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binaries/data/mods/public/maps/random/deep_forest.js
Show First 20 Lines • Show All 220 Lines • ▼ Show 20 Lines | for (var z = 0;z < mapSize;z++) | ||||
var minDistToSL = mapSize; | var minDistToSL = mapSize; | ||||
for (var i=0; i < numPlayers; i++) | for (var i=0; i < numPlayers; i++) | ||||
minDistToSL = min(minDistToSL, getDistance(playerStartLocX[i], playerStartLocZ[i], x, z)); | minDistToSL = min(minDistToSL, getDistance(playerStartLocX[i], playerStartLocZ[i], x, z)); | ||||
// Woods tile based | // Woods tile based | ||||
var tDensFactSL = max(min((minDistToSL - baseRadius) / baseRadius, 1), 0); | var tDensFactSL = max(min((minDistToSL - baseRadius) / baseRadius, 1), 0); | ||||
var tDensFactRad = abs((resourceRadius - radius) / resourceRadius); | var tDensFactRad = abs((resourceRadius - radius) / resourceRadius); | ||||
var tDensFactEC = max(min((radius - radiusEC) / radiusEC, 1), 0); | var tDensFactEC = max(min((radius - radiusEC) / radiusEC, 1), 0); | ||||
var tDensActual = maxTreeDensity * tDensFactSL * tDensFactRad * tDensFactEC; | var tDensActual = maxTreeDensity * tDensFactSL * tDensFactRad * tDensFactEC; | ||||
if (randFloat() < tDensActual && radius < playableMapRadius) | if (randBool(tDensActual) && radius < playableMapRadius) | ||||
elexis: ✓ | |||||
{ | { | ||||
if (tDensActual < bushChance*randFloat()*maxTreeDensity) | if (tDensActual < bushChance*randFloat()*maxTreeDensity) | ||||
{ | { | ||||
var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z); | var placer = new ClumpPlacer(1, 1.0, 1.0, 1, x, z); | ||||
var painter = [new TerrainPainter(terrainWoodBorder), new ElevationPainter(randFloat()), paintClass(clForest)]; | var painter = [new TerrainPainter(terrainWoodBorder), new ElevationPainter(randFloat()), paintClass(clForest)]; | ||||
createArea(placer, painter, avoidClasses(clPath, 1, clHill, 0)); | createArea(placer, painter, avoidClasses(clPath, 1, clHill, 0)); | ||||
} | } | ||||
else | else | ||||
Show All 18 Lines |
Wildfire Games · Phabricator
✓