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binaries/data/mods/public/maps/random/atlas_mountains.js
Show First 20 Lines • Show All 278 Lines • ▼ Show 20 Lines | |||||
); | ); | ||||
// create food treasures | // create food treasures | ||||
log("Creating food treasures..."); | log("Creating food treasures..."); | ||||
group = new SimpleGroup( | group = new SimpleGroup( | ||||
[new SimpleObject(oFood, 2,3, 0,2)], | [new SimpleObject(oFood, 2,3, 0,2)], | ||||
true, clTreasure | true, clTreasure | ||||
); | ); | ||||
createObjectGroups(group, 0, | createObjectGroupsDeprecated(group, 0, | ||||
avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5), | avoidClasses(clForest, 0, clPlayer, 18, clHill, 1, clFood, 5), | ||||
3 * numPlayers, 50 | 3 * numPlayers, 50 | ||||
); | ); | ||||
// create wood treasures | // create wood treasures | ||||
log("Creating food treasures..."); | log("Creating food treasures..."); | ||||
group = new SimpleGroup( | group = new SimpleGroup( | ||||
[new SimpleObject(oWood, 2,3, 0,2)], | [new SimpleObject(oWood, 2,3, 0,2)], | ||||
true, clTreasure | true, clTreasure | ||||
); | ); | ||||
createObjectGroups(group, 0, | createObjectGroupsDeprecated(group, 0, | ||||
avoidClasses(clForest, 0, clPlayer, 18, clHill, 1), | avoidClasses(clForest, 0, clPlayer, 18, clHill, 1), | ||||
3 * numPlayers, 50 | 3 * numPlayers, 50 | ||||
); | ); | ||||
RMS.SetProgress(80); | RMS.SetProgress(80); | ||||
// create straggler trees | // create straggler trees | ||||
var types = [oCarob, oAleppoPine]; // some variation | var types = [oCarob, oAleppoPine]; // some variation | ||||
createStragglerTrees(types, avoidClasses(clForest, 1, clHill, 1, clPlayer, 10, clMetal, 6, clRock, 6, clTreasure, 4)); | createStragglerTrees(types, avoidClasses(clForest, 1, clHill, 1, clPlayer, 10, clMetal, 6, clRock, 6, clTreasure, 4)); | ||||
// create hill trees | // create hill trees | ||||
log("Creating hill trees..."); | log("Creating hill trees..."); | ||||
var types = [aCarob, aAleppoPine]; // some variation | var types = [aCarob, aAleppoPine]; // some variation | ||||
var num = floor(0.2 * g_numStragglerTrees / types.length); | var num = floor(0.2 * g_numStragglerTrees / types.length); | ||||
for (var i = 0; i < types.length; ++i) | for (var i = 0; i < types.length; ++i) | ||||
{ | { | ||||
group = new SimpleGroup( | group = new SimpleGroup( | ||||
[new SimpleObject(types[i], 1,1, 0,3)], | [new SimpleObject(types[i], 1,1, 0,3)], | ||||
true, clForest | true, clForest | ||||
); | ); | ||||
createObjectGroups(group, 0, | createObjectGroupsDeprecated(group, 0, | ||||
stayClasses(clHill, 2), | stayClasses(clHill, 2), | ||||
num | num | ||||
); | ); | ||||
} | } | ||||
setFogFactor(0.2); | setFogFactor(0.2); | ||||
setFogThickness(0.14); | setFogThickness(0.14); | ||||
setPPEffect("hdr"); | setPPEffect("hdr"); | ||||
setPPContrast(0.45); | setPPContrast(0.45); | ||||
setPPSaturation(0.56); | setPPSaturation(0.56); | ||||
setPPBloom(0.1); | setPPBloom(0.1); | ||||
// Export map data | // Export map data | ||||
ExportMap(); | ExportMap(); |
Wildfire Games · Phabricator