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binaries/data/mods/public/maps/random/rmgen2/gaia.js
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{ | { | ||||
g_Map.log("Creating lakes"); | g_Map.log("Creating lakes"); | ||||
addLakesWithoutEntities(constraint, size, deviation, fill); | |||||
addElements([ | |||||
{ | |||||
"func": addFish, | |||||
"avoid": [ | |||||
g_TileClasses.fish, 12, | |||||
g_TileClasses.hill, 8, | |||||
g_TileClasses.mountain, 8, | |||||
g_TileClasses.player, 8 | |||||
], | |||||
"stay": [g_TileClasses.water, 7], | |||||
"sizes": g_AllSizes, | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal", "many", "tons"] | |||||
} | |||||
]); | |||||
var group = new SimpleGroup([new SimpleObject(g_Decoratives.rockMedium, 1, 3, 1, 3)], true, g_TileClasses.dirt); | |||||
createObjectGroupsDeprecated(group, 0, [stayClasses(g_TileClasses.water, 1), borderClasses(g_TileClasses.water, 4, 3)], 1000, 100); | |||||
group = new SimpleGroup([new SimpleObject(g_Decoratives.reeds, 10, 15, 1, 3), new SimpleObject(g_Decoratives.rockMedium, 1, 3, 1, 3)], true, g_TileClasses.dirt); | |||||
createObjectGroupsDeprecated(group, 0, [stayClasses(g_TileClasses.water, 2), borderClasses(g_TileClasses.water, 4, 3)], 1000, 100); | |||||
} | |||||
/** | |||||
* Create random lakes with fish in it. | |||||
*/ | |||||
function addLakesWithoutEntities(constraint, size, deviation, fill) | |||||
{ | |||||
g_Map.log("Creating plain lakes"); | |||||
var lakeTile = g_Terrains.water; | var lakeTile = g_Terrains.water; | ||||
if (currentBiome() == "generic/temperate" || currentBiome() == "generic/india") | if (currentBiome() == "generic/temperate" || currentBiome() == "generic/india") | ||||
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"steepness": 1.5 | "steepness": 1.5 | ||||
}); | }); | ||||
addElements([ | // Paint water tile class | ||||
Stan: Can you explain this change? | |||||
kalimapsAuthorUnsubmitted Done Inline ActionsI was getting units placed in water with nomad settings, so I tried this fix, but it's unnecessary as I found a better solution. I'll update it to reflect that. kalimaps: I was getting units placed in water with nomad settings, so I tried this fix, but it's… | |||||
{ | paintTileClassBasedOnHeight(-50, -1, Elevation_IncludeMin_IncludeMax, g_TileClasses.water); | ||||
"func": addFish, | |||||
"avoid": [ | |||||
g_TileClasses.fish, 12, | |||||
g_TileClasses.hill, 8, | |||||
g_TileClasses.mountain, 8, | |||||
g_TileClasses.player, 8 | |||||
], | |||||
"stay": [g_TileClasses.water, 7], | |||||
"sizes": g_AllSizes, | |||||
"mixes": g_AllMixes, | |||||
"amounts": ["normal", "many", "tons"] | |||||
} | |||||
]); | |||||
var group = new SimpleGroup([new SimpleObject(g_Decoratives.rockMedium, 1, 3, 1, 3)], true, g_TileClasses.dirt); | |||||
createObjectGroupsDeprecated(group, 0, [stayClasses(g_TileClasses.water, 1), borderClasses(g_TileClasses.water, 4, 3)], 1000, 100); | |||||
group = new SimpleGroup([new SimpleObject(g_Decoratives.reeds, 10, 15, 1, 3), new SimpleObject(g_Decoratives.rockMedium, 1, 3, 1, 3)], true, g_TileClasses.dirt); | |||||
createObjectGroupsDeprecated(group, 0, [stayClasses(g_TileClasses.water, 2), borderClasses(g_TileClasses.water, 4, 3)], 1000, 100); | |||||
} | } | ||||
/** | /** | ||||
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Wildfire Games · Phabricator
Can you explain this change?