1
0
forked from mirrors/0ad

Delete InitMap and ExportMap proxies and let the random map define the RandomMap object, refs #4804.

Eventually there should be no direct reference to g_Map in the library,
refs #4964.

This was SVN commit r20995.
This commit is contained in:
elexis
2018-01-24 04:10:00 +00:00
parent a97279b4df
commit b11563ddff
70 changed files with 135 additions and 150 deletions
@@ -52,7 +52,7 @@ const heightShore = 1;
const heightLand = 2;
const heightIsland = 6;
InitMap(heightShore, tHill);
var g_Map = new RandomMap(heightShore, tHill);
const numPlayers = getNumPlayers();
const mapCenter = getMapCenter();
@@ -306,4 +306,4 @@ setPPContrast(0.62);
setPPSaturation(0.51);
setPPBloom(0.12);
ExportMap();
g_Map.ExportMap();
@@ -41,7 +41,7 @@ var heightSeaGround = -5;
var heightLand = 2;
var heightCliff = 3;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -283,4 +283,4 @@ setWaterMurkiness(5.92);
setWaterWaviness(0);
setWaterType("clap");
ExportMap();
g_Map.ExportMap();
@@ -83,7 +83,7 @@ const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
var heightSeaGround = -5;
var heightLand = 3;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -266,4 +266,4 @@ setWaterMurkiness(0.82);
setWaterWaviness(3.0);
setWaterType("clap");
ExportMap();
g_Map.ExportMap();
@@ -283,7 +283,7 @@ var heightMountain = 30;
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapCenter = getMapCenter();
@@ -539,4 +539,4 @@ setWaterMurkiness(0.72);
setWaterWaviness(2.0);
setWaterType("lake");
ExportMap();
g_Map.ExportMap();
@@ -6,7 +6,7 @@ setSelectedBiome();
var heightLand = 2;
InitMap(heightLand, g_Terrains.mainTerrain);
var g_Map = new RandomMap(heightLand, g_Terrains.mainTerrain);
initTileClasses();
@@ -207,4 +207,4 @@ placePlayersNomad(
g_TileClasses.mountain, 4,
g_TileClasses.animals, 2));
ExportMap();
g_Map.ExportMap();
@@ -32,7 +32,7 @@ const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPoplar, tForestFloor];
var heightLand = 1;
var heightOffsetBump = 2;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
var numPlayers = getNumPlayers();
@@ -245,4 +245,4 @@ setPPSaturation(0.45);
setPPContrast(0.62);
setPPBloom(0.2);
ExportMap();
g_Map.ExportMap();
@@ -47,7 +47,7 @@ var heightSeaGround = -5;
var heightLand = 3;
var heightShore = 1;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
@@ -264,4 +264,4 @@ placePlayersNomad(
setWaterWaviness(4.0);
setWaterType("ocean");
ExportMap();
g_Map.ExportMap();
@@ -42,7 +42,7 @@ const pForest = [tForestFloor + TERRAIN_SEPARATOR + oBush, tForestFloor + TERRAI
var heightSeaGround = -5;
var heightLand = 2;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
@@ -322,4 +322,4 @@ setWaterMurkiness(0.92);
setWaterWaviness(1);
setWaterType("clap");
ExportMap();
g_Map.ExportMap();
@@ -53,7 +53,7 @@ const heightRavineHill = 40;
const heightHill = 50;
const heightOffsetRavine = 10;
InitMap(heightHill, tPrimary);
var g_Map = new RandomMap(heightHill, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -459,4 +459,4 @@ placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clH
setTerrainAmbientColor(0.44,0.51,0.56);
setUnitsAmbientColor(0.44,0.51,0.56);
ExportMap();
g_Map.ExportMap();
@@ -37,7 +37,7 @@ const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, tForestFloor];
const heightLand = 3;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
@@ -220,4 +220,4 @@ setPPContrast(0.45);
setPPSaturation(0.56);
setPPBloom(0.1);
ExportMap();
g_Map.ExportMap();
@@ -6,7 +6,7 @@ const tPrimary = ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_d",
const heightLand = 0;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -410,4 +410,4 @@ else
}
}
ExportMap();
g_Map.ExportMap();
@@ -49,7 +49,7 @@ const heightHill = 15;
const heightOffsetBump1 = 2;
const heightOffsetBump2 = 1;
InitMap(heightLand, tShoreBlend);
var g_Map = new RandomMap(heightLand, tShoreBlend);
const numPlayers = getNumPlayers();
@@ -394,4 +394,4 @@ setPPEffect("hdr");
setPPSaturation(0.44);
setPPBloom(0.3);
ExportMap();
g_Map.ExportMap();
@@ -2,7 +2,7 @@ Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmbiome");
Engine.LoadLibrary("heightmap");
InitMap(0, "whiteness");
var g_Map = new RandomMap(0, "whiteness");
/**
* Drags a path to a target height smoothing it at the edges and return some points along the path.
