forked from 0ad/0ad
WIP: Making the forests in random maps bigger as per people's request.
This was SVN commit r14404.
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dca3393195
commit
e4a124e768
@ -313,13 +313,14 @@ var types = [
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[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
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]; // some variation
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if (random_terrain != 6)
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{
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var size = numForest / (scaleByMapSize(3,6) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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@ -327,12 +328,13 @@ if (random_terrain != 6)
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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[avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
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[avoidClasses(clPlayer, 20, clForest, 15, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
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num
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);
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}
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}
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RMS.SetProgress(50);
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// create dirt patches
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log("Creating dirt patches...");
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@ -481,7 +483,7 @@ for (var i = 0; i < types.length; ++i)
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true, clForest
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)],
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[avoidClasses(clWater, 1, clForest, 7, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)],
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num
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);
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}
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@ -328,7 +328,7 @@ if (random_terrain != 6)
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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@ -336,7 +336,7 @@ if (random_terrain != 6)
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2),
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
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num
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);
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}
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@ -489,7 +489,7 @@ for (var i = 0; i < types.length; ++i)
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
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avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
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num
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);
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}
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@ -41,6 +41,7 @@ const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
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const pForestB = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
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const pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
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const pForestR = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest, tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest, tGrassDForest, tGrassDForest];
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const BUILDING_ANGlE = -PI/4;
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// initialize map
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@ -274,7 +275,7 @@ passageMaker(floor(fractionToTiles(0.2)), floor(fractionToTiles(0.25)), floor(fr
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passageMaker(floor(fractionToTiles(0.2)), floor(fractionToTiles(0.75)), floor(fractionToTiles(0.8)), floor(fractionToTiles(0.75)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
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paintTerrainBasedOnHeight(-5, 1, 1, tWater);
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paintTerrainBasedOnHeight(1, 2, 1, tShore)
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paintTerrainBasedOnHeight(1, 2, 1, pForestR)
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paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
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@ -312,7 +313,7 @@ var size = numForest / (scaleByMapSize(3,6) * numPlayers);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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@ -320,7 +321,7 @@ for (var i = 0; i < types.length; ++i)
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createAreas(
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placer,
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[painter, paintClass(clForest)],
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avoidClasses(clPlayer, 15, clWater, 3, clForest, 8, clHill, 1),
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avoidClasses(clPlayer, 15, clWater, 3, clForest, 16, clHill, 1),
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num
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);
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}
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@ -461,7 +462,7 @@ for (var i = 0; i < types.length; ++i)
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true, clForest
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 1, clRock, 1),
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avoidClasses(clWater, 1, clForest, 7, clHill, 1, clPlayer, 5, clMetal, 1, clRock, 1),
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num
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);
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}
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@ -276,7 +276,7 @@ if (random_terrain != 6)
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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@ -1610,7 +1610,7 @@ if (random_terrain != 6)
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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{
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
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placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
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painter = new LayeredPainter(
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types[i], // terrains
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[2] // widths
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@ -1775,7 +1775,7 @@ for (var i = 0; i < types.length; ++i)
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true, clForest
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);
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createObjectGroups(group, 0,
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[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 4)],
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[avoidClasses(clWater, 1, clForest, 7, clHill, 1, clPlayer, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 4)],
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num
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);
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}
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