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synced 2026-06-21 14:43:52 +00:00
Unify 36 copies of the radial playerplacement loop of random mapscripts.
Trim unused PlayerAngle, StartAngle and baseRadius variables. This was SVN commit r20149.
This commit is contained in:
@@ -56,20 +56,7 @@ var clBaseResource = createTileClass();
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initTerrain(tPrimary);
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var playerIDs = sortAllPlayers();
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// Place players
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var playerX = [];
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var playerZ = [];
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var playerAngle = [];
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; ++i)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35 * cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35 * sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; ++i)
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{
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@@ -102,20 +102,7 @@ var clSettlement = createTileClass();
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initTerrain(tPrimary);
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -87,20 +87,7 @@ var clSettlement = createTileClass();
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initTerrain(tPrimary);
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = [];
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var playerZ = [];
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var playerAngle = [];
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ, playerAngle, startAngle] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -47,19 +47,7 @@ var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var playerIDs = sortAllPlayers();
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -64,20 +64,7 @@ var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clLand = createTileClass();
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -56,20 +56,16 @@ var clBaseResource = createTileClass();
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initTerrain(tPrimary);
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var playerIDs = sortAllPlayers();
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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var startAngle = randFloat(0, 2 * PI);
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for (let i = 0; i < numPlayers; i++)
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{
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log("Creating base for player " + playerIDs[i]);
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let playerAngle = startAngle + i * 2 * PI / numPlayers;
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let playerX = 0.5 + 0.35 * Math.cos(playerAngle);
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let playerZ = 0.5 + 0.35 * Math.sin(playerAngle);
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let radius = scaleByMapSize(15, 25);
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// Get the x and z in tiles
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let fx = fractionToTiles(playerX);
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let fz = fractionToTiles(playerZ);
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let fx = fractionToTiles(playerX[i]);
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let fz = fractionToTiles(playerZ[i]);
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let ix = Math.round(fx);
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let iz = Math.round(fz);
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@@ -101,19 +101,7 @@ for (var ix = 0; ix < mapSize; ix++)
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}
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}
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var playerIDs = sortAllPlayers();
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, 2 * PI);
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for (var i=0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*2*PI/numPlayers;
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playerX[i] = 0.5 + 0.3*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.3*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.3);
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function distanceToPlayers(x, z)
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{
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@@ -56,19 +56,7 @@ var clBaseResource = createTileClass();
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var clTreasure = createTileClass();
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var clGrass = createTileClass();
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var playerIDs = sortAllPlayers();
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -57,19 +57,17 @@ var clForest = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var playerIDs = sortAllPlayers();
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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var startAngle = randFloat(0, 2 * PI);
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for (let i = 0; i < numPlayers; ++i)
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{
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let playerAngle = startAngle + i * 2 * PI / numPlayers;
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let id = playerIDs[i];
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log("Creating base for player " + id + "...");
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let radius = scaleByMapSize(15, 25);
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// Get the x and z in tiles
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let fx = fractionToTiles(0.5 + 0.35 * Math.cos(playerAngle));
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let fz = fractionToTiles(0.5 + 0.35 * Math.sin(playerAngle));
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let fx = fractionToTiles(playerX[i]);
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let fz = fractionToTiles(playerZ[i]);
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let ix = Math.round(fx);
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let iz = Math.round(fz);
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@@ -60,20 +60,7 @@ var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -86,19 +86,7 @@ var elevationPainter = new SmoothElevationPainter(
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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var playerIDs = sortAllPlayers();
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -80,19 +80,7 @@ var elevationPainter = new SmoothElevationPainter(
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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var playerIDs = sortAllPlayers();
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.25*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.25);
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -80,22 +80,16 @@ var clRain = createTileClass();
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var ccMountainHeight = 25;
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var playerIDs = sortAllPlayers();
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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// Place players
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var startAngle = randFloat(0, 2 * PI);
