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binaries/data/mods/public/maps/random/aegean_sea.js
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); | ); | ||||
RMS.SetProgress(60); | RMS.SetProgress(60); | ||||
//create the undersea bumps | //create the undersea bumps | ||||
log("Creating undersea bumps..."); | log("Creating undersea bumps..."); | ||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5); | placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 40)), 0.5); | ||||
painter = new SmoothElevationPainter(ELEVATION_SET, -2.5, 3); | painter = new SmoothElevationPainter(ELEVATION_SET, -2.5, 3); | ||||
createAreas( | createAreasDeprecated( | ||||
placer, | placer, | ||||
[painter, paintClass(clCorals)], | [painter, paintClass(clCorals)], | ||||
stayClasses(clWater, 6), | stayClasses(clWater, 6), | ||||
scaleByMapSize(10, 50) | scaleByMapSize(10, 50) | ||||
); | ); | ||||
// create islands | // create islands | ||||
log("Creating islands..."); | log("Creating islands..."); | ||||
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(30, 80)), 0.5); | placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(30, 80)), 0.5); | ||||
var terrainPainter = new LayeredPainter( | var terrainPainter = new LayeredPainter( | ||||
[tWater, tShore, tHill], // terrains | [tWater, tShore, tHill], // terrains | ||||
[2 ,1] // widths | [2 ,1] // widths | ||||
); | ); | ||||
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 6, 4); | var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, 6, 4); | ||||
createAreas( | createAreasDeprecated( | ||||
placer, | placer, | ||||
[terrainPainter, elevationPainter, paintClass(clIsland)], | [terrainPainter, elevationPainter, paintClass(clIsland)], | ||||
[avoidClasses(clPlayer, 8, clForest, 1, clIsland, 15), stayClasses (clWater, 6)], | [avoidClasses(clPlayer, 8, clForest, 1, clIsland, 15), stayClasses (clWater, 6)], | ||||
scaleByMapSize(1, 4) * numPlayers | scaleByMapSize(1, 4) * numPlayers | ||||
); | ); | ||||
//paint the seabed | //paint the seabed | ||||
paintTerrainBasedOnHeight(-20, -3, 3, tSeaDepths); | paintTerrainBasedOnHeight(-20, -3, 3, tSeaDepths); | ||||
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Wildfire Games · Phabricator