Replace deprecated randInt calls (besides those in the Unknown maps).

Differential Revision: https://code.wildfiregames.com/D278
Patch By: bb
Refs #4326

This was SVN commit r19443.
This commit is contained in:
elexis
2017-04-21 21:45:00 +00:00
parent 9027a46112
commit 175cded64a
40 changed files with 139 additions and 109 deletions
@@ -314,7 +314,7 @@ createFood(
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
randIntInclusive(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 2, clPlayer, 20, clHill, 3, clFood, 10)
);
@@ -375,7 +375,7 @@ createFood
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
randIntInclusive(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
@@ -251,7 +251,7 @@ for (var i = 0; i < numPoints; ++i)
//find and place the edges
while (possibleEdges.length)
{
var index = randInt(0, possibleEdges.length - 1);
var index = randIntExclusive(0, possibleEdges.length);
//ensure that a point is connected to a maximum of 3 others
if (edgesConncetedToPoints[possibleEdges[index][0]] > 2 || edgesConncetedToPoints[possibleEdges[index][1]] > 2)
@@ -567,7 +567,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
log("Creating rabbit...");
@@ -313,7 +313,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(75);
@@ -191,7 +191,7 @@ createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clLand)],
null,
scaleByMapSize(1, 5)*randInt(5,10)
scaleByMapSize(1, 5) * randIntInclusive(5, 10)
);
paintTerrainBasedOnHeight(2.4, 3.4, 3, tMainTerrain);
@@ -566,7 +566,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 20),
randInt(3, 12) * numPlayers + 2, 50
randIntInclusive(3, 12) * numPlayers + 2, 50
);
log("Creating decorative props...");
@@ -273,7 +273,7 @@ createFood
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(3, 12) * numPlayers + 2
randIntInclusive(3, 12) * numPlayers + 2
],
avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
@@ -230,7 +230,7 @@ while (!goodStartPositionsFound)
{
var vector = [];
for (var p = 0; p < numPlayers; p++)
vector.push(randInt(possibleStartPositions.length));
vector.push(randIntExclusive(0, possibleStartPositions.length));
possibleDerivations.push(vector);
}
@@ -305,7 +305,7 @@ let decorations = [
function placeMine(point, centerEntity)
{
placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
let quantity = randInt(11, 23);
let quantity = randIntInclusive(11, 23);
let dAngle = TWO_PI / quantity;
for (let i = 0; i < quantity; ++i)
{
@@ -378,7 +378,7 @@ function placeCamp(point,
)
{
placeObject(point.x, point.y, centerEntity, 0, randFloat(0, TWO_PI));
let quantity = randInt(5, 11);
let quantity = randIntInclusive(5, 11);
let dAngle = TWO_PI / quantity;
for (let i = 0; i < quantity; ++i)
{
@@ -321,7 +321,7 @@ createFood
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
randIntInclusive(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
+17 -11
View File
@@ -219,11 +219,17 @@ createArea(placer, [painter, paintClass(clHill)], null);
for (var i = 0; i < scaleByMapSize(9,16); i++)
{
var ix = randInt(1, mapSize - 1);
var iz = randInt(1, mapSize - 1);
var ix2 = randInt(1, mapSize - 1);
var iz2 = randInt(1, mapSize - 1);
var placer = new PathPlacer(ix, iz, ix2, iz2, scaleByMapSize(11,16), 0.4, 3*(scaleByMapSize(1,4)), 0.1, 0);
var placer = new PathPlacer(
randIntExclusive(1, mapSize),
randIntExclusive(1, mapSize),
randIntExclusive(1, mapSize),
randIntExclusive(1, mapSize),
scaleByMapSize(11,16),
0.4,
3 * scaleByMapSize(1,4),
0.1,
0);
var terrainPainter = new LayeredPainter(
