forked from mirrors/0ad
Random-map-script cleanup.
Use constants when checking for the biome type. Remove unused code for nonexistent biomeID 0 from gaia.js. This was SVN commit r17937.
This commit is contained in:
@@ -316,7 +316,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -454,7 +454,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -317,7 +317,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -1,7 +1,6 @@
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RMS.LoadLibrary("rmgen");
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//Random terrain textures, exclude african biome
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let random_terrain = randomizeBiome([6]);
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let random_terrain = randomizeBiome([g_BiomeSavanna]);
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -18,7 +17,7 @@ const tWater = rBiomeT15();
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let tHill = rBiomeT8();
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let tDirt = rBiomeT9();
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if (random_terrain == 1)
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if (random_terrain == g_BiomeTemperate)
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{
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tDirt = ["medit_shrubs_a", "grass_field"];
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tHill = ["grass_field", "peat_temp"];
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@@ -333,7 +332,7 @@ RMS.SetProgress(65);
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log("Creating dirt patches...");
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let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
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let numb = random_terrain == 6 ? 3 : 1;
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let numb = random_terrain == g_BiomeSavanna ? 3 : 1;
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for (let i = 0; i < sizes.length; ++i)
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{
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@@ -394,7 +393,7 @@ log("Creating more straggeler trees...");
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createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clMountain, 1, clPlayer, 30, clMetal, 3, clRock, 3));
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log("Creating decoration...");
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let planetm = random_terrain == 7 ? 8 : 1;
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let planetm = random_terrain == g_BiomeTropic ? 8 : 1;
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createDecoration
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(
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[
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@@ -474,7 +474,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -220,13 +220,13 @@ function placeBarriers()
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{
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var spineTerrain = g_Terrains.dirt;
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if (g_MapInfo.biome == 2)
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if (g_MapInfo.biome == g_BiomeSnowy)
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spineTerrain = g_Terrains.tier1Terrain;
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if (g_MapInfo.biome == 4 || g_MapInfo.biome == 6)
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if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna)
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spineTerrain = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == 8)
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if (g_MapInfo.biome == g_BiomeAutumn)
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spineTerrain = g_Terrains.tier4Terrain;
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// create mountain ranges
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@@ -33,8 +33,7 @@ const g_InitialMines = 1;
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const g_InitialMineDistance = 14;
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const g_InitialTrees = 50;
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// Random terrain textures, exclude african biome
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let random_terrain = randomizeBiome([6]);
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let random_terrain = randomizeBiome([g_BiomeSavanna]);
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -446,7 +445,7 @@ createFood(
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[avoidClasses(clForest, 0, clPlayer, 15, clHill, 1, clFood, 4, clRock, 4, clMetal, 4), stayClasses(clLand, 2)]
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);
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if (random_terrain == 3)
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if (random_terrain == g_BiomeDesert)
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{
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log("Creating obelisks");
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let group = new SimpleGroup(
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@@ -462,7 +461,7 @@ if (random_terrain == 3)
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log("Creating dirt patches...");
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let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
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let numb = random_terrain == 6 ? 3 : 1;
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let numb = random_terrain == g_BiomeSavanna ? 3 : 1;
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for (let i = 0; i < sizes.length; ++i)
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{
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@@ -350,13 +350,13 @@ createAreas(
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// calculate desired number of trees for map (based on size)
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if (random_terrain == 6)
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if (random_terrain == g_BiomeSavanna)
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{
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0;
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}
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else if (random_terrain == 7)
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else if (random_terrain == g_BiomeTropic)
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{
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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@@ -379,7 +379,7 @@ var types = [
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[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
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]; // some variation
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if (random_terrain != 6)
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if (random_terrain != g_BiomeSavanna)
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{
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var size = numForest / (scaleByMapSize(3,6) * numPlayers);
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var num = floor(size / types.length);
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@@ -404,7 +404,7 @@ RMS.SetProgress(50);
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log("Creating dirt patches...");
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var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
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var numb = 1;
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if (random_terrain == 6)
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if (random_terrain == g_BiomeSavanna)
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numb = 3
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for (var i = 0; i < sizes.length; i++)
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{
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@@ -556,10 +556,9 @@ for (var i = 0; i < types.length; ++i)
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}
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var planetm = 1;
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if (random_terrain==7)
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{
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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}
