Fix some map load progress numbers

Differential Revision: https://code.wildfiregames.com/D1340
Reviewed by: elexis
This was SVN commit r21388.
This commit is contained in:
temple
2018-02-26 21:36:37 +00:00
parent 354408439a
commit 2e8ba0ca2c
15 changed files with 22 additions and 24 deletions
@@ -33,7 +33,7 @@ function MountainRangeBuilder(args)
/**
* Array of Vector2D locations where a mountainrange can start or end.
*/
this.vertices = args.getPoints();
this.vertices = args.points;
/**
* Number of mountainranges starting or ending at the given point.
@@ -204,7 +204,7 @@ MountainRangeBuilder.prototype.CreateMountainRanges = function()
while (this.possibleEdges.length)
{
Engine.SetProgress(20 + 15 * this.possibleEdges.length / max)
Engine.SetProgress(35 - 15 * this.possibleEdges.length / max);
this.index = randIntExclusive(0, this.possibleEdges.length);
this.UpdateCurrentEdge();
@@ -127,7 +127,7 @@ createLayeredPatches(
scaleByMapSize(30, 90),
clDirt);
Engine.SetProgress(55);
Engine.SetProgress(60);
g_Map.log("Creating stone mines");
var group = new SimpleGroup([new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)], true, clRock);
@@ -117,7 +117,7 @@ var areaIsland = createArea(
new RectPlacer(new Vector2D(fractionToTiles(0.4), mapBounds.top), new Vector2D(fractionToTiles(0.6), mapCenter.y), Infinity),
new TileClassPainter(g_TileClasses.island),
avoidClasses(g_TileClasses.water, 0));
Engine.SetProgress(35);
Engine.SetProgress(37);
g_Map.log("Painting shoreline");
createArea(
@@ -102,7 +102,7 @@ placePlayerBases({
"count": 2
}
});
Engine.SetProgress(10);
Engine.SetProgress(30);
g_Map.log("Painting paths");
var pathBlending = numPlayers <= 4;
@@ -120,7 +120,7 @@ createAreas(
],
avoidClasses(clIsland, 6),
scaleByMapSize(25, 80));
Engine.SetProgress(30);
Engine.SetProgress(20);
// Notice that the Constraints become much shorter when avoiding water rather than staying on islands
g_Map.log("Marking water");
@@ -128,7 +128,7 @@ createArea(
new MapBoundsPlacer(),
new TileClassPainter(clWater),
new HeightConstraint(-Infinity, heightShoreLower));
Engine.SetProgress(20);
Engine.SetProgress(30);
g_Map.log("Creating undersea bumps");
createAreas(
@@ -176,8 +176,6 @@ createAreas(
scaleByMapSize(4, 13));
Engine.SetProgress(50);
Engine.SetProgress(50);
g_Map.log("Painting corals");
paintTerrainBasedOnHeight(-Infinity, heightCoralsLower, Elevation_IncludeMin_ExcludeMax, tWater);
paintTerrainBasedOnHeight(heightCoralsLower, heightCoralsUpper, Elevation_IncludeMin_ExcludeMax, tCoralsLower);
@@ -287,7 +285,7 @@ createFood(
avoidClasses(clWater, 1, clPlayer, 15, clVolcano, 4, clBaseResource, 4, clHill, 2, clMetal, 4, clRock, 4),
clFood);
Engine.SetProgress(70);
Engine.SetProgress(87);
createFood(
[
@@ -502,7 +502,7 @@ createDecoration(
aBushesIslands.map(bush => [new SimpleObject(bush, 0, 4, 2, 4)]),
aBushesIslands.map(bush => scaleByMapSize(20, 150) * randIntInclusive(1, 3)),
[stayClasses(clIsland, 0), avoidCollisions]);
Engine.SetProgress(99);
Engine.SetProgress(97);
createDecoration(
[[new SimpleObject(aRock, 0, 4, 2, 4)]],
@@ -450,7 +450,7 @@ createObjectGroupsDeprecated(
0,
avoidClasses(clRain, 5),