@@ -444,4 +444,4 @@ for (let i = 0; i < resourceSpots.length; ++i)
placeCamp(resourceSpots[i]);
}
ExportMap();
g_Map.ExportMap();
@@ -46,7 +46,7 @@ const heightSeaGround = -7;
const heightLand = 3;
const heightHill = 20;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -279,4 +279,4 @@ setPPSaturation(0.62);
setPPContrast(0.62);
setPPBloom(0.3);
ExportMap();
g_Map.ExportMap();
@@ -43,7 +43,7 @@ const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TE
const heightLand = 3;
const heightHill = 30;
InitMap(heightHill, tMainTerrain);
var g_Map = new RandomMap(heightHill, tMainTerrain);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -344,4 +344,4 @@ placePlayersNomad(
clPlayer,
[stayClasses(clLand, 4), avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clHill2, 4, clFood, 2)]);
ExportMap();
g_Map.ExportMap();
@@ -43,7 +43,7 @@ const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TE
const heightSeaGround = -5;
const heightLand = 3;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -253,4 +253,4 @@ placePlayersNomad(
setWaterWaviness(1.0);
setWaterType("ocean");
ExportMap();
g_Map.ExportMap();
@@ -44,7 +44,7 @@ const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tFores
var heightSeaGround = -4;
var heightLand = 3;
InitMap(heightLand, tHill);
var g_Map = new RandomMap(heightLand, tHill);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -265,4 +265,4 @@ setPPContrast(0.62);
setPPSaturation(0.51);
setPPBloom(0.12);
ExportMap();
g_Map.ExportMap();
@@ -49,7 +49,7 @@ var heightOffsetLevel2 = 8;
var heightOffsetBumps = 2;
var heightOffsetAntiBumps = -5;
InitMap(heightSeaGround, tVeryDeepWater);
var g_Map = new RandomMap(heightSeaGround, tVeryDeepWater);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -516,4 +516,4 @@ setWaterMurkiness(0.72);
setWaterWaviness(2.0);
setWaterType("ocean");
ExportMap();
g_Map.ExportMap();
@@ -47,7 +47,7 @@ const heightLand = 3;
const heightHill = 12;
const heightOffsetBump = 2;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -359,4 +359,4 @@ setWaterMurkiness(0.72);
setWaterWaviness(3.0);
setWaterType("ocean");
ExportMap();
g_Map.ExportMap();
@@ -125,7 +125,7 @@ const heightLand = 3;
const heightPath = 5;
const heightIsland = 6;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -811,4 +811,4 @@ setWaterType("lake");
setWaterMurkiness(0.97);
setWaterHeight(21);
ExportMap();
g_Map.ExportMap();
@@ -27,7 +27,7 @@ var heightPath = -2;
var heightLand = 0;
var heightOffsetRandomPath = 1;
InitMap(heightLand, terrainPrimary);
var g_Map = new RandomMap(heightLand, terrainPrimary);
var mapSize = getMapSize();
var mapRadius = mapSize/2;
@@ -199,4 +199,4 @@ Engine.SetProgress(95);
placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clBaseResource, 4));
ExportMap();
g_Map.ExportMap();
@@ -4,7 +4,7 @@ Engine.LoadLibrary("rmbiome");
setSelectedBiome();
InitMap(2, g_Terrains.mainTerrain);
var g_Map = new RandomMap(2, g_Terrains.mainTerrain);
initTileClasses();
@@ -230,4 +230,4 @@ placePlayersNomad(
g_TileClasses.mountain, 4,
g_TileClasses.animals, 2));
ExportMap();
g_Map.ExportMap();
@@ -43,7 +43,7 @@ var heightSeaGround = -4;
var heightShore = 1;
