WIP: Making the forests in random maps bigger as per people's request.

This was SVN commit r14404.
This commit is contained in:
O.Davoodi 2013-12-27 08:07:05 +00:00
parent dca3393195
commit e4a124e768
5 changed files with 16 additions and 13 deletions

View File

@ -313,13 +313,14 @@ var types = [
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
if (random_terrain != 6)
{
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
@ -327,12 +328,13 @@ if (random_terrain != 6)
createAreas(
placer,
[painter, paintClass(clForest)],
[avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
[avoidClasses(clPlayer, 20, clForest, 15, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
num
);
}
}
RMS.SetProgress(50);
// create dirt patches
log("Creating dirt patches...");
@ -481,7 +483,7 @@ for (var i = 0; i < types.length; ++i)
true, clForest
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)],
[avoidClasses(clWater, 1, clForest, 7, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1), stayClasses(clLand, 7)],
num
);
}

View File

@ -328,7 +328,7 @@ if (random_terrain != 6)
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
@ -336,7 +336,7 @@ if (random_terrain != 6)
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 20, clForest, 10, clHill, 0, clWater, 2),
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
num
);
}
@ -489,7 +489,7 @@ for (var i = 0; i < types.length; ++i)
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clWater, 5, clForest, 1, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
avoidClasses(clWater, 5, clForest, 7, clHill, 1, clPlayer, 12, clMetal, 1, clRock, 1),
num
);
}

View File

@ -41,6 +41,7 @@ const aBushSmall = "actor|props/flora/bush_medit_sm.xml";
const pForestB = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest];
const pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest];
const pForestR = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest, tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest, tGrassDForest, tGrassDForest];
const BUILDING_ANGlE = -PI/4;
// initialize map
@ -274,7 +275,7 @@ passageMaker(floor(fractionToTiles(0.2)), floor(fractionToTiles(0.25)), floor(fr
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);
paintTerrainBasedOnHeight(-5, 1, 1, tWater);
paintTerrainBasedOnHeight(1, 2, 1, tShore)
paintTerrainBasedOnHeight(1, 2, 1, pForestR)
paintTileClassBasedOnHeight(-6, 0.5, 1, clWater)
@ -312,7 +313,7 @@ var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
@ -320,7 +321,7 @@ for (var i = 0; i < types.length; ++i)
createAreas(
placer,
[painter, paintClass(clForest)],
avoidClasses(clPlayer, 15, clWater, 3, clForest, 8, clHill, 1),
avoidClasses(clPlayer, 15, clWater, 3, clForest, 16, clHill, 1),
num
);
}
@ -461,7 +462,7 @@ for (var i = 0; i < types.length; ++i)
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 5, clMetal, 1, clRock, 1),
avoidClasses(clWater, 1, clForest, 7, clHill, 1, clPlayer, 5, clMetal, 1, clRock, 1),
num
);
}

View File

@ -276,7 +276,7 @@ if (random_terrain != 6)
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths

View File

@ -1610,7 +1610,7 @@ if (random_terrain != 6)
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / (num * floor(scaleByMapSize(2,5))), 0.5);
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), numForest / num, 0.5);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
@ -1775,7 +1775,7 @@ for (var i = 0; i < types.length; ++i)
true, clForest
);
createObjectGroups(group, 0,
[avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 4)],
[avoidClasses(clWater, 1, clForest, 7, clHill, 1, clPlayer, 0, clMetal, 1, clRock, 1), stayClasses(clLand, 4)],
num
);
}