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//create small grass tufts
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log("Creating small grass tufts...");
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group = new SimpleGroup(
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@@ -328,7 +328,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -380,34 +380,34 @@ function createSunkenTerrain(players)
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var lower = g_Terrains.tier2Terrain;
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var road = g_Terrains.road;
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if (g_MapInfo.biome == 2)
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if (g_MapInfo.biome == g_BiomeSnowy)
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{
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middle = g_Terrains.tier2Terrain;
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lower = g_Terrains.tier1Terrain;
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}
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if (g_MapInfo.biome == 4)
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if (g_MapInfo.biome == g_BiomeAlpine)
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{
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middle = g_Terrains.shore;
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lower = g_Terrains.tier4Terrain;
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}
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if (g_MapInfo.biome == 5)
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if (g_MapInfo.biome == g_BiomeMediterranean)
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{
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middle = g_Terrains.tier1Terrain;
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lower = g_Terrains.forestFloor1;
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}
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if (g_MapInfo.biome == 6)
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if (g_MapInfo.biome == g_BiomeSavanna)
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{
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middle = g_Terrains.tier2Terrain;
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lower = g_Terrains.tier4Terrain;
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}
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if (g_MapInfo.biome == 7 || g_MapInfo.biome == 8)
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if (g_MapInfo.biome == g_BiomeTropic || g_MapInfo.biome == g_BiomeAutumn)
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road = g_Terrains.roadWild;
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if (g_MapInfo.biome == 8)
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if (g_MapInfo.biome == g_BiomeAutumn)
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middle = g_Terrains.shore;
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var expSize = g_MapInfo.mapArea * 0.015 / (g_MapInfo.numPlayers / 4);
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@@ -275,7 +275,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -295,13 +295,13 @@ createAreas(
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);
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// calculate desired number of trees for map (based on size)
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if (random_terrain == 6)
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if (random_terrain == g_BiomeSavanna)
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{
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var MIN_TREES = 200;
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var MAX_TREES = 1250;
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var P_FOREST = 0.02;
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}
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else if (random_terrain == 7)
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else if (random_terrain == g_BiomeTropic)
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{
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var MIN_TREES = 1000;
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var MAX_TREES = 6000;
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@@ -18,7 +18,7 @@ const tTier4Terrain = rBiomeT12();
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const tShoreBlend = rBiomeT13();
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var tShore = rBiomeT14();
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var tWater = rBiomeT15();
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if (random_terrain == 7)
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if (random_terrain == g_BiomeTropic)
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{
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tShore = "tropic_dirt_b_plants";
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tWater = "tropic_dirt_b";
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@@ -458,7 +458,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain==7)
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if (random_terrain == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -320,7 +320,7 @@ function addDecoration(constraint, size, deviation, fill)
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];
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var baseCount = 1;
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if (g_MapInfo.biome == 7)
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if (g_MapInfo.biome == g_BiomeTropic)
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baseCount = 8;
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var counts = [
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@@ -437,13 +437,13 @@ function addLakes(constraint, size, deviation, fill)
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{
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var lakeTile = g_Terrains.water;
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if (g_MapInfo.biome == 0 || g_MapInfo.biome == 1 || g_MapInfo.biome == 7)
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if (g_MapInfo.biome == g_BiomeTemperate || g_MapInfo.biome == g_BiomeTropic)
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lakeTile = g_Terrains.dirt;
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if (g_MapInfo.biome == 5)
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if (g_MapInfo.biome == g_BiomeMediterranean)
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lakeTile = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == 8)
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if (g_MapInfo.biome == g_BiomeAutumn)
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lakeTile = g_Terrains.shore;
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addElevation(constraint, {
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@@ -556,13 +556,13 @@ function addPlateaus(constraint, size, deviation, fill)
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{
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var plateauTile = g_Terrains.dirt;
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if (g_MapInfo.biome == 2)
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if (g_MapInfo.biome == g_BiomeSnowy)
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plateauTile = g_Terrains.tier1Terrain;
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if (g_MapInfo.biome == 4 || g_MapInfo.biome == 6)
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if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna)
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plateauTile = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == 8)
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if (g_MapInfo.biome == g_BiomeAutumn)
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plateauTile = g_Terrains.tier4Terrain;
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addElevation(constraint, {
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@@ -732,31 +732,25 @@ function addValleys(constraint, size, deviation, fill)
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var valleySlope = g_Terrains.tier1Terrain;
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var valleyFloor = g_Terrains.tier4Terrain;
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if (g_MapInfo.biome == 0)
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{
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valleySlope = g_Terrains.dirt;
