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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:
@@ -2,7 +2,7 @@ RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -224,7 +224,7 @@ createForests(
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[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0), stayClasses(clLand, 4)],
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clForest,
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1.0,
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random_terrain
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currentBiome()
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);
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RMS.SetProgress(50);
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@@ -264,7 +264,7 @@ createMines(
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RMS.SetProgress(65);
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log("Creating decoration...");
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var planetm = random_terrain == g_BiomeTropic ? 8 : 1;
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var planetm = currentBiome() == g_BiomeTropic ? 8 : 1;
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createDecoration
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(
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[[new SimpleObject(aRockMedium, 1,3, 0,1)],
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@@ -7,6 +7,7 @@
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"BaseHeight" : -5,
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"Keywords": ["naval"],
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"Preview" : "archipelago.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -1,7 +1,6 @@
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RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -383,7 +382,7 @@ createForests(
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[avoidClasses(clPlayer, 1, clForest, 15, clHill, 1, clHill2, 0), stayClasses(clLand, 4)],
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clForest,
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1.0,
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random_terrain
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currentBiome()
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);
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RMS.SetProgress(50);
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@@ -430,7 +429,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -6,6 +6,7 @@
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"BaseTerrain" : ["medit_sea_depths"],
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"BaseHeight" : 30,
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"Preview" : "canyon.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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}
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@@ -1,7 +1,6 @@
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RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -237,7 +236,7 @@ createForests(
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[avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clBaseResource,2), stayClasses(clLand, 4)],
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clForest,
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1.0,
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random_terrain
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currentBiome()
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);
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RMS.SetProgress(50);
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@@ -286,7 +285,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -6,6 +6,7 @@
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"BaseTerrain" : ["medit_sea_depths"],
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"BaseHeight" : -5,
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"Preview" : "continent.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
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InitMap();
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randomizeBiome();
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setSelectedBiome();
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initMapSettings();
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initTileClasses();
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@@ -7,6 +7,7 @@
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"BaseHeight" : 2,
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"Keywords": [],
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"Preview" : "empire.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
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InitMap();
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randomizeBiome();
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setSelectedBiome();
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initMapSettings();
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initTileClasses();
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@@ -6,6 +6,7 @@
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"BaseTerrain" : ["medit_sea_depths"],
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"Preview" : "frontier.png",
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"BaseHeight" : 2,
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -2,8 +2,7 @@ RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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//random terrain textures
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -364,7 +363,7 @@ createForests(
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
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clForest,
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1.0,
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random_terrain
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currentBiome()
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);
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RMS.SetProgress(50);
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@@ -417,7 +416,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -6,6 +6,7 @@
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"BaseTerrain" : ["medit_sea_depths"],
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"BaseHeight" : 4,
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"CircularMap" : true,
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"SupportedBiomes": true,
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"Preview" : "gear.png"
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}
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}
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}
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@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
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InitMap();
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randomizeBiome();
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setSelectedBiome();
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initMapSettings();
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initTileClasses();
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@@ -7,6 +7,7 @@
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"BaseHeight" : 2,
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"Keywords": [],
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"Preview" : "harbor.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
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InitMap();
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randomizeBiome();
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setSelectedBiome();
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initMapSettings();
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initTileClasses();
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@@ -6,6 +6,7 @@
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"BaseTerrain" : ["medit_sea_depths"],
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"BaseHeight" : 1,
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"Preview" : "hells_pass.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -528,7 +528,7 @@ createObjectGroupsDeprecated(group, 0,
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placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius, [stayClasses(clLand, 5)]);
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log("Creating small grass tufts...");
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let planetm = currentBiome() == 7 ? 8 : 1;
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let planetm = currentBiome() == g_BiomeTropic ? 8 : 1;
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group = new SimpleGroup(
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[new SimpleObject(aGrassShort, 1, 2, 0, 1, -PI / 8, PI / 8)]
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);
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@@ -1,8 +1,8 @@
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RMS.LoadLibrary("rmgen");
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TILE_CENTERED_HEIGHT_MAP = true;
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//random terrain textures
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -320,13 +320,13 @@ createAreas(
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// calculate desired number of trees for map (based on size)
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if (random_terrain == g_BiomeSavanna)
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if (currentBiome() == 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 == g_BiomeTropic)
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else if (currentBiome() == 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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@@ -349,7 +349,7 @@ var types = [
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[[tForestFloor1, tMainTerrain, pForest2], [tForestFloor1, pForest2]]
