Allow selecting the biome on all maps that support the random biome system, refs D852.

Fix numeric biome indices in unknown_land, unknown_nomad and
island_stronghold.

Differential Revision: https://code.wildfiregames.com/D873
Patch By: Grugnas
This was SVN commit r20117.
This commit is contained in:
elexis
2017-09-05 16:16:25 +00:00
parent deba66c376
commit 2c5a6052ea
43 changed files with 96 additions and 82 deletions
@@ -2,7 +2,7 @@ RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -224,7 +224,7 @@ createForests(
[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0), stayClasses(clLand, 4)],
clForest,
1.0,
random_terrain
currentBiome()
);
RMS.SetProgress(50);
@@ -264,7 +264,7 @@ createMines(
RMS.SetProgress(65);
log("Creating decoration...");
var planetm = random_terrain == g_BiomeTropic ? 8 : 1;
var planetm = currentBiome() == g_BiomeTropic ? 8 : 1;
createDecoration
(
[[new SimpleObject(aRockMedium, 1,3, 0,1)],
@@ -7,6 +7,7 @@
"BaseHeight" : -5,
"Keywords": ["naval"],
"Preview" : "archipelago.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,7 +1,6 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -383,7 +382,7 @@ createForests(
[avoidClasses(clPlayer, 1, clForest, 15, clHill, 1, clHill2, 0), stayClasses(clLand, 4)],
clForest,
1.0,
random_terrain
currentBiome()
);
RMS.SetProgress(50);
@@ -430,7 +429,7 @@ RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
createDecoration
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 30,
"Preview" : "canyon.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
}
@@ -1,7 +1,6 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -237,7 +236,7 @@ createForests(
[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
clForest,
1.0,
random_terrain
currentBiome()
);
RMS.SetProgress(50);
@@ -286,7 +285,7 @@ RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
createDecoration
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : -5,
"Preview" : "continent.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
InitMap();
randomizeBiome();
setSelectedBiome();
initMapSettings();
initTileClasses();
@@ -7,6 +7,7 @@
"BaseHeight" : 2,
"Keywords": [],
"Preview" : "empire.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
InitMap();
randomizeBiome();
setSelectedBiome();
initMapSettings();
initTileClasses();
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"Preview" : "frontier.png",
"BaseHeight" : 2,
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -2,8 +2,7 @@ RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -364,7 +363,7 @@ createForests(
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
clForest,
1.0,
random_terrain
currentBiome()
);
RMS.SetProgress(50);
@@ -417,7 +416,7 @@ RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
createDecoration
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 4,
"CircularMap" : true,
"SupportedBiomes": true,
"Preview" : "gear.png"
}
}
}
@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
InitMap();
randomizeBiome();
setSelectedBiome();
initMapSettings();
initTileClasses();
@@ -7,6 +7,7 @@
"BaseHeight" : 2,
"Keywords": [],
"Preview" : "harbor.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
InitMap();
randomizeBiome();
setSelectedBiome();
initMapSettings();
initTileClasses();
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 1,
"Preview" : "hells_pass.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -528,7 +528,7 @@ createObjectGroupsDeprecated(group, 0,
placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius, [stayClasses(clLand, 5)]);
log("Creating small grass tufts...");
let planetm = currentBiome() == 7 ? 8 : 1;
let planetm = currentBiome() == g_BiomeTropic ? 8 : 1;
group = new SimpleGroup(
[new SimpleObject(aGrassShort, 1, 2, 0, 1, -PI / 8, PI / 8)]
);
@@ -1,8 +1,8 @@
RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -320,13 +320,13 @@ createAreas(
// calculate desired number of trees for map (based on size)
if (random_terrain == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0;
}
else if (random_terrain == g_BiomeTropic)
else if (currentBiome() == g_BiomeTropic)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
@@ -349,7 +349,7 @@ var types = [
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
if (random_terrain != g_BiomeSavanna)
if (currentBiome() != g_BiomeSavanna)
{
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
@@ -374,7 +374,7 @@ RMS.SetProgress(50);
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
var numb = 1;
if (random_terrain == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
numb = 3;
for (var i = 0; i < sizes.length; i++)
