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binaries/data/mods/public/maps/random/rmgen2/gaia.js
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function addElevation(constraint, el) | function addElevation(constraint, el) | ||||
{ | { | ||||
var count = el.fill * el.count; | var count = el.fill * el.count; | ||||
var minSize = el.minSize; | var minSize = el.minSize; | ||||
var maxSize = el.maxSize; | var maxSize = el.maxSize; | ||||
var spread = el.spread; | var spread = el.spread; | ||||
var elType = ELEVATION_MODIFY; | var elType = ELEVATION_MODIFY; | ||||
if (el.class == g_TileClasses.water) | if (el.class == g_TileClasses.water || g_TileClasses.island) | ||||
elType = ELEVATION_SET; | elType = ELEVATION_SET; | ||||
var widths = []; | var widths = []; | ||||
// Allow for shore and cliff rendering | // Allow for shore and cliff rendering | ||||
for (var s = el.painter.length; s > 2; --s) | for (var s = el.painter.length; s > 2; --s) | ||||
widths.push(1); | widths.push(1); | ||||
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/** | /** | ||||
* Create random lakes with fish in it. | * Create random lakes with fish in it. | ||||
*/ | */ | ||||
function addLakes(constraint, size, deviation, fill) | function addLakes(constraint, size, deviation, fill) | ||||
{ | { | ||||
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") | ||||
lakeTile = g_Terrains.dirt; | lakeTile = g_Terrains.dirt; | ||||
if (currentBiome() == "generic/aegean") | if (currentBiome() == "generic/aegean") | ||||
lakeTile = g_Terrains.tier2Terrain; | lakeTile = g_Terrains.tier2Terrain; | ||||
Show All 9 Lines | addElevation(constraint, { | ||||
"count": 6, | "count": 6, | ||||
"minSize": 7, | "minSize": 7, | ||||
"maxSize": 9, | "maxSize": 9, | ||||
"spread": 70, | "spread": 70, | ||||
"minElevation": -15, | "minElevation": -15, | ||||
"maxElevation": -2, | "maxElevation": -2, | ||||
"steepness": 1.5 | "steepness": 1.5 | ||||
}); | }); | ||||
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"] | |||||
} | } | ||||
]); | |||||
Stan: Can you explain this change? | |||||
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… | |||||
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); | * Create islands | ||||
*/ | |||||
function addIslands(constraint, size, deviation, fill) | |||||
{ | |||||
g_Map.log("Creating islands"); | |||||
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); | addElevation(constraint, { | ||||
createObjectGroupsDeprecated(group, 0, [stayClasses(g_TileClasses.water, 2), borderClasses(g_TileClasses.water, 4, 3)], 1000, 100); | "class": g_TileClasses.island, | ||||
"painter": [g_Terrains.shore, g_Terrains.mainTerrain], | |||||
"size": size, | |||||
"deviation": deviation, | |||||
"fill": fill, | |||||
"count": 6, | |||||
"minSize": 7, | |||||
"maxSize": 9, | |||||
"spread": 70, | |||||
"minElevation": 1, | |||||
"maxElevation": 3, | |||||
"steepness": 1 | |||||
}); | |||||
} | } | ||||
/** | /** | ||||
* Universal function to create layered patches. | * Universal function to create layered patches. | ||||
*/ | */ | ||||
function addLayeredPatches(constraint, size, deviation, fill) | function addLayeredPatches(constraint, size, deviation, fill) | ||||
{ | { | ||||
g_Map.log("Creating layered patches"); | g_Map.log("Creating layered patches"); | ||||
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Wildfire Games · Phabricator
Can you explain this change?