var heightLand = 3;
InitMap(heightShore, tPrimary);
var g_Map = new RandomMap(heightShore, tPrimary);
const numPlayers = getNumPlayers();
const mapCenter = getMapCenter();
@@ -263,4 +263,4 @@ setPPBloom(0.37);
placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
ExportMap();
g_Map.ExportMap();
@@ -55,7 +55,7 @@ var heightLand = 1;
var heightHill = 18;
var heightPlayerHill = 25;
InitMap(heightLand, tHillMedium1);
var g_Map = new RandomMap(heightLand, tHillMedium1);
var numPlayers = getNumPlayers();
var mapCenter = getMapCenter();
@@ -462,4 +462,4 @@ setWaterMurkiness(0.9);
setPPEffect("hdr");
ExportMap();
g_Map.ExportMap();
@@ -50,7 +50,7 @@ const heightSeaGround = -2;
const heightLand = 2;
const shoreRadius = 6;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const clPlayer = createTileClass();
const clHill = createTileClass();
@@ -300,4 +300,4 @@ placePlayersNomad(
setSkySet(pickRandom(["cloudless", "cumulus", "overcast"]));
setWaterMurkiness(0.4);
ExportMap();
g_Map.ExportMap();
@@ -43,7 +43,7 @@ const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
var heightSeaGround = -4;
var heightLand = 3;
InitMap(heightLand, tGrass);
var g_Map = new RandomMap(heightLand, tGrass);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -305,4 +305,4 @@ setPPContrast(0.56);
setPPBloom(0.38);
setPPEffect("hdr");
ExportMap();
g_Map.ExportMap();
@@ -9,7 +9,7 @@ var randElevation = randIntInclusive(0, 29);
if (randElevation < 25)
randElevation = randIntInclusive(1, 4);
InitMap(randElevation, g_Terrains.mainTerrain);
var g_Map = new RandomMap(randElevation, g_Terrains.mainTerrain);
initTileClasses();
createArea(
@@ -278,4 +278,4 @@ placePlayersNomad(
g_TileClasses.plateau, 4,
g_TileClasses.animals, 2));
ExportMap();
g_Map.ExportMap();
@@ -48,7 +48,7 @@ var heightLand = 3;
var heightRing = 4;
var heightHill = 20;
InitMap(heightLand, tMainTerrain);
var g_Map = new RandomMap(heightLand, tMainTerrain);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -309,4 +309,4 @@ createStragglerTrees(
placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
ExportMap();
g_Map.ExportMap();
@@ -40,7 +40,7 @@ var heightShallow = -1.5;
var heightShore = 2;
var heightLand = 3;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -282,4 +282,4 @@ setPPContrast(0.62);
setPPSaturation(0.51);
setPPBloom(0.12);
ExportMap();
g_Map.ExportMap();
@@ -136,7 +136,7 @@ else if (biome == "frozen_lake")
const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor];
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -333,4 +333,4 @@ setWaterWaviness(5.0);
setWaterType("lake");
setWaterMurkiness(0.88);
ExportMap();
g_Map.ExportMap();
@@ -8,7 +8,7 @@ var heightSeaGround = -18;
var heightLand = 2;
var heightOffsetHarbor = -11;
InitMap(heightLand, g_Terrains.mainTerrain);
var g_Map = new RandomMap(heightLand, g_Terrains.mainTerrain);
initTileClasses();
@@ -289,7 +289,7 @@ placePlayersNomad(
g_TileClasses.mountain, 4,
g_TileClasses.animals, 2));
ExportMap();
g_Map.ExportMap();
function addCenterLake()
{
@@ -7,7 +7,7 @@ setSelectedBiome();
const heightLand = 1;
const heightBarrier = 30;
InitMap(heightLand, g_Terrains.mainTerrain);