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valleyFloor = g_Terrains.tier2Terrain;
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}
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if (g_MapInfo.biome == 3)
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if (g_MapInfo.biome == g_BiomeDesert)
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{
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valleySlope = g_Terrains.tier3Terrain;
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valleyFloor = g_Terrains.dirt;
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}
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if (g_MapInfo.biome == 5)
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if (g_MapInfo.biome == g_BiomeMediterranean)
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{
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valleySlope = g_Terrains.tier2Terrain;
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valleyFloor = g_Terrains.dirt;
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}
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if (g_MapInfo.biome == 4 || g_MapInfo.biome == 6)
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if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna)
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valleyFloor = g_Terrains.tier2Terrain;
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if (g_MapInfo.biome == 7)
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if (g_MapInfo.biome == g_BiomeTropic)
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valleySlope = g_Terrains.dirt;
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if (g_MapInfo.biome == 8)
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if (g_MapInfo.biome == g_BiomeAutumn)
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valleyFloor = g_Terrains.tier3Terrain;
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addElevation(constraint, {
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@@ -856,7 +850,7 @@ function addForests(constraint, size, deviation, fill)
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fill = fill || 1;
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// No forests for the african biome
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if (g_MapInfo.biome == 6)
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if (g_MapInfo.biome == g_BiomeSavanna)
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return;
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var types = [
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@@ -947,7 +941,7 @@ function addStragglerTrees(constraint, size, deviation, fill)
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fill = fill || 1;
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// Ensure minimum distribution on african biome
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if (g_MapInfo.biome == 6)
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if (g_MapInfo.biome == g_BiomeSavanna)
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{
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fill = Math.max(fill, 2);
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size = Math.max(size, 1);
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@@ -969,7 +963,7 @@ function addStragglerTrees(constraint, size, deviation, fill)
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var maxDist = 5 * offset;
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// More trees for the african biome
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if (g_MapInfo.biome == 6)
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if (g_MapInfo.biome == g_BiomeSavanna)
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{
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min = 3 * offset;
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max = 5 * offset;
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@@ -982,7 +976,7 @@ function addStragglerTrees(constraint, size, deviation, fill)
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var treesMax = max;
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// Don't clump fruit trees
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if (i == 2 && (g_MapInfo.biome == 3 || g_MapInfo.biome == 5))
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if (i == 2 && (g_MapInfo.biome == g_BiomeDesert || g_MapInfo.biome == g_BiomeMediterranean))
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treesMax = 1;
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min = Math.min(min, treesMax);
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@@ -1,3 +1,12 @@
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const g_BiomeTemperate = 1;
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const g_BiomeSnowy = 2;
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const g_BiomeDesert = 3;
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const g_BiomeAlpine = 4;
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const g_BiomeMediterranean = 5;
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const g_BiomeSavanna = 6;
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const g_BiomeTropic = 7;
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const g_BiomeAutumn = 8;
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var biomeID = 1;
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var rbt1 = ["temp_grass_long_b"];
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var rbt2 = "temp_forestfloor_pine";
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@@ -74,8 +83,7 @@ function setBiome(biomeIndex)
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biomeID = biomeIndex;
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//temperate
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if (biomeID == 1)
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if (biomeID == g_BiomeTemperate)
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{
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// temperate ocean blue, a bit too deep and saturated perhaps but it looks nicer.
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// this assumes ocean settings, maps that aren't oceans should reset.
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@@ -179,8 +187,7 @@ function setBiome(biomeIndex)
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rba8 = "actor|props/flora/bush_medit_sm.xml";
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rba9 = "actor|flora/trees/oak.xml";
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}
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//snowy
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else if (biomeID == 2)
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else if (biomeID == g_BiomeSnowy)
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{
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setSunColor(0.550, 0.601, 0.644); // a little darker
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// Water is a semi-deep blue, fairly wavy, fairly murky for an ocean.
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@@ -237,8 +244,7 @@ function setBiome(biomeIndex)
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setPPSaturation(0.37);
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setPPEffect("hdr");
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}
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//desert
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else if (biomeID == 3)
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else if (biomeID == g_BiomeDesert)
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{
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setSunColor(0.733, 0.746, 0.574);
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@@ -315,8 +321,7 @@ function setBiome(biomeIndex)
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rba8 = "actor|props/flora/bush_desert_dry_a.xml";
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rba9 = "actor|flora/trees/palm_date.xml";
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}
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//alpine
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else if (biomeID == 4)
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else if (biomeID == g_BiomeAlpine)
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{
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// simulates an alpine lake, fairly deep.
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// this is not intended for a clear running river, or even an ocean.