{
@@ -526,7 +526,7 @@ for (var i = 0; i < types.length; ++i)
}
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
//create small grass tufts
@@ -7,6 +7,7 @@
"BaseHeight" : -5,
"Keywords": ["naval"],
"Preview" : "islands.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,7 +1,6 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -250,7 +249,7 @@ createForests(
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
clForest,
1.0,
random_terrain
currentBiome()
);
RMS.SetProgress(50);
@@ -299,7 +298,7 @@ RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
createDecoration
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 3,
"Preview" : "lake.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
}
@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
InitMap();
randomizeBiome();
setSelectedBiome();
initMapSettings();
initTileClasses(["step"]);
@@ -7,6 +7,7 @@
"BaseHeight" : 50,
"Preview" : "lions_den.png",
"Keywords": [],
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,7 +1,7 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -198,7 +198,7 @@ createForests(
avoidClasses(clPlayer, 20, clForest, 18, clHill, 0),
clForest,
1.0,
random_terrain
currentBiome()
);
RMS.SetProgress(50);
@@ -245,7 +245,7 @@ RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
createDecoration
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 3,
"Preview" : "mainland.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,7 +1,6 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -258,13 +257,13 @@ createAreas(
RMS.SetProgress(34);
// calculate desired number of trees for map (based on size)
if (random_terrain == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (random_terrain == g_BiomeTropic)
else if (currentBiome() == g_BiomeTropic)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
@@ -288,7 +287,7 @@ var types = [
]; // some variation
var size = numForest / (scaleByMapSize(2,8) * numPlayers) *
(random_terrain == g_BiomeSavanna ? 2 : 1);
(currentBiome() == g_BiomeSavanna ? 2 : 1);
var num = floor(size / types.length);
for (var i = 0; i < types.length; ++i)
@@ -449,7 +448,7 @@ for (var i = 0; i < types.length; ++i)
}
RMS.SetProgress(86);
var planetm = random_terrain == g_BiomeTropic ? 8 : 1;
var planetm = currentBiome() == g_BiomeTropic ? 8 : 1;
log("Creating small grass tufts...");
group = new SimpleGroup(
@@ -7,6 +7,7 @@
"BaseHeight" : -5,
"Keywords": ["naval"],
"Preview" : "migration.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,7 +1,6 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -18,7 +17,7 @@ const tTier4Terrain = rBiomeT12();
const tShoreBlend = rBiomeT13();
var tShore = rBiomeT14();
var tWater = rBiomeT15();
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
{
tShore = "tropic_dirt_b_plants";
tWater = "tropic_dirt_b";
@@ -380,7 +379,7 @@ createForests(
avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
clForest,
1.0,
random_terrain
currentBiome()
);
RMS.SetProgress(50);
@@ -429,7 +428,7 @@ RMS.SetProgress(65);
// create decoration
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
createDecoration
@@ -6,6 +6,7 @@
"BaseTerrain" : ["temp_grass", "temp_grass_c"],
"BaseHeight" : 1,
"Preview" : "rivers.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
}
@@ -1,7 +1,6 @@
RMS.LoadLibrary("rmgen");
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -1656,13 +1655,13 @@ for (var ix = 0; ix < mapSize; ix++)
}
// calculate desired number of trees for map (based on size)
if (random_terrain == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
{
var MIN_TREES = 200;
var MAX_TREES = 1250;
var P_FOREST = 0.02;
}
else if (random_terrain == g_BiomeTropic)
else if (currentBiome() == g_BiomeTropic)
{
var MIN_TREES = 1000;
var MAX_TREES = 6000;
@@ -1685,7 +1684,7 @@ var types = [
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
if (random_terrain == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
else
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
@@ -1848,7 +1847,7 @@ for (var i = 0; i < types.length; ++i)
}
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
//create small grass tufts
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : -5,
"Preview" : "snowflake_searocks.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
InitMap();
randomizeBiome();
setSelectedBiome();
initMapSettings();
initTileClasses();
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sea_depths"],
"BaseHeight" : 30,
"Preview" : "stronghold.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,6 +1,6 @@
RMS.LoadLibrary("rmgen");
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -185,7 +185,7 @@ createForests(