var g_Map = new RandomMap(heightLand, g_Terrains.mainTerrain);
initTileClasses();
@@ -244,7 +244,7 @@ placePlayersNomad(
g_TileClasses.mountain, 4,
g_TileClasses.animals, 2));
ExportMap();
g_Map.ExportMap();
function placeBarriers()
{
@@ -45,7 +45,7 @@ const heightLand = 1;
const heightOffsetBump = 4;
const heightHill = 15;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const mapCenter = getMapCenter();
const mapBounds = getMapBounds();
@@ -340,4 +340,4 @@ setWaterWaviness(2.0);
setWaterType("ocean");
setWaterMurkiness(0.83);
ExportMap();
g_Map.ExportMap();
@@ -27,7 +27,7 @@ const heightLand = 1;
const heightShore = 3;
const heightOffsetBump = 2;
InitMap(heightLand, tGrass1);
var g_Map = new RandomMap(heightLand, tGrass1);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -268,4 +268,4 @@ setPPEffect("hdr");
setPPContrast(0.57031);
setPPBloom(0.34);
ExportMap();
g_Map.ExportMap();
@@ -49,7 +49,7 @@ const heightSeaGround = -10;
const heightLand = 3;
const heightHill = 18;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -406,4 +406,4 @@ setWaterWaviness(2);
Engine.SetProgress(100);
ExportMap();
g_Map.ExportMap();
@@ -49,7 +49,7 @@ const heightLand = 3;
const heightOffsetBump = 2;
const heightHill = 18;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -361,4 +361,4 @@ setSunRotation(randomAngle());
setSunElevation(randFloat(1/5, 1/3) * Math.PI);
setWaterWaviness(2);
ExportMap();
g_Map.ExportMap();
@@ -36,7 +36,7 @@ const heightSeaGround = -5;
const heightLand = 3;
const heightHill = 25;
InitMap(heightLand, tGrass);
var g_Map = new RandomMap(heightLand, tGrass);
const numPlayers = getNumPlayers();
const mapCenter = getMapCenter();
@@ -333,4 +333,4 @@ setPPSaturation(0.65);
setPPBloom(0.6);
setSkySet("cirrus");
ExportMap();
g_Map.ExportMap();
@@ -43,7 +43,7 @@ const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TE
const heightSeaGround = -3;
const heightLand = 3;
InitMap(heightLand, tMainTerrain);
var g_Map = new RandomMap(heightLand, tMainTerrain);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -249,4 +249,4 @@ placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clHill, 2, clForest, 1, clM
setWaterWaviness(4.0);
setWaterType("lake");
ExportMap();
g_Map.ExportMap();
@@ -54,7 +54,7 @@ const heightLand = 0;
const heightPlayer = 5;
const heightHill = 12;
InitMap(heightLand, tGrass);
var g_Map = new RandomMap(heightLand, tGrass);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -477,4 +477,4 @@ setWaterWaviness(2.5);
setWaterType("ocean");
setWaterMurkiness(0.8);
ExportMap();
g_Map.ExportMap();
@@ -11,7 +11,7 @@ const heightPath = 10;
const heightDen = 15;
const heightHill = 50;
InitMap(heightHill, topTerrain);
var g_Map = new RandomMap(heightHill, topTerrain);
const mapCenter = getMapCenter();
const numPlayers = getNumPlayers();
@@ -422,7 +422,7 @@ placePlayersNomad(
g_TileClasses.animals, 2)
]);
ExportMap();
g_Map.ExportMap();
function createSunkenTerrain()
{
@@ -41,7 +41,7 @@ const heightShallows = -2;
const heightLand = 3;
const heightOffsetBump = 2;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -318,4 +318,4 @@ setWaterWaviness(3.0);
setWaterType("lake");