scaleByMapSize(80, 250));
Engine.SetProgress(95);
Engine.SetProgress(98);
placePlayersNomad(clPlayer, avoidClasses(clWater, 4, clHill, 4, clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
@@ -272,7 +272,7 @@ createObjectGroupsDeprecated(group, 0,
8 * scaleByMapSize(13, 200), 50
);
Engine.SetProgress(95);
Engine.SetProgress(96);
createStragglerTrees(
[oTree, oPalm],
@@ -290,7 +290,7 @@ createObjectGroupsDeprecated(group, 0,
3 * numPlayers, 50
);
Engine.SetProgress(75);
Engine.SetProgress(97);
g_Map.log("Creating berry bush");
group = new SimpleGroup(
@@ -369,7 +369,7 @@ Engine.SetProgress(90);
g_Map.log("Creating hawk");
for (let i = 0; i < scaleByMapSize(0, 2); ++i)
g_Map.placeEntityAnywhere(oHawk, 0, mapCenter, randomAngle());
Engine.SetProgress(90);
Engine.SetProgress(91);
createDecoration(
aBushes.map(bush => [new SimpleObject(bush, 0, 3, 2, 4)]),
@@ -130,7 +130,7 @@ createArea(
new TileClassPainter(g_TileClasses.mountain),
],
new SlopeConstraint(2, Infinity));
Engine.SetProgress(45);
Engine.SetProgress(55);
if (!isNomad())
{
@@ -229,7 +229,7 @@ createObjectGroupsDeprecated(group, 0,
avoidClasses(clWater, 3, clForest, 1, clPlayer, 20, clMetal, 10, clRock, 5, clHill, 1),
scaleByMapSize(8,32), 100
);
Engine.SetProgress(95);
Engine.SetProgress(80);
createStragglerTrees(
[oPine],
@@ -247,7 +247,7 @@ createObjectGroupsDeprecated(group, 0,
3 * numPlayers, 50
);
Engine.SetProgress(75);
Engine.SetProgress(90);
g_Map.log("Creating sheep");
group = new SimpleGroup(
@@ -158,7 +158,7 @@ var areaVesuv = createArea(
new TileClassPainter(g_TileClasses.lava)
],
new HeightConstraint(heightLavaVesuv, Infinity));
Engine.SetProgress(20);
Engine.SetProgress(46);
g_Map.log("Adding smoke...");
createObjectGroupsByAreas(
@@ -188,7 +188,7 @@ for (let i = 0; i < scaleByMapSize(2, 4); ++i)
g_Map.placeEntityPassable(randBool(0.4) ? g_Gaia.dock : g_Gaia.dockRubble, 0, dockPosition, -positionLand.angleTo(dockPosition) + Math.PI / 2);
g_TileClasses.dock.add(dockPosition);
}
Engine.SetProgress(10);
Engine.SetProgress(47);
if (!isNomad())
{
@@ -208,7 +208,7 @@ if (!isNomad())
new ClumpPlacer(diskArea(defaultPlayerBaseRadius() * 0.8), 0.95, 0.6, Infinity, position),
new SmoothElevationPainter(ELEVATION_SET, g_Map.getHeight(position), 6));
}
Engine.SetProgress(50);
Engine.SetProgress(48);
addElements([
{
@@ -340,7 +340,7 @@ addElements([
"amounts": ["few"]
}
]);
Engine.SetProgress(85);
Engine.SetProgress(95);
placePlayersNomad(
g_Map.createTileClass(),
@@ -848,7 +848,7 @@ function createUnknownObjects()
[avoidClasses(clPlayer, 15, clHill, randIntInclusive(6, 18)), stayClasses(clLand, 0)],
randIntInclusive(0, scaleByMapSize(4, 8))*randIntInclusive(1, scaleByMapSize(4, 9))
);
Engine.SetProgress(50);
Engine.SetProgress(30);
g_Map.log("Creating forests");
let [numForest, numStragglers] = getTreeCounts(...rBiomeTreeCount(1));
@@ -577,7 +577,7 @@ for (let h = 0; h < heighLimits.length; ++h)
if (actor)
g_Map.placeEntityAnywhere(actor, 0, randomPositionOnTile(point), randomAngle());
}
Engine.SetProgress(80);
Engine.SetProgress(40);
g_Map.log("Placing resources");
let avoidPoints = playerPosition.map(pos => pos.clone());