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ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.js
Show First 20 Lines • Show All 295 Lines • ▼ Show 20 Lines | for (var y = minTerrainDistToBorder; y < mapSize - minTerrainDistToBorder; y++) | ||||
for (var i = 0; i < textueByHeight.length; i++) | for (var i = 0; i < textueByHeight.length; i++) | ||||
{ | { | ||||
if (getHeight(x, y) >= textureMinHeight && getHeight(x, y) <= textueByHeight[i].upperHeightLimit) | if (getHeight(x, y) >= textureMinHeight && getHeight(x, y) <= textueByHeight[i].upperHeightLimit) | ||||
{ | { | ||||
placeTerrain(x, y, textueByHeight[i].terrain); | placeTerrain(x, y, textueByHeight[i].terrain); | ||||
// Add some props at... | // Add some props at... | ||||
if (i == 0) // ...deep water | if (i == 0) // ...deep water | ||||
{ | { | ||||
if (randFloat() < 1/100 * propDensity) | if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/pond_lillies_large.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/pond_lillies_large.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 1) // ...medium water (with fish) | if (i == 1) // ...medium water (with fish) | ||||
{ | { | ||||
if (randFloat() < 1/200 * propDensity) | if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|props/flora/pond_lillies_large.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/pond_lillies_large.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 2) // ...low water/mud | if (i == 2) // ...low water/mud | ||||
{ | { | ||||
if (randFloat() < 1/200 * propDensity) | if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|props/flora/water_log.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/water_log.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/water_lillies.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/20 * propDensity) | else if (randBool(propDensity / 20)) | ||||
placeObject(x, y, "actor|props/flora/reeds_pond_lush_b.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/reeds_pond_lush_b.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/10 * propDensity) | else if (randBool(propDensity / 10)) | ||||
placeObject(x, y, "actor|props/flora/reeds_pond_lush_a.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/reeds_pond_lush_a.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 3) // ...water suroundings/bog | if (i == 3) // ...water suroundings/bog | ||||
{ | { | ||||
if (randFloat() < 1/200 * propDensity) | if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|props/flora/water_log.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/water_log.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|props/flora/reeds_pond_lush_a.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/reeds_pond_lush_a.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 4) // ...low height grass | if (i == 4) // ...low height grass | ||||
{ | { | ||||
if (randFloat() < 1/800 * propDensity) | if (randBool(propDensity / 800)) | ||||
placeObject(x, y, "actor|props/flora/grass_field_flowering_tall.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/grass_field_flowering_tall.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/400 * propDensity) | else if (randBool(propDensity / 400)) | ||||
placeObject(x, y, "actor|geology/gray_rock1.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|geology/gray_rock1.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/200 * propDensity) | else if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|props/flora/bush_tempe_sm_lush.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/bush_tempe_sm_lush.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/bush_tempe_b.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/bush_tempe_b.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 5) // ...medium height grass | if (i == 5) // ...medium height grass | ||||
{ | { | ||||
if (randFloat() < 1/800 * propDensity) | if (randBool(propDensity / 800)) | ||||
placeObject(x, y, "actor|geology/decal_stone_medit_a.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|geology/decal_stone_medit_a.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/400 * propDensity) | else if (randBool(propDensity / 400)) | ||||
placeObject(x, y, "actor|props/flora/decals_flowers_daisies.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/decals_flowers_daisies.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/200 * propDensity) | else if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|props/flora/bush_tempe_underbrush.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/bush_tempe_underbrush.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|props/flora/grass_temp_field.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/grass_temp_field.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 6) // ...high height grass | if (i == 6) // ...high height grass | ||||
{ | { | ||||
if (randFloat() < 1/400 * propDensity) | if (randBool(propDensity / 400)) | ||||
placeObject(x, y, "actor|geology/stone_granite_boulder.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|geology/stone_granite_boulder.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/200 * propDensity) | else if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|props/flora/foliagebush.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/foliagebush.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/bush_tempe_underbrush.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/bush_tempe_underbrush.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/grass_soft_small_tall.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/20 * propDensity) | else if (randBool(propDensity / 20)) | ||||
placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 7) // ...forest border (with wood/food plants/deer/rabits) | if (i == 7) // ...forest border (with wood/food plants/deer/rabits) | ||||
{ | { | ||||
if (randFloat() < 1/400 * propDensity) | if (randBool(propDensity / 400)) | ||||
placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|geology/highland_c.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/200 * propDensity) | else if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|props/flora/bush_tempe_a.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/bush_tempe_a.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|props/flora/grass_soft_tuft_a.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/grass_soft_tuft_a.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
if (i == 8) // ...woods | if (i == 8) // ...woods | ||||
{ | { | ||||
if (randFloat() < 1/200 * propDensity) | if (randBool(propDensity / 200)) | ||||
placeObject(x, y, "actor|geology/highland2_moss.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|geology/highland2_moss.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/100 * propDensity) | else if (randBool(propDensity / 100)) | ||||
placeObject(x, y, "actor|props/flora/grass_soft_tuft_a.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/grass_soft_tuft_a.xml", 0, randFloat(0, 2*PI)); | ||||
else if (randFloat() < 1/40 * propDensity) | else if (randBool(propDensity / 40)) | ||||
placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI)); | placeObject(x, y, "actor|props/flora/ferns.xml", 0, randFloat(0, 2*PI)); | ||||
} | } | ||||
break; | break; | ||||
} | } | ||||
else | else | ||||
textureMinHeight = textueByHeight[i].upperHeightLimit; | textureMinHeight = textueByHeight[i].upperHeightLimit; | ||||
} | } | ||||
} | } | ||||
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Wildfire Games · Phabricator