setWaterMurkiness(0.80);
ExportMap();
g_Map.ExportMap();
@@ -39,7 +39,7 @@ const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TE
const heightLand = 3;
InitMap(heightLand, tMainTerrain);
var g_Map = new RandomMap(heightLand, tMainTerrain);
const numPlayers = getNumPlayers();
@@ -193,4 +193,4 @@ createStragglerTrees(
placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
ExportMap();
g_Map.ExportMap();
@@ -47,7 +47,7 @@ const heightLand = 3;
const heightHill = 18;
const heightOffsetBump = 2;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -369,4 +369,4 @@ setWaterWaviness(2);
placePlayersNomad(clPlayer, [stayClasses(clIsland, 4), avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2)]);
ExportMap();
g_Map.ExportMap();
@@ -45,7 +45,7 @@ const heightOffsetHill2 = 16;
const heightOffsetHill3 = 16;
const heightOffsetBump = 2;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -355,4 +355,4 @@ setWaterType("clap");
setWaterMurkiness(0.75);
setWaterHeight(20);
ExportMap();
g_Map.ExportMap();
@@ -1,6 +1,6 @@
Engine.LoadLibrary("rmgen");
InitMap(0, "grass1_spring");
var g_Map = new RandomMap(0, "grass1_spring");
placePlayerBases({
"PlayerPlacement": playerPlacementCircle(fractionToTiles(0.39))
@@ -8,4 +8,4 @@ placePlayerBases({
placePlayersNomad(createTileClass());
ExportMap();
g_Map.ExportMap();
@@ -31,7 +31,7 @@ const heightLake = -4;
const heightLand = 3;
const heightHill = 25;
InitMap(heightLand, tSnowA);
var g_Map = new RandomMap(heightLand, tSnowA);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -285,4 +285,4 @@ setPPSaturation(0.28);
setPPEffect("hdr");
setSkySet("fog");
ExportMap();
g_Map.ExportMap();
@@ -42,7 +42,7 @@ const heightOasisPath = 4;
const heightOffsetBump = 4;
const heightOffsetDune = 18;
InitMap(heightLand, tSand);
var g_Map = new RandomMap(heightLand, tSand);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -338,4 +338,4 @@ setWaterMurkiness(0.5);
setTerrainAmbientColor(0.45, 0.5, 0.6);
setUnitsAmbientColor(0.501961, 0.501961, 0.501961);
ExportMap();
g_Map.ExportMap();
@@ -50,7 +50,7 @@ const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAI
const heightLand = 10;
const heightOffsetValley = -10;
InitMap(heightLand, tDirtMain);
var g_Map = new RandomMap(heightLand, tDirtMain);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -326,4 +326,4 @@ setPPBloom(0.3);
placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
ExportMap();
g_Map.ExportMap();
@@ -46,7 +46,7 @@ const heightIsland = 6;
const heightHill = 15;
const heightOffsetBump = 2;
InitMap(heightLand, tHill);
var g_Map = new RandomMap(heightLand, tHill);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -329,4 +329,4 @@ setPPBloom(0.52);
placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
ExportMap();
g_Map.ExportMap();
@@ -31,7 +31,7 @@ var heightSeaGround = -4;
var heightLand = 2;
var heightCliff = 3;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -286,4 +286,4 @@ setPPContrast(0.6);
setPPSaturation(0.45);
setPPBloom(0.4);
ExportMap();
g_Map.ExportMap();
@@ -68,7 +68,7 @@ const heightMountain = heightHighRocks + 20;
const heightOffsetHill = 7;
const heightOffsetHillRandom = 2;
