diff --git a/binaries/data/mods/public/maps/random/archipelago.js b/binaries/data/mods/public/maps/random/archipelago.js index deb563edb1..5646f30d77 100644 --- a/binaries/data/mods/public/maps/random/archipelago.js +++ b/binaries/data/mods/public/maps/random/archipelago.js @@ -316,7 +316,7 @@ RMS.SetProgress(65); // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/canyon.js b/binaries/data/mods/public/maps/random/canyon.js index ba3fb9dcc1..4b5f7f6e70 100644 --- a/binaries/data/mods/public/maps/random/canyon.js +++ b/binaries/data/mods/public/maps/random/canyon.js @@ -454,7 +454,7 @@ RMS.SetProgress(65); // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/continent.js b/binaries/data/mods/public/maps/random/continent.js index 061bc7064d..a7401b381e 100644 --- a/binaries/data/mods/public/maps/random/continent.js +++ b/binaries/data/mods/public/maps/random/continent.js @@ -317,7 +317,7 @@ RMS.SetProgress(65); // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/flood.js b/binaries/data/mods/public/maps/random/flood.js index e82128b135..65027c72d5 100644 --- a/binaries/data/mods/public/maps/random/flood.js +++ b/binaries/data/mods/public/maps/random/flood.js @@ -1,7 +1,6 @@ RMS.LoadLibrary("rmgen"); -//Random terrain textures, exclude african biome -let random_terrain = randomizeBiome([6]); +let random_terrain = randomizeBiome([g_BiomeSavanna]); const tMainTerrain = rBiomeT1(); const tForestFloor1 = rBiomeT2(); @@ -18,7 +17,7 @@ const tWater = rBiomeT15(); let tHill = rBiomeT8(); let tDirt = rBiomeT9(); -if (random_terrain == 1) +if (random_terrain == g_BiomeTemperate) { tDirt = ["medit_shrubs_a", "grass_field"]; tHill = ["grass_field", "peat_temp"]; @@ -333,7 +332,7 @@ RMS.SetProgress(65); log("Creating dirt patches..."); let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; -let numb = random_terrain == 6 ? 3 : 1; +let numb = random_terrain == g_BiomeSavanna ? 3 : 1; for (let i = 0; i < sizes.length; ++i) { @@ -394,7 +393,7 @@ log("Creating more straggeler trees..."); createStragglerTrees(types, avoidClasses(clWater, 5, clForest, 7, clMountain, 1, clPlayer, 30, clMetal, 3, clRock, 3)); log("Creating decoration..."); -let planetm = random_terrain == 7 ? 8 : 1; +let planetm = random_terrain == g_BiomeTropic ? 8 : 1; createDecoration ( [ diff --git a/binaries/data/mods/public/maps/random/gear.js b/binaries/data/mods/public/maps/random/gear.js index 2b6c4659ca..1b40b0a47a 100644 --- a/binaries/data/mods/public/maps/random/gear.js +++ b/binaries/data/mods/public/maps/random/gear.js @@ -474,7 +474,7 @@ RMS.SetProgress(65); // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/hells_pass.js b/binaries/data/mods/public/maps/random/hells_pass.js index c7b7afbfca..5b0afb080f 100644 --- a/binaries/data/mods/public/maps/random/hells_pass.js +++ b/binaries/data/mods/public/maps/random/hells_pass.js @@ -220,13 +220,13 @@ function placeBarriers() { var spineTerrain = g_Terrains.dirt; - if (g_MapInfo.biome == 2) + if (g_MapInfo.biome == g_BiomeSnowy) spineTerrain = g_Terrains.tier1Terrain; - if (g_MapInfo.biome == 4 || g_MapInfo.biome == 6) + if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna) spineTerrain = g_Terrains.tier2Terrain; - if (g_MapInfo.biome == 8) + if (g_MapInfo.biome == g_BiomeAutumn) spineTerrain = g_Terrains.tier4Terrain; // create mountain ranges diff --git a/binaries/data/mods/public/maps/random/island_stronghold.js b/binaries/data/mods/public/maps/random/island_stronghold.js index 9e80dd488a..323a02b457 100644 --- a/binaries/data/mods/public/maps/random/island_stronghold.js +++ b/binaries/data/mods/public/maps/random/island_stronghold.js @@ -33,8 +33,7 @@ const g_InitialMines = 1; const g_InitialMineDistance = 14; const g_InitialTrees = 50; -// Random terrain textures, exclude african biome -let random_terrain = randomizeBiome([6]); +let random_terrain = randomizeBiome([g_BiomeSavanna]); const tMainTerrain = rBiomeT1(); const tForestFloor1 = rBiomeT2(); @@ -446,7 +445,7 @@ createFood( [avoidClasses(clForest, 0, clPlayer, 15, clHill, 1, clFood, 4, clRock, 4, clMetal, 4), stayClasses(clLand, 2)] ); -if (random_terrain == 3) +if (random_terrain == g_BiomeDesert) { log("Creating obelisks"); let group = new SimpleGroup( @@ -462,7 +461,7 @@ if (random_terrain == 3) log("Creating dirt patches..."); let sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; -let numb = random_terrain == 6 ? 