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for (let i = 0; i < numPlayers; ++i)
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{
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let playerAngle = startAngle + i * 2 * PI / numPlayers;
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let playerX = 0.5 + 0.35 * Math.cos(playerAngle);
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let playerZ = 0.5 + 0.35 * Math.sin(playerAngle);
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let id = playerIDs[i];
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log("Creating base for player " + id + "...");
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let radius = scaleByMapSize(15, 25);
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let fx = fractionToTiles(playerX);
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let fz = fractionToTiles(playerZ);
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let fx = fractionToTiles(playerX[i]);
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let fz = fractionToTiles(playerZ[i]);
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let ix = Math.round(fx);
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let iz = Math.round(fz);
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@@ -71,20 +71,7 @@ let clBaseResource = createTileClass();
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initTerrain(tWater);
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let playerIDs = sortAllPlayers();
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// Place players
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let playerX = [];
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let playerZ = [];
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let playerAngle = [];
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let startAngle = randFloat(0, TWO_PI);
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for (let i = 0; i < numPlayers; ++i)
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{
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playerAngle[i] = startAngle + i * TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.38 * cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.38 * sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.38);
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let fx = fractionToTiles(0.5);
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let fz = fractionToTiles(0.5);
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@@ -60,24 +60,13 @@ var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var baseRadius = 30;
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = mapSize*(0.5 + 0.35*cos(playerAngle[i]));
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playerZ[i] = mapSize*(0.5 + 0.35*sin(playerAngle[i]));
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i=0; i < numPlayers; i++)
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{
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playerX[i] *= mapSize;
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playerZ[i] *= mapSize;
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var startEntities = getStartingEntities(i);
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// Place starting entities
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createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities);
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@@ -87,20 +87,7 @@ var elevationPainter = new SmoothElevationPainter(
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ, playerAngle, startAngle] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -35,18 +35,7 @@ var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var playerIDs = sortAllPlayers();
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var playerX = [];
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var playerZ = [];
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var startAngle = randFloat(0, 2 * PI);
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for (let i = 0; i < numPlayers; ++i)
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{
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let playerAngle = startAngle + i * 2 * PI / numPlayers;
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playerX[i] = 0.5 + 0.35 * Math.cos(playerAngle);
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playerZ[i] = 0.5 + 0.35 * Math.sin(playerAngle);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (let i = 0; i < numPlayers; ++i)
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{
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@@ -64,20 +64,7 @@ var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clLand = createTileClass();
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -63,20 +63,7 @@ var clSettlement = createTileClass();
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initTerrain(tMainTerrain);
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var playerIDs = sortAllPlayers();
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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for (var i = 0; i < numPlayers; i++)
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{
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@@ -62,19 +62,7 @@ var clSettlement = createTileClass();
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initTerrain(tMainTerrain);
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var playerIDs = sortAllPlayers();
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
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||||
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||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -56,20 +56,7 @@ var clMetal = createTileClass();
|
||||
var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
// place players
|
||||
var playerX = [];
|
||||
var playerZ = [];
|
||||
var playerAngle = [];
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -13,19 +13,7 @@ var clRock = createTileClass();
|
||||
var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, 2 * PI);
|
||||
for (var i=0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*2*PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.39*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.39*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.39);
|
||||
|
||||
for (var i=0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -56,20 +56,8 @@ var clDune = createTileClass();
|
||||
|
||||
initTerrain(tSand);
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
// place players
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var placer = undefined;
|
||||
var fx = 0; var fz = 0;
|
||||
var ix =0; var iz = 0;
|
||||
|
||||
@@ -71,20 +71,7 @@ var clCP = createTileClass();
|
||||
|
||||
initTerrain(tDirtMain);
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
// place players
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -47,19 +47,7 @@ var clForest = createTileClass();
|
||||
|
||||
initTerrain(tPrimary);
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (let i = 0; i < numPlayers; ++i)
|
||||
{
|
||||
playerAngle[i] = startAngle + i * TWO_PI / numPlayers;
|
||||
playerX[i] = 0.5 + 0.35 * Math.cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35 * Math.sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
RMS.SetProgress(20);
|
||||
|
||||
|
||||
@@ -52,19 +52,7 @@ var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -87,20 +87,7 @@ var elevationPainter = new SmoothElevationPainter(
|
||||