InitMap(heightInit, tGrass);
var g_Map = new RandomMap(heightInit, tGrass);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -480,4 +480,4 @@ setWaterType("ocean");
setWaterMurkiness(0.83);
setWaterHeight(heightWaterLevel);
ExportMap();
g_Map.ExportMap();
@@ -39,7 +39,7 @@ const heightLand = 1;
const heightOffsetBumpWater = 1;
const heightOffsetBumpLand = 2;
InitMap(heightLand, tGrass);
var g_Map = new RandomMap(heightLand, tGrass);
const numPlayers = getNumPlayers();
@@ -305,4 +305,4 @@ setPPEffect("hdr");
setPPSaturation(0.44);
setPPBloom(0.3);
ExportMap();
g_Map.ExportMap();
@@ -43,7 +43,7 @@ const heightSeaGround = -8;
const heightLand = 3;
const heightHill = 25;
InitMap(heightSeaGround, tGrass);
var g_Map = new RandomMap(heightSeaGround, tGrass);
const numPlayers = getNumPlayers();
const mapCenter = getMapCenter();
@@ -497,4 +497,4 @@ setPPSaturation(0.65);
setPPBloom(0.6);
setSkySet("stratus");
ExportMap();
g_Map.ExportMap();
@@ -50,7 +50,7 @@ const heightSeaGround = -3;
const heightShallows = -1;
const heightLand = 1;
InitMap(heightLand, tMainTerrain);
var g_Map = new RandomMap(heightLand, tMainTerrain);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -286,4 +286,4 @@ placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clMetal, 4, cl
setWaterWaviness(3.0);
setWaterType("lake");
ExportMap();
g_Map.ExportMap();
@@ -31,21 +31,6 @@ const g_CivData = deepfreeze(loadCivFiles(false));
*/
var TILE_CENTERED_HEIGHT_MAP = false;
/**
* Main RandomMap object.
*/
var g_Map;
function InitMap(baseHeight, baseTerrain)
{
g_Map = new RandomMap(baseHeight, baseTerrain);
}
function ExportMap()
{
g_Map.ExportMap();
}
function fractionToTiles(f)
{
return g_MapSettings.Size * f;
@@ -36,7 +36,7 @@ const pForest = [tLush + TERRAIN_SEPARATOR + oDatePalm, tLush + TERRAIN_SEPARATO
const heightLand = 1;
const heightOffsetOasis = -3;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -237,4 +237,4 @@ setWaterWaviness(1.0);
setWaterType("clap");
setWaterMurkiness(0.5);
ExportMap();
g_Map.ExportMap();
@@ -30,7 +30,7 @@ const aRock = "actor|geology/stone_savanna_med.xml";
const heightSeaGround = -5;
const heightLand = 1;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -238,4 +238,4 @@ setPPEffect("hdr");
setPPContrast(0.57031);
setPPBloom(0.34);
ExportMap();
g_Map.ExportMap();
@@ -41,7 +41,7 @@ const heightLand = 3;
const heightHill = 35;
const heightOffsetBump = 2;
InitMap(heightLand, tGrass);
var g_Map = new RandomMap(heightLand, tGrass);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -388,4 +388,4 @@ setWaterMurkiness(0.87);
setWaterWaviness(0.5);
setWaterType("clap");
ExportMap();
g_Map.ExportMap();
@@ -66,7 +66,7 @@ var tWaterBorder = ['dirt_brown_d'];
const heightLand = 1;
const heightOffsetPath = -0.1;
InitMap(heightLand, terrainPrimary);
var g_Map = new RandomMap(heightLand, terrainPrimary);
var clPlayer = createTileClass();
var clPath = createTileClass();
@@ -317,4 +317,4 @@ placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clForest, 1, clFood, 2, clM
Engine.SetProgress(100);
ExportMap();
g_Map.ExportMap();
@@ -41,7 +41,7 @@ const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TE