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@@ -375,8 +380,7 @@ function setBiome(biomeIndex)
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rba8 = "actor|props/flora/bush_desert_a.xml";
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rba9 = "actor|flora/trees/pine.xml";
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}
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//medit
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else if (biomeID == 5)
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else if (biomeID == g_BiomeMediterranean)
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{
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||||
// Guess what, this is based on the colors of the mediterranean sea.
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setWaterColor(0.024,0.212,0.024);
|
||||
@@ -470,8 +474,7 @@ function setBiome(biomeIndex)
|
||||
rba8 = "actor|props/flora/bush_medit_sm.xml";
|
||||
rba9 = "actor|flora/trees/palm_cretan_date.xml";
|
||||
}
|
||||
//savanah
|
||||
else if (biomeID == 6)
|
||||
else if (biomeID == g_BiomeSavanna)
|
||||
{
|
||||
// Using the Malawi as a reference, in parts where it's not too murky from a river nearby.
|
||||
setWaterColor(0.055,0.176,0.431);
|
||||
@@ -539,8 +542,7 @@ function setBiome(biomeIndex)
|
||||
rba8 = "actor|props/flora/bush_dry_a.xml";
|
||||
rba9 = "actor|flora/trees/baobab.xml";
|
||||
}
|
||||
//tropic
|
||||
else if (biomeID == 7)
|
||||
else if (biomeID == g_BiomeTropic)
|
||||
{
|
||||
|
||||
// Bora-Bora ish. Quite transparent, not wavy.
|
||||
@@ -600,8 +602,7 @@ function setBiome(biomeIndex)
|
||||
rba8 = "actor|props/flora/plant_tropic_large.xml";
|
||||
rba9 = "actor|flora/trees/tree_tropic.xml";
|
||||
}
|
||||
//autumn
|
||||
else if (biomeID == 8)
|
||||
else if (biomeID == g_BiomeAutumn)
|
||||
{
|
||||
// basically temperate with a reddish twist in the reflection and the tint. Also less wavy.
|
||||
// this assumes ocean settings, maps that aren't oceans should reset.
|
||||
|
||||
@@ -95,13 +95,13 @@ function createForests(terrainset, constraint, tileclass, numMultiplier, biomeID
|
||||
var tF1 = terrainset[3]
|
||||
var tF2 = terrainset[4]
|
||||
|
||||
if (biomeID == 6)
|
||||
if (biomeID == g_BiomeSavanna)
|
||||
{
|
||||
var MIN_TREES = 200 * numMultiplier;
|
||||
var MAX_TREES = 1250 * numMultiplier;
|
||||
var P_FOREST = 0;
|
||||
}
|
||||
else if (biomeID == 7)
|
||||
else if (biomeID == g_BiomeTropic)
|
||||
{
|
||||
var MIN_TREES = 1000 * numMultiplier;
|
||||
var MAX_TREES = 6000 * numMultiplier;
|
||||
@@ -124,7 +124,7 @@ function createForests(terrainset, constraint, tileclass, numMultiplier, biomeID
|
||||
[[tFF1, tM, tF2], [tFF1, tF2]]
|
||||
]; // some variation
|
||||
|
||||
if (biomeID != 6)
|
||||
if (biomeID != g_BiomeSavanna)
|
||||
{
|
||||
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
|
||||
var num = floor(size / types.length);
|
||||
|
||||
@@ -1687,13 +1687,13 @@ for (var ix = 0; ix < mapSize; ix++)
|
||||
}
|
||||
|
||||
// calculate desired number of trees for map (based on size)
|
||||
if (random_terrain == 6)
|
||||
if (random_terrain == g_BiomeSavanna)
|
||||
{
|
||||
var MIN_TREES = 200;
|
||||
var MAX_TREES = 1250;
|
||||
var P_FOREST = 0.02;
|
||||
}
|
||||
else if (random_terrain == 7)
|
||||
else if (random_terrain == g_BiomeTropic)
|
||||
{
|
||||
var MIN_TREES = 1000;
|
||||
var MAX_TREES = 6000;
|
||||
@@ -1716,14 +1716,11 @@ var types = [
|
||||
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
|
||||
]; // some variation
|
||||
|
||||
if (random_terrain == 6)
|
||||
{
|
||||
if (random_terrain == g_BiomeSavanna)
|
||||
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
|
||||
}
|
||||
else
|
||||
{
|
||||
else
|
||||