3 : 1; +let numb = random_terrain == g_BiomeSavanna ? 3 : 1; for (let i = 0; i < sizes.length; ++i) { diff --git a/binaries/data/mods/public/maps/random/islands.js b/binaries/data/mods/public/maps/random/islands.js index f8e00190e6..f29e8b6b55 100644 --- a/binaries/data/mods/public/maps/random/islands.js +++ b/binaries/data/mods/public/maps/random/islands.js @@ -350,13 +350,13 @@ createAreas( // 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; } -else if (random_terrain == 7) +else if (random_terrain == g_BiomeTropic) { var MIN_TREES = 1000; var MAX_TREES = 6000; @@ -379,7 +379,7 @@ 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); @@ -404,7 +404,7 @@ RMS.SetProgress(50); log("Creating dirt patches..."); var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)]; var numb = 1; -if (random_terrain == 6) +if (random_terrain == g_BiomeSavanna) numb = 3 for (var i = 0; i < sizes.length; i++) { @@ -556,10 +556,9 @@ 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( diff --git a/binaries/data/mods/public/maps/random/lake.js b/binaries/data/mods/public/maps/random/lake.js index 30b45cd47e..142d972004 100644 --- a/binaries/data/mods/public/maps/random/lake.js +++ b/binaries/data/mods/public/maps/random/lake.js @@ -328,7 +328,7 @@ RMS.SetProgress(65); // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/lions_den.js b/binaries/data/mods/public/maps/random/lions_den.js index 693e147c02..47b3b6dd7c 100644 --- a/binaries/data/mods/public/maps/random/lions_den.js +++ b/binaries/data/mods/public/maps/random/lions_den.js @@ -380,34 +380,34 @@ function createSunkenTerrain(players) var lower = g_Terrains.tier2Terrain; var road = g_Terrains.road; - if (g_MapInfo.biome == 2) + if (g_MapInfo.biome == g_BiomeSnowy) { middle = g_Terrains.tier2Terrain; lower = g_Terrains.tier1Terrain; } - if (g_MapInfo.biome == 4) + if (g_MapInfo.biome == g_BiomeAlpine) { middle = g_Terrains.shore; lower = g_Terrains.tier4Terrain; } - if (g_MapInfo.biome == 5) + if (g_MapInfo.biome == g_BiomeMediterranean) { middle = g_Terrains.tier1Terrain; lower = g_Terrains.forestFloor1; } - if (g_MapInfo.biome == 6) + if (g_MapInfo.biome == g_BiomeSavanna) { middle = g_Terrains.tier2Terrain; lower = g_Terrains.tier4Terrain; } - if (g_MapInfo.biome == 7 || g_MapInfo.biome == 8) + if (g_MapInfo.biome == g_BiomeTropic || g_MapInfo.biome == g_BiomeAutumn) road = g_Terrains.roadWild; - if (g_MapInfo.biome == 8) + if (g_MapInfo.biome == g_BiomeAutumn) middle = g_Terrains.shore; var expSize = g_MapInfo.mapArea * 0.015 / (g_MapInfo.numPlayers / 4); diff --git a/binaries/data/mods/public/maps/random/mainland.js b/binaries/data/mods/public/maps/random/mainland.js index 303f056786..6df7741626 100644 --- a/binaries/data/mods/public/maps/random/mainland.js +++ b/binaries/data/mods/public/maps/random/mainland.js @@ -275,7 +275,7 @@ RMS.SetProgress(65); // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/migration.js b/binaries/data/mods/public/maps/random/migration.js index d017f8a74a..48117944fa 100644 --- a/binaries/data/mods/public/maps/random/migration.js +++ b/binaries/data/mods/public/maps/random/migration.js @@ -295,13 +295,13 @@ createAreas( ); // 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; diff --git a/binaries/data/mods/public/maps/random/rivers.js b/binaries/data/mods/public/maps/random/rivers.js index 2e3402c356..a5a8293b7c 100644 --- a/binaries/data/mods/public/maps/random/rivers.js +++ b/binaries/data/mods/public/maps/random/rivers.js @@ -18,7 +18,7 @@ const tTier4Terrain = rBiomeT12(); const tShoreBlend = rBiomeT13(); var tShore = rBiomeT14(); var tWater = rBiomeT15(); -if (random_terrain == 7) +if (random_terrain == g_BiomeTropic) { tShore = "tropic_dirt_b_plants"; tWater = "tropic_dirt_b"; @@ -458,7 +458,7 @@ RMS.SetProgress(65); // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/rmgen/gaia.js b/binaries/data/mods/public/maps/random/rmgen/gaia.js index f2cd1060f5..5b7debd7ba 100644 --- a/binaries/data/mods/public/maps/random/rmgen/gaia.js +++ b/binaries/data/mods/public/maps/random/rmgen/gaia.js @@ -320,7 +320,7 @@ function addDecoration(constraint, size, deviation, fill) ]; var baseCount = 1; - if (g_MapInfo.biome == 7) + if (g_MapInfo.biome == g_BiomeTropic) baseCount = 8; var counts = [ @@ -437,13 +437,13 @@ function addLakes(constraint, size, deviation, fill) { var lakeTile = g_Terrains.water; - if (g_MapInfo.biome == 0 || g_MapInfo.biome == 1 || g_MapInfo.biome == 7) + if (g_MapInfo.biome == g_BiomeTemperate || g_MapInfo.biome == g_BiomeTropic) lakeTile = g_Terrains.dirt; - if (g_MapInfo.biome == 5) + if (g_MapInfo.biome == g_BiomeMediterranean) lakeTile = g_Terrains.tier2Terrain; - if (g_MapInfo.biome == 8) + if (g_MapInfo.biome == g_BiomeAutumn) lakeTile = g_Terrains.shore; addElevation(constraint, { @@ -556,13 +556,13 @@ function addPlateaus(constraint, size, deviation, fill) { var plateauTile = g_Terrains.dirt; - if (g_MapInfo.biome == 2) + if (g_MapInfo.biome == g_BiomeSnowy) plateauTile = g_Terrains.tier1Terrain; - if (g_MapInfo.biome == 4 || g_MapInfo.biome == 6) + if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna) plateauTile = g_Terrains.tier2Terrain; - if (g_MapInfo.biome == 8) + if (g_MapInfo.biome == g_BiomeAutumn) plateauTile = g_Terrains.tier4Terrain; addElevation(constraint, { @@ -732,31 +732,25 @@ function addValleys(constraint, size, deviation, fill) var valleySlope = g_Terrains.tier1Terrain; var valleyFloor = g_Terrains.tier4Terrain; - if (g_MapInfo.biome == 0) - { - valleySlope = g_Terrains.dirt; - valleyFloor = g_Terrains.tier2Terrain; - } - - if (g_MapInfo.biome == 3) + if (g_MapInfo.biome == g_BiomeDesert) { valleySlope = g_Terrains.tier3Terrain; valleyFloor = g_Terrains.dirt; } - if (g_MapInfo.biome == 5) + if (g_MapInfo.biome == g_BiomeMediterranean) { valleySlope = g_Terrains.tier2Terrain; valleyFloor = g_Terrains.dirt; } - if (g_MapInfo.biome == 4 || g_MapInfo.biome == 6) + if (g_MapInfo.biome == g_BiomeAlpine || g_MapInfo.biome == g_BiomeSavanna) valleyFloor = g_Terrains.tier2Terrain; - if (g_MapInfo.biome == 7) + if (g_MapInfo.biome == g_BiomeTropic) valleySlope = g_Terrains.dirt; - if (g_MapInfo.biome == 8) + if (g_MapInfo.biome == g_BiomeAutumn) valleyFloor = g_Terrains.tier3Terrain; addElevation(constraint, { @@ -856,7 +850,7 @@ function addForests(constraint, size, deviation, fill) fill = fill || 1; // No forests for the african biome - if (g_MapInfo.biome == 6) + if (g_MapInfo.biome == g_BiomeSavanna) return; var types = [ @@ -947,7 +941,7 @@ function addStragglerTrees(constraint, size, deviation, fill) fill = fill || 1; // Ensure minimum distribution on african biome - if (g_MapInfo.biome == 6) + if (g_MapInfo.biome == g_BiomeSavanna) { fill = Math.max(fill, 2); size = Math.max(size, 1); @@ -969,7 +963,7 @@ function addStragglerTrees(constraint, size, deviation, fill) var maxDist = 5 * offset; // More trees for the african biome - if (g_MapInfo.biome == 6) + if (g_MapInfo.biome == g_BiomeSavanna) { min = 3 * offset; max = 5 * offset; @@ -982,7 +976,7 @@ function addStragglerTrees(constraint, size, deviation, fill) var treesMax = max; // Don't clump fruit trees - if (i == 2 && (g_MapInfo.biome == 3 || g_MapInfo.biome == 5)) + if (i == 2 && (g_MapInfo.biome == g_BiomeDesert || g_MapInfo.biome == g_BiomeMediterranean)) treesMax = 1; min = Math.min(min, treesMax); diff --git a/binaries/data/mods/public/maps/random/rmgen/randombiome.js