);
|
||||
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
// place players
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle, startAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -414,6 +414,26 @@ function primeSortAllPlayers()
|
||||
return primeSortPlayers(sortAllPlayers());
|
||||
}
|
||||
|
||||
function radialPlayerPlacement(percentRadius = 0.35)
|
||||
{
|
||||
let playerIDs = sortAllPlayers();
|
||||
|
||||
let playerX = [];
|
||||
let playerZ = [];
|
||||
let playerAngle = [];
|
||||
|
||||
let startAngle = randFloat(0, TWO_PI);
|
||||
|
||||
for (let i = 0; i < numPlayers; ++i)
|
||||
{
|
||||
playerAngle[i] = startAngle + i * TWO_PI / numPlayers;
|
||||
playerX[i] = 0.5 + percentRadius * Math.cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + percentRadius * Math.sin(playerAngle[i]);
|
||||
}
|
||||
|
||||
return [playerIDs, playerX, playerZ, playerAngle, startAngle];
|
||||
}
|
||||
|
||||
function getStartingEntities(player)
|
||||
{
|
||||
let civ = getCivCode(player);
|
||||
|
||||
@@ -65,19 +65,7 @@ var clPond = createTileClass();
|
||||
var clShore = createTileClass();
|
||||
var clTreasure = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -44,20 +44,7 @@ var clFood = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -56,19 +56,7 @@ var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
var clShallows = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle, startAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -69,19 +69,7 @@ const radius = scaleByMapSize(15,30);
|
||||
const cliffRadius = 2;
|
||||
const elevation = 20;
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle, startAngle] = radialPlayerPlacement();
|
||||
|
||||
// Creating other islands
|
||||
var numIslands = 0;
|
||||
|
||||
@@ -69,21 +69,13 @@ createArea(
|
||||
],
|
||||
null);
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
var [playerIDs, playerX, playerZ, playerAngle, startAngle] = radialPlayerPlacement(0.3);
|
||||
|
||||
// place players
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var attackerX = new Array(numPlayers);
|
||||
var attackerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, 2 * PI);
|
||||
for (let i = 0; i < numPlayers; ++i)
|
||||
{
|
||||
playerAngle[i] = startAngle + i * 2 * PI / numPlayers;
|
||||
playerX[i] = 0.5 + 0.3*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.3*sin(playerAngle[i]);
|
||||
attackerX[i] = 0.5 + 0.45*cos(playerAngle[i]);
|
||||
attackerZ[i] = 0.5 + 0.45*sin(playerAngle[i]);
|
||||
}
|
||||
|
||||
@@ -55,19 +55,7 @@ var clBaseResource = createTileClass();
|
||||
var clSettlement = createTileClass();
|
||||
var clGrass = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
@@ -77,19 +77,7 @@ if (md == 1) //archipelago and island
|
||||
needsAdditionalWood = true;
|
||||
iberianTowers = true;
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
var mdd1 = randIntInclusive(1,3);
|
||||
|
||||
@@ -199,19 +187,10 @@ if (md == 1) //archipelago and island
|
||||
//********************************************************************************************************
|
||||
else if (md == 2) //continent
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.25);
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.25*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]);
|
||||
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
var ix = round(fx);
|
||||
@@ -708,19 +687,10 @@ else if (md == 4) //central river
|
||||
//********************************************************************************************************
|
||||
else if (md == 5) //rivers and lake
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
var ix = round(fx);
|
||||
@@ -1196,19 +1166,7 @@ else if (md == 7) //gulf
|
||||
//********************************************************************************************************
|
||||
else if (md == 8) //lakes
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
@@ -1261,19 +1219,7 @@ else if (md == 8) //lakes
|
||||
//********************************************************************************************************
|
||||
else if (md == 9) //passes
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
@@ -1355,19 +1301,7 @@ else if (md == 9) //passes
|
||||
//********************************************************************************************************
|
||||
else if (md == 10) //lowlands
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
@@ -1469,19 +1403,7 @@ else if (md == 10) //lowlands
|
||||
//********************************************************************************************************
|
||||
else //mainland
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
|
||||
@@ -73,20 +73,10 @@ var needsAdditionalWood = false;
|
||||
//*****************************************************************************************************************************
|
||||
if (md == 2) //continent
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement(0.25);
|
||||
|
||||
// place players
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.25*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]);
|
||||
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
var ix = round(fx);
|
||||
@@ -559,20 +549,10 @@ else if (md == 4) //central river
|
||||
//********************************************************************************************************
|
||||
else if (md == 5) //rivers and lake
|
||||
{
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
|
||||
var fx = fractionToTiles(playerX[i]);
|
||||
var fz = fractionToTiles(playerZ[i]);
|
||||
var ix = round(fx);
|
||||
@@ -964,20 +944,7 @@ else if (md == 7) //gulf
|
||||
//********************************************************************************************************
|
||||
else if (md == 8) //lakes
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
// place players
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
@@ -1052,19 +1019,7 @@ else if (md == 8) //lakes
|
||||
//********************************************************************************************************
|
||||
else if (md == 9) //passes
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
@@ -1146,19 +1101,7 @@ else if (md == 9) //passes
|
||||
//********************************************************************************************************
|
||||
else if (md == 10) //lowlands
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
@@ -1260,19 +1203,7 @@ else if (md == 10) //lowlands
|
||||
//********************************************************************************************************
|
||||
else //mainland
|
||||
{
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ, playerAngle] = radialPlayerPlacement();
|
||||
|
||||
for (var ix = 0; ix < mapSize; ix++)
|
||||
{
|
||||
|
||||
@@ -36,20 +36,7 @@ var clRock = createTileClass();
|
||||
var clMetal = createTileClass();
|
||||
var clBaseResource = createTileClass();
|
||||
|
||||
var playerIDs = sortAllPlayers();
|
||||
|
||||
// place players
|
||||
var playerX = new Array(numPlayers);
|
||||
var playerZ = new Array(numPlayers);
|
||||
var playerAngle = new Array(numPlayers);
|
||||
|
||||
var startAngle = randFloat(0, TWO_PI);
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
|
||||
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
|
||||
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
|
||||
}
|
||||
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
|
||||
|
||||
for (var i = 0; i < numPlayers; i++)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user