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D5200.id22580.diff
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Index: binaries/data/mods/public/maps/random/ambush.js
===================================================================
--- binaries/data/mods/public/maps/random/ambush.js
+++ binaries/data/mods/public/maps/random/ambush.js
@@ -20,15 +20,16 @@
if (!isNomad())
{
+ let pattern = g_MapSettings.TeamPlacement || pickRandom(["line", "radial", "randomGroup", "stronghold"]);
var [playerIDs, playerPosition] =
createBases(
...playerPlacementByPattern(
- g_MapSettings.TeamPlacement,
+ pattern,
fractionToTiles(randFloat(0.2, 0.35)),
fractionToTiles(randFloat(0.08, 0.1)),
randomAngle(),
undefined),
- g_PlayerbaseTypes[g_MapSettings.TeamPlacement].walls);
+ g_PlayerbaseTypes[pattern].walls);
markPlayerAvoidanceArea(playerPosition, defaultPlayerBaseRadius());
}
Index: binaries/data/mods/public/maps/random/frontier.js
===================================================================
--- binaries/data/mods/public/maps/random/frontier.js
+++ binaries/data/mods/public/maps/random/frontier.js
@@ -21,7 +21,8 @@
if (!isNomad())
{
- let pattern = g_MapSettings.TeamPlacement;
+ // Note: `|| pickRandom(...)` is needed for atlas.
+ let pattern = g_MapSettings.TeamPlacement || pickRandom(["line", "radial", "randomGroup", "stronghold"]);
createBases(
...playerPlacementByPattern(
pattern,
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D5200: Fix mapgeneration of ambush & frontier in atlas
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