const heightIsland = 20;
const heightSeaGround = -5;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -437,4 +437,4 @@ setSkySet(pickRandom(["cirrus", "cumulus", "sunny"]));
setSunRotation(randomAngle());
setSunElevation(Math.PI * randFloat(1/5, 1/3));
ExportMap();
g_Map.ExportMap();
@@ -6,7 +6,7 @@ setSelectedBiome();
const heightLand = 30;
InitMap(heightLand, g_Terrains.mainTerrain);
var g_Map = new RandomMap(heightLand, g_Terrains.mainTerrain);
initTileClasses();
@@ -256,4 +256,4 @@ placePlayersNomad(
g_TileClasses.mountain, 4,
g_TileClasses.animals, 2));
ExportMap();
g_Map.ExportMap();
@@ -42,7 +42,7 @@ const triggerPointTreasures = [
const heightLand = 3;
const heightHill = 30;
InitMap(heightHill, tMainTerrain);
var g_Map = new RandomMap(heightHill, tMainTerrain);
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
@@ -200,4 +200,4 @@ createStragglerTrees(
clForest,
stragglerTrees);
ExportMap();
g_Map.ExportMap();
@@ -35,7 +35,7 @@ const heightLand = 1;
const heightHill = 22;
const heightOffsetBump = 2;
InitMap(heightLand, tMainDirt);
var g_Map = new RandomMap(heightLand, tMainDirt);
const mapCenter = getMapCenter();
const numPlayers = getNumPlayers();
@@ -274,4 +274,4 @@ setPPContrast(0.65);
setPPSaturation(0.42);
setPPBloom(0.6);
ExportMap();
g_Map.ExportMap();
@@ -45,7 +45,7 @@ const heightPonds = -7;
const heightSeaGround = -3;
const heightOffsetBump = 2;
InitMap(heightLand, tPrimary);
var g_Map = new RandomMap(heightLand, tPrimary);
const mapSize = getMapSize();
const mapCenter = getMapCenter();
@@ -408,4 +408,4 @@ setWaterMurkiness(1);
setWaterWaviness(3.0);
setWaterType("lake");
ExportMap();
g_Map.ExportMap();
@@ -56,7 +56,7 @@ const heightCliff = 3.12;
const heightHill = 18;
const heightOffsetBump = 2;
InitMap(heightSeaGround, tWater);
var g_Map = new RandomMap(heightSeaGround, tWater);
const numPlayers = getNumPlayers();
const mapSize = getMapSize();
@@ -6,4 +6,4 @@ g_AllowNaval = true;
createUnknownMap();
ExportMap();
g_Map.ExportMap();
@@ -6,4 +6,4 @@ g_AllowNaval = false;
createUnknownMap();
ExportMap();
g_Map.ExportMap();
@@ -25,7 +25,7 @@ var pForestP = [tGrassB + TERRAIN_SEPARATOR + oTree, tGrassB];
const heightLand = 1;
const heightHill = 18;
InitMap(heightLand, tGrassB);
var g_Map = new RandomMap(heightLand, tGrassB);
var numPlayers = getNumPlayers();
var mapCenter = getMapCenter();
@@ -182,4 +182,4 @@ createStragglerTrees(
placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4));
ExportMap();
g_Map.ExportMap();
@@ -1,6 +1,6 @@
Engine.LoadLibrary("rmgen");
InitMap(0, "grass1");
var g_Map = new RandomMap(0, "grass1");
/**
* Demonstration code for wall placement.
@@ -327,4 +327,4 @@ for (let styleIndex in wallStyleList)
placeLinearWall(startX, startY, endX, endY, wallPart, style, playerID);
}
ExportMap();
g_Map.ExportMap();
@@ -2,7 +2,7 @@ Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmbiome");
Engine.LoadLibrary("heightmap");
InitMap(0, "whiteness");
var g_Map = new RandomMap(0, "whiteness");
/**
* getArray - To ensure a terrain texture is contained within an array
@@ -634,4 +634,4 @@ for (let i = 0; i < resourceSpots.length; ++i)
}
}
ExportMap();
g_Map.ExportMap();