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
|
||||
}
|
||||
|
||||
var num = floor(size / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
{
|
||||
@@ -1882,10 +1879,9 @@ for (var i = 0; i < types.length; ++i)
|
||||
}
|
||||
|
||||
var planetm = 1;
|
||||
if (random_terrain==7)
|
||||
{
|
||||
if (random_terrain == g_BiomeTropic)
|
||||
planetm = 8;
|
||||
}
|
||||
|
||||
//create small grass tufts
|
||||
log("Creating small grass tufts...");
|
||||
group = new SimpleGroup(
|
||||
|
||||
@@ -262,7 +262,7 @@ createPatches(
|
||||
// create decoration
|
||||
var planetm = 1;
|
||||
|
||||
if (random_terrain==7)
|
||||
if (random_terrain == g_BiomeTropic)
|
||||
planetm = 8;
|
||||
|
||||
createDecoration
|
||||
|
||||
@@ -1804,13 +1804,13 @@ createAreas(
|
||||
|
||||
var multiplier = sqrt(randFloat(0.5,1.2)*randFloat(0.5,1.2));
|
||||
// calculate desired number of trees for map (based on size)
|
||||
if (random_terrain == 6)
|
||||
if (random_terrain == g_BiomeSavanna)
|
||||
{
|
||||
var MIN_TREES = floor(200*multiplier);
|
||||
var MAX_TREES = floor(1250*multiplier);
|
||||
var P_FOREST = randFloat(0.02, 0.05);
|
||||
}
|
||||
else if (random_terrain == 7)
|
||||
else if (random_terrain == g_BiomeTropic)
|
||||
{
|
||||
var MIN_TREES = floor(1000*multiplier);
|
||||
var MAX_TREES = floor(6000*multiplier);
|
||||
@@ -1833,14 +1833,11 @@ var types = [
|
||||
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
|
||||
]; // some variation
|
||||
|
||||
if (random_terrain == 6)
|
||||
{
|
||||
if (random_terrain == g_BiomeSavanna)
|
||||
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
|
||||
}
|
||||
else
|
||||
{
|
||||
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
|
||||
}
|
||||
|
||||
var num = floor(size / types.length);
|
||||
for (var i = 0; i < types.length; ++i)
|
||||
{
|
||||
@@ -1862,7 +1859,7 @@ RMS.SetProgress(50);
|
||||
log("Creating dirt patches...");
|
||||
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
|
||||
var numb = 1;
|
||||
if (random_terrain == 6)
|
||||
if (random_terrain == g_BiomeSavanna)
|
||||
numb = 3
|
||||
for (var i = 0; i < sizes.length; i++)
|
||||
{
|
||||
@@ -2014,10 +2011,9 @@ for (var i = 0; i < types.length; ++i)
|
||||
}
|
||||
|
||||
var planetm = 1;
|
||||
if (random_terrain==7)
|
||||
{
|
||||
if (random_terrain == g_BiomeTropic)
|
||||
planetm = 8;
|
||||
}
|
||||
|
||||
//create small grass tufts
|
||||
log("Creating small grass tufts...");
|
||||
group = new SimpleGroup(
|
||||
|
||||
@@ -1574,13 +1574,13 @@ createAreas(
|
||||
|
||||
var multiplier = sqrt(randFloat(0.5,1.2)*randFloat(0.5,1.2));
|
||||
// calculate desired number of trees for map (based on size)
|
||||
if (random_terrain == 6)
|
||||
if (random_terrain == g_BiomeSavanna)
|
||||
{
|
||||
var MIN_TREES = floor(200*multiplier);
|
||||
var MAX_TREES = floor(1250*multiplier);
|
||||
var P_FOREST = 0;
|
||||
}
|
||||
else if (random_terrain == 7)
|
||||
else if (random_terrain == g_BiomeTropic)
|
||||
{
|
||||
var MIN_TREES = floor(1000*multiplier);
|
||||
var MAX_TREES = floor(6000*multiplier);
|
||||
@@ -1603,7 +1603,7 @@ var types = [
|
||||
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
|
||||
]; // some variation
|
||||
|
||||
if (random_terrain != 6)
|
||||
if (random_terrain != g_BiomeSavanna)
|
||||
{
|
||||
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
|
||||
var num = floor(size / types.length);
|
||||
@@ -1780,10 +1780,9 @@ for (var i = 0; i < types.length; ++i)
|
||||
}
|
||||
|
||||
var planetm = 1;
|
||||
if (random_terrain==7)
|
||||
{
|
||||
if (random_terrain == g_BiomeTropic)
|
||||
planetm = 8;
|
||||
}
|
||||
|
||||
//create small grass tufts
|
||||
log("Creating small grass tufts...");
|
||||
group = new SimpleGroup(
|
||||
|
||||
Reference in New Issue
Block a user