[tMainTerrain, tMainTerrain], // terrains
[3] // widths
@@ -238,8 +244,8 @@ for (var i = 0; i < scaleByMapSize(9,16); i++)
for (var g = 0; g < scaleByMapSize(5,30); g++)
{
var tx = randInt(1, mapSize - 1);
var tz = randInt(1, mapSize - 1);
var tx = randIntInclusive(1, mapSize - 1);
var tz = randIntInclusive(1, mapSize - 1);
placer = new ClumpPlacer(mapArea * 0.01 * lSize, 0.7, 0.1, 10, tx, tz);
terrainPainter = new LayeredPainter(
@@ -497,11 +503,11 @@ createStragglerTrees(types, [avoidClasses(clForest, 1, clHill, 1, clPlayer, 9, c
// create treasures
var fx = fractionToTiles(0.5);
var fz = fractionToTiles(0.5);
for (var i = 0; i < randInt(3,8); i++)
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oWood, 0, randFloat(0, TWO_PI));
for (let i = 0; i < randIntInclusive(3, 8); ++i)
placeObject(fx + randFloat(-7, 7), fz + randFloat(-7, 7), oWood, 0, randFloat(0, 2 * PI));
for (var i = 0; i < randInt(3,8); i++)
placeObject(fx+randFloat(-7,7), fz+randFloat(-7,7), oFood, 0, randFloat(0, TWO_PI));
for (let i = 0; i < randIntInclusive(3, 8); ++i)
placeObject(fx + randFloat(-7, 7), fz + randFloat(-7, 7), oFood, 0, randFloat(0, 2 * PI));
// Export map data
ExportMap();
@@ -339,7 +339,7 @@ var size = 5; //size
var num = scaleByMapSize(10, 64); //number
for (var i = 0; i < types.length; ++i)
{
placer = new ClumpPlacer(6+randInt(12), 0.1, 0.1, 1);
placer = new ClumpPlacer(randIntInclusive(6, 17), 0.1, 0.1, 1);
painter = new LayeredPainter(
types[i], // terrains
[2] // widths
@@ -7,7 +7,7 @@ randomizeBiome();
initMapSettings();
initTileClasses();
resetTerrain(g_Terrains.mainTerrain, g_TileClasses.land, randInt(5));
resetTerrain(g_Terrains.mainTerrain, g_TileClasses.land, randIntInclusive(0, 4));
RMS.SetProgress(10);
addBases("stronghold", 0.37, 0.04);
@@ -371,7 +371,7 @@ createFood
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
randIntInclusive(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
+24 -12
View File
@@ -224,13 +224,19 @@ elevationPainter = new SmoothElevationPainter(
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], avoidClasses(clPlayer, 40));
let randMountains = 20 + randInt(15);
for (let m = 0; m < randMountains; ++m)
for (let m = 0; m < randIntInclusive(20, 34); ++m)
{
let randX = randInt(mapSize);
let randY = randInt(mapSize);
let placer = new ChainPlacer(floor(scaleByMapSize(7, 7)), floor(scaleByMapSize(15, 15)), floor(scaleByMapSize(15, 20)), 1, randX, randY, 0, [floor(mapSize * 0.01)]);
let elevRand = 6 + randInt(15);
let placer = new ChainPlacer(
Math.floor(scaleByMapSize(7, 7)),
Math.floor(scaleByMapSize(15, 15)),
Math.floor(scaleByMapSize(15, 20)),
1,
randIntExclusive(0, mapSize),
randIntExclusive(0, mapSize),
0,
[Math.floor(mapSize * 0.01)]);
let elevRand = randIntInclusive(6, 20);
let terrainPainter = new LayeredPainter(
[tDirt, tHill], // terrains
[floor(elevRand / 3), 40] // widths
@@ -243,13 +249,19 @@ for (let m = 0; m < randMountains; ++m)
createArea(placer, [terrainPainter, elevationPainter, paintClass(clHill)], [avoidClasses(clBaseResource, 2, clPlayer, 40), stayClasses(clHill, 6)]);
}
randMountains = 8 + randInt(10);
for (let m = 0; m < randMountains; ++m)
for (let m = 0; m < randIntInclusive(8, 17); ++m)
{
let randX = randInt(mapSize);
let randY = randInt(mapSize);
let placer = new ChainPlacer(floor(scaleByMapSize(5, 5)), floor(scaleByMapSize(8, 8)), floor(scaleByMapSize(15, 20)), 1, randX, randY, 0, [floor(mapSize * 0.01)]);
let elevRand = 15 + randInt(15);
