forests = {
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"forest1": [
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g_Terrains.forestFloor2 + TERRAIN_SEPARATOR + g_Gaia.tree1,
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