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]; // some variation
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if (random_terrain != g_BiomeSavanna)
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if (currentBiome() != 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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@@ -374,7 +374,7 @@ 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 == g_BiomeSavanna)
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if (currentBiome() == 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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@@ -526,7 +526,7 @@ 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 == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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planetm = 8;
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//create small grass tufts
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@@ -7,6 +7,7 @@
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"BaseHeight" : -5,
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"Keywords": ["naval"],
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"Preview" : "islands.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -1,7 +1,6 @@
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RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -250,7 +249,7 @@ createForests(
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
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clForest,
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1.0,
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random_terrain
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currentBiome()
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);
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RMS.SetProgress(50);
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@@ -299,7 +298,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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if (random_terrain == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -6,6 +6,7 @@
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"BaseTerrain" : ["medit_sea_depths"],
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"BaseHeight" : 3,
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"Preview" : "lake.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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}
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@@ -3,7 +3,7 @@ RMS.LoadLibrary("rmgen2");
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InitMap();
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randomizeBiome();
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setSelectedBiome();
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initMapSettings();
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initTileClasses(["step"]);
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@@ -7,6 +7,7 @@
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"BaseHeight" : 50,
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"Preview" : "lions_den.png",
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"Keywords": [],
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -1,7 +1,7 @@
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RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -198,7 +198,7 @@ createForests(
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avoidClasses(clPlayer, 20, clForest, 18, clHill, 0),
|
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clForest,
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1.0,
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random_terrain
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currentBiome()
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);
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RMS.SetProgress(50);
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@@ -245,7 +245,7 @@ RMS.SetProgress(65);
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// create decoration
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var planetm = 1;
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|
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if (random_terrain == g_BiomeTropic)
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if (currentBiome() == g_BiomeTropic)
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planetm = 8;
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createDecoration
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@@ -6,6 +6,7 @@
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"BaseTerrain" : ["medit_sea_depths"],
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"BaseHeight" : 3,
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"Preview" : "mainland.png",
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"SupportedBiomes": true,
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"CircularMap" : true
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}
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}
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@@ -1,7 +1,6 @@
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RMS.LoadLibrary("rmgen");
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//random terrain textures
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var random_terrain = randomizeBiome();
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setSelectedBiome();
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const tMainTerrain = rBiomeT1();
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const tForestFloor1 = rBiomeT2();
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@@ -258,13 +257,13 @@ createAreas(
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RMS.SetProgress(34);
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// calculate desired number of trees for map (based on size)
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if (random_terrain == g_BiomeSavanna)
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if (currentBiome() == 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 == g_BiomeTropic)
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else if (currentBiome() == 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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@@ -288,7 +287,7 @@ var types = [
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]; // some variation
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var size = numForest / (scaleByMapSize(2,8) * numPlayers) *
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(random_terrain == g_BiomeSavanna ? 2 : 1);
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(currentBiome() == g_BiomeSavanna ? 2 : 1);
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var num = floor(size / types.length);
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for (var i = 0; i < types.length; ++i)
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@@ -449,7 +448,7 @@ for (var i = 0; i < types.length; ++i)
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}
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RMS.SetProgress(86);
|
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var planetm = random_terrain == g_BiomeTropic ? 8 : 1;
|
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var planetm = currentBiome() == g_BiomeTropic ? 8 : 1;
|
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|
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log("Creating small grass tufts...");
|
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group = new SimpleGroup(
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|
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@@ -7,6 +7,7 @@
|
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"BaseHeight" : -5,
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"Keywords": ["naval"],
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"Preview" : "migration.png",
|
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"SupportedBiomes": true,
|
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"CircularMap" : true
|
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}
|
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}
|
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|
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@@ -1,7 +1,6 @@
|
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RMS.LoadLibrary("rmgen");
|
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|
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//random terrain textures
|
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var random_terrain = randomizeBiome();
|
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setSelectedBiome();
|
||||
|
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const tMainTerrain = rBiomeT1();
|
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const tForestFloor1 = rBiomeT2();
|
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@@ -18,7 +17,7 @@ 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 == g_BiomeTropic)
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if (currentBiome() == 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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@@ -380,7 +379,7 @@ createForests(
|
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avoidClasses(clPlayer, 20, clForest, 17, clHill, 0, clWater, 2),
|
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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)
|
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planetm = 8;
|
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|
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createDecoration
|
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@@ -6,6 +6,7 @@
|
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"BaseTerrain" : ["temp_grass", "temp_grass_c"],
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"BaseHeight" : 1,
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"Preview" : "rivers.png",
|
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"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
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user