let placer = new ChainPlacer(
Math.floor(scaleByMapSize(5, 5)),
Math.floor(scaleByMapSize(8, 8)),
Math.floor(scaleByMapSize(15, 20)),
1,
randIntExclusive(0, mapSize),
randIntExclusive(0, mapSize),
0,
[Math.floor(mapSize * 0.01)]);
let elevRand = randIntInclusive(15, 29);
let terrainPainter = new LayeredPainter(
[tCliff, tForestFloor2], // terrains
[floor(elevRand / 3), 40] // widths
@@ -341,7 +341,7 @@ createFood
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
randIntInclusive(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 2, clForest, 0, clPlayer, 6, clHill, 1, clFood, 10)
);
@@ -10,9 +10,9 @@ initTileClasses();
RMS.SetProgress(10);
// Pick a random elevation with a bias towards lower elevations
var randElevation = randInt(30);
var randElevation = randIntInclusive(0, 29);
if (randElevation < 25)
randElevation = 1 + randInt(4);
randElevation = randIntInclusive(1, 4);
resetTerrain(g_Terrains.mainTerrain, g_TileClasses.land, randElevation);
RMS.SetProgress(20);
@@ -380,7 +380,7 @@ createFood
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
randIntInclusive(1, 4) * numPlayers + 2
],
[avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clRiver, 1), stayClasses(clLand, 3)]
);
@@ -1,7 +1,7 @@
RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
var random_terrain = randInt(1,3);
var random_terrain = randIntInclusive(1, 3);
if (random_terrain == 1)
{
setFogThickness(0.26);
@@ -453,7 +453,7 @@ createFood
[new SimpleObject(oBerryBush, 5,7, 0,4)]
],
[
randInt(1, 4) * numPlayers + 2
randIntInclusive(1, 4) * numPlayers + 2
],
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10)
);
@@ -139,7 +139,7 @@ function distributeEntitiesByHeight(heightRange, avoidPoints, minDistance = 30,
for (let tries = 0; tries < maxTries; ++tries)
{
let checkPointIndex = randInt(validPoints.length);
let checkPointIndex = randIntExclusive(0, validPoints.length);
let checkPoint = validPoints[checkPointIndex];
if (placements.every(p => getDistance(p.x, p.y, checkPoint.x, checkPoint.y) > minDistance))
{
@@ -453,7 +453,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 6, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
// create boar
@@ -492,7 +492,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
[avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 5)],
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
// create fish
@@ -198,7 +198,14 @@ for (var ix = 0; ix < mapSize; ix++)
log("Creating shores...");
for (var i = 0; i < scaleByMapSize(20,120); i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 30)), 1, floor(randFloat(0.28,0.34)*mapSize), floor(randFloat(0.1,0.9)*mapSize));
placer = new ChainPlacer(
1,
Math.floor(scaleByMapSize(4, 6)),
Math.floor(scaleByMapSize(16, 30)),
1,
randIntExclusive(0.28 * mapSize, 0.34 * mapSize),
randIntExclusive(0.1 * mapSize, 0.9 * mapSize));
var terrainPainter = new LayeredPainter(
[tGrass, tGrass], // terrains
[2] // widths
@@ -426,7 +433,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 6, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
// create sheep
+20 -14
View File
@@ -501,20 +501,26 @@ RMS.SetProgress(85);
log("Creating fish...");
var num = scaleByMapSize(4, 16);
var offsetX = mapSize * WATER_WIDTH/2;
for (var i = 0; i < num; ++i)
{
var cX = round(offsetX + offsetX/2 * randFloat(-1, 1));
var cY = round((i + 0.5) * mapSize/num);
group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,1)], true, clFood, cX, cY);
createObjectGroup(group, 0);
}
for (var i = 0; i < num; ++i)
