1
0
forked from mirrors/0ad

Add a second biome (rainy season) to the Aethiopia map.

Patch By: smiley aka (-_-)
Differential Revision: https://code.wildfiregames.com/D1359
Refs #5040

This was SVN commit r21504.
This commit is contained in:
elexis
2018-03-11 17:09:10 +00:00
parent 7d077ad71b
commit 78e34ea143
4 changed files with 91 additions and 16 deletions
@@ -1,22 +1,28 @@
Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
Engine.LoadLibrary("rmbiome");
const tMainDirt = ["savanna_dirt_b", "savanna_dirt_rocks_a"];
const tForestFloor = "savanna_forestfloor_b";
const tSecondaryDirt = "savanna_dirt_a";
const tDirt = "savanna_dirt_rocks_c";
const tRoad = "savanna_tile_a";
const tRoadWild = "desert_city_tile";
const tRiverBank = "savanna_riparian_wet";
if (g_MapSettings.Biome)
setSelectedBiome();
else
setBiome("aethiopia/dry");
const tMainDirt = g_Terrains.mainDirt;
const tSecondaryDirt = g_Terrains.secondaryDirt;
const tDirt = g_Terrains.dirt;
const tLush = "desert_grass_a";
const tSLush = "desert_grass_a_sand";
const tFarmland = "desert_farmland";
const tRoad = "savanna_tile_a";
const tRoadWild = "desert_city_tile";
const tRiverBank = "savanna_riparian_wet";
const tForestFloor = "savanna_forestfloor_b";
const oBush = g_Gaia.berry;
const oBaobab = "gaia/flora_tree_baobab";
const oAcacia = "gaia/flora_tree_acacia";
const oDatePalm = "gaia/flora_tree_date_palm";
const oSDatePalm = "gaia/flora_tree_cretan_date_palm_short";
const oBush = "gaia/flora_bush_grapes";
const oGazelle = "gaia/fauna_gazelle";
const oGiraffe = "gaia/fauna_giraffe";
const oLion = "gaia/fauna_lion";
@@ -32,15 +38,16 @@ const oPyramid = "structures/kush_pyramid_small";
const oPyramidLarge = "structures/kush_pyramid_large";
const oKushSoldiers = "units/kush_infantry_javelinist_merc_e";
const aRock = "actor|geology/stone_desert_med.xml";
const aBushA = "actor|props/flora/bush_desert_dry_a.xml";
const aBushB = "actor|props/flora/bush_desert_dry_a.xml";
const aRain = g_Decoratives.rain;
const aBushA = g_Decoratives.bushA;
const aBushB = g_Decoratives.bushB;
const aBushes = [aBushA, aBushB];
const aReeds = "actor|props/flora/reeds_pond_lush_a.xml";
const aRock = "actor|geology/stone_desert_med.xml";
const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oAcacia, tForestFloor];
const heightSeaGround = -4;
const heightSeaGround = g_Heights.seaGround;
const heightReedsDepth = -2.5;
const heightShore = 1;
const heightLand = 2;
@@ -63,6 +70,7 @@ var clRock = g_Map.createTileClass();
var clMetal = g_Map.createTileClass();
var clFood = g_Map.createTileClass();
var clBaseResource = g_Map.createTileClass();
var clRain = g_Map.createTileClass();
var kushVillageBuildings = {
"houseA": { "template": oHouse, "offset": new Vector2D(5, 5) },
@@ -91,7 +99,6 @@ const riverTextures = [
const riverAngle = Math.PI/5;
g_Map.log("Creating Nile");
paintRiver({
"parallel": false,
"start": new Vector2D(fractionToTiles(0.25), mapBounds.top).rotateAround(riverAngle, mapCenter),
@@ -340,15 +347,22 @@ createObjectGroups(
50);
Engine.SetProgress(95);
g_Map.log("Creating rain drops");
if (aRain)
createObjectGroups(
new SimpleGroup([new SimpleObject(aRain, 1, 1, 1, 4)], true, clRain),
0,
avoidClasses(clRain, 5),
scaleByMapSize(60, 200));
Engine.SetProgress(98);
placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clKushiteVillages, 18, clMetal, 4, clRock, 4, clDunes, 4, clFood, 2, clRiver, 5));
setSkySet("sunny");
setSunElevation(Math.PI / 8);
setSunRotation(randomAngle());
setSunColor(0.746, 0.718, 0.539);
setWaterColor(0.292, 0.347, 0.691);
setWaterTint(0.550, 0.543, 0.437);
setWaterMurkiness(0.83);
setFogColor(0.8, 0.76, 0.61);
setFogThickness(0.2);
@@ -5,6 +5,7 @@
"Description" : "Aethiopia, land of the Kushites. Arid and hostile as the terrain might look, the region is surprisingly lush. The presence of several life-bringing oases serve to make this a prized haven for man and beast alike.",
"Preview" : "aethiopia.png",
"Keywords": ["new"],
"CircularMap" : true
"CircularMap" : true,
"SupportedBiomes": "aethiopia/"
}
}
@@ -0,0 +1,30 @@
{
"Description": {
"Title": "Dry Season",
"Description": "The vitalizing waters of the Nile sustain life along its banks, while the long dry season scorches the land."
},
"Environment": {
"SkySet": "sunny",
"Water": {
"WaterBody": {
"Murkiness": 0.83
}
}
},
"Terrains": {
"mainDirt" : ["savanna_dirt_b", "savanna_dirt_rocks_a"],
"secondaryDirt" : "savanna_dirt_a",
"dirt" : "savanna_dirt_rocks_c"
},
"Gaia": {
"berry" : "gaia/flora_bush_berry_desert"
},
"Decoratives": {
"bushA" :"actor|props/flora/bush_desert_dry_a.xml",
"bushB" :"actor|props/flora/bush_desert_dry_a.xml",
"rain": null
},
"Heights": {
"seaGround": -4
}
}
@@ -0,0 +1,30 @@
{
"Description": {
"Title": "Rainy Season",
"Description": "Revelling in the much awaited rain, the baked land transforms into a lush haven for both man and beast."
},
"Environment": {
"SkySet": "stormy",
"Water": {
"WaterBody": {
"Murkiness": 0.75
}
}
},
"Terrains": {
"mainDirt" : ["savanna_grass_b_wetseason", "savanna_shrubs_a_wetseason"],
"secondaryDirt" : "savanna_grass_a_wetseason",
"dirt" : "savanna_shrubs_a"
},
"Gaia": {
"berry" : "gaia/flora_bush_berry"
},
"Decoratives": {
"bushA" :"actor|props/flora/bush_desert_a.xml",
"bushB" :"actor|props/flora/bush_desert_a.xml",
"rain": "actor|particle/rain_shower.xml"
},
"Heights": {
"seaGround": -5
}
}