[avoidClasses(clPlayer, 20, clForest, 5, clHill, 0, clBaseResource,2, clWomen, 5), stayClasses(clLand, 4)],
clForest,
1,
random_terrain
currentBiome()
);
if (randBool())
@@ -230,7 +230,7 @@ createPatches(
);
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
createDecoration(
@@ -7,6 +7,7 @@
"BaseHeight" : 30,
"Keywords": ["trigger"],
"Preview" : "survivalofthefittest.png",
"SupportedBiomes": true,
"CircularMap" : true,
"TriggerScripts": [
"scripts/TriggerHelper.js",
@@ -1,8 +1,8 @@
RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -1765,13 +1765,13 @@ 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 == g_BiomeSavanna)
if (currentBiome() == 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 == g_BiomeTropic)
else if (currentBiome() == g_BiomeTropic)
{
var MIN_TREES = floor(1000*multiplier);
var MAX_TREES = floor(6000*multiplier);
@@ -1794,7 +1794,7 @@ var types = [
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
if (random_terrain == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
else
var size = numForest / (scaleByMapSize(2,8) * numPlayers);
@@ -1820,7 +1820,7 @@ RMS.SetProgress(50);
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
var numb = 1;
if (random_terrain == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
numb = 3;
for (var i = 0; i < sizes.length; i++)
{
@@ -1972,7 +1972,7 @@ for (var i = 0; i < types.length; ++i)
}
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
//create small grass tufts
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"Preview" : "unknown.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,8 +1,8 @@
RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var random_terrain = randomizeBiome();
setSelectedBiome();
const tMainTerrain = rBiomeT1();
const tForestFloor1 = rBiomeT2();
@@ -1534,13 +1534,13 @@ 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 == g_BiomeSavanna)
if (currentBiome() == g_BiomeSavanna)
{
var MIN_TREES = floor(200*multiplier);
var MAX_TREES = floor(1250*multiplier);
var P_FOREST = 0;
}
else if (random_terrain == g_BiomeTropic)
else if (currentBiome() == g_BiomeTropic)
{
var MIN_TREES = floor(1000*multiplier);
var MAX_TREES = floor(6000*multiplier);
@@ -1563,7 +1563,7 @@ var types = [
[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
]; // some variation
if (random_terrain != g_BiomeSavanna)
if (currentBiome() != g_BiomeSavanna)
{
var size = numForest / (scaleByMapSize(3,6) * numPlayers);
var num = floor(size / types.length);
@@ -1588,7 +1588,7 @@ 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 (currentBiome() == g_BiomeSavanna)
numb = 3;
for (var i = 0; i < sizes.length; i++)
{
@@ -1740,7 +1740,7 @@ for (var i = 0; i < types.length; ++i)
}
var planetm = 1;
if (random_terrain == g_BiomeTropic)
if (currentBiome() == g_BiomeTropic)
planetm = 8;
//create small grass tufts
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"Preview" : "unknown.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -1,8 +1,8 @@
RMS.LoadLibrary("rmgen");
TILE_CENTERED_HEIGHT_MAP = true;
//random terrain textures
var rt = randomizeBiome();
setSelectedBiome();
var tGrass = rBiomeT1();
var tGrassPForest = rBiomeT2();
@@ -1401,13 +1401,13 @@ 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 (rt == 6)
if (currentBiome() == g_BiomeSavanna)
{
var MIN_TREES = floor(200*multiplier);
var MAX_TREES = floor(1250*multiplier);
var P_FOREST = randFloat(0.02, 0.05);
}
else if (rt == 7)
else if (currentBiome() == g_BiomeTropic)
{
var MIN_TREES = floor(1000*multiplier);
var MAX_TREES = floor(6000*multiplier);
@@ -1430,7 +1430,7 @@ var types = [
[[tGrassPForest, tGrass, pForestP], [tGrassPForest, pForestP]]
]; // some variation
if (rt == 6)
if (currentBiome() == g_BiomeSavanna)
{
var size = numForest / (0.5 * scaleByMapSize(2,8) * numPlayers);
}
@@ -1459,7 +1459,7 @@ RMS.SetProgress(50);
log("Creating dirt patches...");
var sizes = [scaleByMapSize(3, 48), scaleByMapSize(5, 84), scaleByMapSize(8, 128)];
var numb = 1;
if (rt == 6)
if (currentBiome() == g_BiomeSavanna)
numb = 3;
for (var i = 0; i < sizes.length; i++)
{
@@ -6,6 +6,7 @@
"BaseTerrain" : ["medit_sand_wet"],
"BaseHeight" : -5,
"Preview" : "unknown.png",
"SupportedBiomes": true,
"CircularMap" : true
}
}
@@ -15,7 +15,7 @@ function getArray(stringOrArrayOfStrings)
return stringOrArrayOfStrings;
}
randomizeBiome()
setSelectedBiome();
// Terrain, entities and actors
let wildLakeBiome = [
@@ -7,6 +7,7 @@
"CircularMap" : true,
"BaseTerrain" : "whiteness",
"Keywords": [],
"BaseHeight" : 0
"BaseHeight" : 0,
"SupportedBiomes": true
}
}