{
var cX = round(mapSize - offsetX + offsetX/2 * randFloat(-1, 1));
var cY = round((i + 0.5) * mapSize/num);
group = new SimpleGroup([new SimpleObject(oFish, 1,1, 0,1)], true, clFood, cX, cY);
createObjectGroup(group, 0);
}
for (let i = 0; i < num; ++i)
createObjectGroup(
new SimpleGroup(
[new SimpleObject(oFish, 1, 1, 0, 1)],
true,
clFood,
randIntInclusive(offsetX / 2, offsetX * 3/2),
Math.round((i + 0.5) * mapSize / num)),
0);
for (let i = 0; i < num; ++i)
createObjectGroup(
new SimpleGroup(
[new SimpleObject(oFish, 1, 1, 0, 1)],
true,
clFood,
randIntInclusive(mapSize - offsetX * 3/2, mapSize - offsetX / 2),
Math.round((i + 0.5) * mapSize / num)),
0);
RMS.SetProgress(90);
log("Creating deer...");
@@ -210,7 +210,7 @@ createArea(placer, [painter, elevationPainter], avoidClasses(clPlayer, 8));
// create the shallows of the main river
log("Creating the shallows of the main river");
for (var i = 0; i <= randInt(3, scaleByMapSize(4,6)); i++)
for (let i = 0; i <= randIntInclusive(3, scaleByMapSize(4, 6)); ++i)
{
var cLocation = randFloat(0.15,0.85);
passageMaker(floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.35)), floor(fractionToTiles(cLocation)), floor(fractionToTiles(0.65)), scaleByMapSize(4,8), -2, -2, 2, clShallow, undefined, -4);
@@ -427,7 +427,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 15, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
// create straggler trees
@@ -420,7 +420,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
[avoidClasses(clForest, 0, clPlayer, 8, clHill, 1, clFood, 20), stayClasses(clLand, 7)],
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(78);
@@ -180,7 +180,14 @@ for (var ix = 0; ix < mapSize; ix++)
log("Creating shores...");
for (var i = 0; i < scaleByMapSize(20,120); i++)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(4, 6)), floor(scaleByMapSize(16, 30)), 1, floor(randFloat(0.1,0.9)*mapSize), floor(randFloat(0.67,0.74)*mapSize));
placer = new ChainPlacer(
1,
Math.floor(scaleByMapSize(4, 6)),
Math.floor(scaleByMapSize(16, 30)),
1,
randIntExclusive(0.1 * mapSize, 0.9 * mapSize),
randIntExclusive(0.67 * mapSize, 0.74 * mapSize));
var terrainPainter = new LayeredPainter(
[tSnowA, tSnowA], // terrains
[2] // widths
@@ -243,8 +243,8 @@ for (var i = 0; i < numHills; ++i)
floor(scaleByMapSize(6, 12)),
floor(scaleByMapSize(4, 10)),
avoidClasses(clPlayer, 7, clCP, 5, clHill, floor(scaleByMapSize(18, 25))),
randInt(mapSize),
randInt(mapSize),
randIntExclusive(0, mapSize),
randIntExclusive(0, mapSize),
tCliff,
clHill,
14
@@ -395,7 +395,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clForest, 0, clPlayer, 20, clHill, 1, clFood, 10, clCP, 2),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
// create camels
@@ -443,7 +443,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 15, clHill, 1, clFood, 7),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(90);
@@ -745,7 +745,7 @@ createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 20,
log("Creating berry bush...");
group = new SimpleGroup( [new SimpleObject(oBerryBush, 5,7, 0,4)],true, clFood );
createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clPyrenneans, 1, clFood, 10), randInt(1, 4) * numPlayers + 2, 50 );
createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clPyrenneans, 1, clFood, 10), randIntInclusive(1, 4) * numPlayers + 2, 50);
log("Creating fish...");
group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], true, clFood );