b/binaries/data/mods/public/maps/random/rmgen/randombiome.js index 4b219fae3c..53d6d8cb79 100644 --- a/binaries/data/mods/public/maps/random/rmgen/randombiome.js +++ b/binaries/data/mods/public/maps/random/rmgen/randombiome.js @@ -1,3 +1,12 @@ +const g_BiomeTemperate = 1; +const g_BiomeSnowy = 2; +const g_BiomeDesert = 3; +const g_BiomeAlpine = 4; +const g_BiomeMediterranean = 5; +const g_BiomeSavanna = 6; +const g_BiomeTropic = 7; +const g_BiomeAutumn = 8; + var biomeID = 1; var rbt1 = ["temp_grass_long_b"]; var rbt2 = "temp_forestfloor_pine"; @@ -74,8 +83,7 @@ function setBiome(biomeIndex) biomeID = biomeIndex; - //temperate - if (biomeID == 1) + if (biomeID == g_BiomeTemperate) { // temperate ocean blue, a bit too deep and saturated perhaps but it looks nicer. // this assumes ocean settings, maps that aren't oceans should reset. @@ -179,8 +187,7 @@ function setBiome(biomeIndex) rba8 = "actor|props/flora/bush_medit_sm.xml"; rba9 = "actor|flora/trees/oak.xml"; } - //snowy - else if (biomeID == 2) + else if (biomeID == g_BiomeSnowy) { setSunColor(0.550, 0.601, 0.644); // a little darker // Water is a semi-deep blue, fairly wavy, fairly murky for an ocean. @@ -237,8 +244,7 @@ function setBiome(biomeIndex) setPPSaturation(0.37); setPPEffect("hdr"); } - //desert - else if (biomeID == 3) + else if (biomeID == g_BiomeDesert) { setSunColor(0.733, 0.746, 0.574); @@ -315,8 +321,7 @@ function setBiome(biomeIndex) rba8 = "actor|props/flora/bush_desert_dry_a.xml"; rba9 = "actor|flora/trees/palm_date.xml"; } - //alpine - else if (biomeID == 4) + else if (biomeID == g_BiomeAlpine) { // simulates an alpine lake, fairly deep. // this is not intended for a clear running river, or even an ocean. @@ -375,8 +380,7 @@ function setBiome(biomeIndex) rba8 = "actor|props/flora/bush_desert_a.xml"; rba9 = "actor|flora/trees/pine.xml"; } - //medit - else if (biomeID == 5) + else if (biomeID == g_BiomeMediterranean) { // Guess what, this is based on the colors of the mediterranean sea. 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. diff --git a/binaries/data/mods/public/maps/random/rmgen/utilityfunctions.js b/binaries/data/mods/public/maps/random/rmgen/utilityfunctions.js index 8240962d4a..f94336fce2 100644 --- a/binaries/data/mods/public/maps/random/rmgen/utilityfunctions.js +++ b/binaries/data/mods/public/maps/random/rmgen/utilityfunctions.js @@ -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); diff --git a/binaries/data/mods/public/maps/random/snowflake_searocks.js b/binaries/data/mods/public/maps/random/snowflake_searocks.js index 21f40c25bb..be86559f24 100644 --- a/binaries/data/mods/public/maps/random/snowflake_searocks.js +++ b/binaries/data/mods/public/maps/random/snowflake_searocks.js @@ -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( diff --git a/binaries/data/mods/public/maps/random/survivalofthefittest.js b/binaries/data/mods/public/maps/random/survivalofthefittest.js index 1e3a09221e..d7da0a96ee 100644 --- a/binaries/data/mods/public/maps/random/survivalofthefittest.js +++ b/binaries/data/mods/public/maps/random/survivalofthefittest.js @@ -262,7 +262,7 @@ createPatches( // create decoration var planetm = 1; -if (random_terrain==7) +if (random_terrain == g_BiomeTropic) planetm = 8; createDecoration diff --git a/binaries/data/mods/public/maps/random/unknown.js b/binaries/data/mods/public/maps/random/unknown.js index 940cd6b3ee..dda1ff6c93 100644 --- a/binaries/data/mods/public/maps/random/unknown.js +++ b/binaries/data/mods/public/maps/random/unknown.js @@ -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( diff --git a/binaries/data/mods/public/maps/random/unknown_land.js b/binaries/data/mods/public/maps/random/unknown_land.js index e66a9fbeb7..9c4ce84c48 100644 --- a/binaries/data/mods/public/maps/random/unknown_land.js +++ b/binaries/data/mods/public/maps/random/unknown_land.js @@ -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(