@@ -381,7 +381,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(80);
@@ -134,8 +134,8 @@ function randomizePlacerCoordinates(placer, halfMapSize)
else
{
// Rectangular coordinates
placer.x = randInt(g_Map.size);
placer.z = randInt(g_Map.size);
placer.x = randIntExclusive(0, g_Map.size);
placer.z = randIntExclusive(0, g_Map.size);
}
}
@@ -637,9 +637,7 @@ function createMountain(maxHeight, minRadius, maxRadius, numCircles, constraint,
var [cx, cz] = pickRandom(edges);
if (queueEmpty)
{
var radius = randInt(minRadius, maxRadius);
}
var radius = randIntInclusive(minRadius, maxRadius);
else
{
var radius = q.pop();
@@ -787,7 +785,7 @@ function createMountain(maxHeight, minRadius, maxRadius, numCircles, constraint,
dz = iz - cz;
distance2 = dx * dx + dz * dz;
var newHeight = round((Math.sin(PI*(2*((radius - sqrt(distance2))/radius)/3 - 1/6)) + 0.5) * 2 / 3 *clumpHeight) + randInt(0,2);
var newHeight = Math.round((Math.sin(PI * (2 * ((radius - Math.sqrt(distance2)) / radius) / 3 - 1/6)) + 0.5) * 2/3 * clumpHeight) + randIntInclusive(0, 2);
if (dx * dx + dz * dz <= radius2)
{
@@ -158,7 +158,7 @@ ChainPlacer.prototype.place = function(constraint)
{
var [cx, cz] = pickRandom(edges);
if (queueEmpty)
var radius = randInt(this.minRadius, this.maxRadius);
var radius = randIntInclusive(this.minRadius, this.maxRadius);
else
{
var radius = this.q.pop();
@@ -344,11 +344,9 @@ function SimpleObject(type, minCount, maxCount, minDistance, maxDistance, minAng
SimpleObject.prototype.place = function(cx, cz, player, avoidSelf, constraint, maxFailCount = 20)
{
var failCount = 0;
var count = randInt(this.minCount, this.maxCount);
var resultObjs = [];
for (var i=0; i < count; i++)
{
for (var i = 0; i < randIntInclusive(this.minCount, this.maxCount); ++i)
while(true)
{
var distance = randFloat(this.minDistance, this.maxDistance);
@@ -395,7 +393,6 @@ SimpleObject.prototype.place = function(cx, cz, player, avoidSelf, constraint, m
return undefined;
}
}
}
return resultObjs;
};
@@ -435,11 +432,9 @@ function RandomObject(types, minCount, maxCount, minDistance, maxDistance, minAn
RandomObject.prototype.place = function(cx, cz, player, avoidSelf, constraint, maxFailCount = 20)
{
var failCount = 0;
var count = randInt(this.minCount, this.maxCount);
var resultObjs = [];
for (var i=0; i < count; i++)
{
for (var i = 0; i < randIntInclusive(this.minCount, this.maxCount); ++i)
while(true)
{
var distance = randFloat(this.minDistance, this.maxDistance);
@@ -486,7 +481,6 @@ RandomObject.prototype.place = function(cx, cz, player, avoidSelf, constraint, m
return undefined;
}
}
}
return resultObjs;
};
@@ -62,7 +62,7 @@ function randomizeBiome(avoid = [])
{
let biomeIndex;
do
biomeIndex = randInt(1, 8);
biomeIndex = randIntInclusive(1, 8);
while (avoid.indexOf(biomeIndex) != -1);
setBiome(biomeIndex);
@@ -142,13 +142,13 @@ function setBiome(biomeIndex)
"metalLarge": "gaia/geology_metal_temperate_slabs"
};
var random_trees = randInt(3);
if (random_trees == 0)
var random_trees = randIntInclusive(1, 3);
if (random_trees == 1)
{
g_Gaia.tree1 = "gaia/flora_tree_oak";
g_Gaia.tree2 = "gaia/flora_tree_oak_large";
}
else if (random_trees == 1)
else if (random_trees == 2)
{
g_Gaia.tree1 = "gaia/flora_tree_poplar";
g_Gaia.tree2 = "gaia/flora_tree_poplar";
@@ -159,13 +159,13 @@ function setBiome(biomeIndex)
g_Gaia.tree2 = "gaia/flora_tree_euro_beech";
}
g_Gaia.tree3 = "gaia/flora_tree_apple";
random_trees = randInt(3);
if (random_trees == 0)
random_trees = randIntInclusive(1, 3);
if (random_trees == 1)
{
g_Gaia.tree4 = "gaia/flora_tree_pine";
g_Gaia.tree5 = "gaia/flora_tree_aleppo_pine";
}
else if (random_trees == 1)
else if (random_trees == 2)
{
g_Gaia.tree4 = "gaia/flora_tree_pine";
g_Gaia.tree5 = "gaia/flora_tree_pine";
@@ -439,13 +439,13 @@ function setBiome(biomeIndex)
"metalLarge": "gaia/geology_metal_mediterranean_slabs"
};
var random_trees = randInt(3);
if (random_trees == 0)
var random_trees = randIntInclusive(1, 3);
if (random_trees == 1)
{
g_Gaia.tree1 = "gaia/flora_tree_cretan_date_palm_short";
g_Gaia.tree2 = "gaia/flora_tree_cretan_date_palm_tall";
}
else if (random_trees == 1)
else if (random_trees == 2)
{
g_Gaia.tree1 = "gaia/flora_tree_carob";
g_Gaia.tree2 = "gaia/flora_tree_carob";
@@ -69,8 +69,8 @@ function createMountains(terrain, constraint, tileclass, count, maxHeight, minRa
maxRadius,
numCircles,
constraint,
randInt(mapSize),
randInt(mapSize),
randIntExclusive(0, mapSize),
randIntExclusive(0, mapSize),
terrain,
tileclass,
14
@@ -861,7 +861,7 @@ function placeIrregularPolygonalWall(centerX, centerY, radius, cornerWallElement
style = style || "palisades";
playerId = playerId || 0;
orientation = orientation || 0;
numCorners = numCorners || randInt(5, 7);
numCorners = numCorners || randIntInclusive(5, 7);
irregularity = irregularity || 0.5;
skipFirstWall = skipFirstWall || false;
@@ -63,7 +63,7 @@ function addBluffs(constraint, size, deviation, fill)
var bb = createBoundingBox(points, corners);
// Get a random starting position for the baseline and the endline
var angle = randInt(4);
var angle = randIntInclusive(0, 3);
var opAngle = angle - 2;
if (angle < 2)
opAngle = angle + 2;
@@ -390,7 +390,7 @@ function addElevation(constraint, el)
for (var i = 0; i < count; ++i)
{
var elevation = el.minElevation + randInt(el.maxElevation - el.minElevation);
var elevation = randIntExclusive(el.minElevation, el.maxElevation);
var smooth = Math.floor(elevation / el.steepness);
var offset = getRandomDeviation(size, el.deviation);
@@ -592,7 +592,7 @@ function addPlateaus(constraint, size, deviation, fill)
{
var placer = new ChainPlacer(3, 15, 1, 0.5);
var terrainPainter = new LayeredPainter([plateauTile, plateauTile], [3]);
var hillElevation = 4 + randInt(15);
var hillElevation = randIntInclusive(4, 18);
var elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, hillElevation, hillElevation - 2);
createAreas(
@@ -1263,7 +1263,7 @@ function nextToFeature(bb, x, z)
function getRandomDeviation(base, deviation)
{
deviation = Math.min(base, deviation);
deviation = base + randInt(20 * deviation) / 10 - deviation;
deviation = base + randIntExclusive(0, 20 * deviation) / 10 - deviation;
return deviation.toFixed(2);
}
@@ -213,8 +213,8 @@ log("Creating stone mines...");
// create stone mines
for (var i = 0; i < scaleByMapSize(12,30); ++i)
{
var mX = randInt(mapSize);
var mZ = randInt(mapSize);
var mX = randIntExclusive(0, mapSize);
var mZ = randIntExclusive(0, mapSize);
if (playerConstraint.allows(mX, mZ) && minesConstraint.allows(mX, mZ) && waterConstraint.allows(mX, mZ))
{
createStoneMineFormation(mX, mZ, tDirt4);
@@ -309,7 +309,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clPlayer, 20, clFood, 12, clRock, 7, clMetal, 6),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(85);
@@ -476,7 +476,7 @@ group = new SimpleGroup(
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 20, clHill, 1, clFood, 10),
randInt(1, 4) * numPlayers + 2, 50
randIntInclusive(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(85);