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:
elexis
2017-09-09 19:12:28 +00:00
parent 4477bcfb7e
commit 635e608776
37 changed files with 76 additions and 595 deletions
@@ -56,20 +56,7 @@ var clBaseResource = createTileClass();
initTerrain(tPrimary);
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)
{
@@ -102,20 +102,7 @@ var clSettlement = createTileClass();
initTerrain(tPrimary);
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++)
{
@@ -87,20 +87,7 @@ var clSettlement = createTileClass();
initTerrain(tPrimary);
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, playerAngle, startAngle] = radialPlayerPlacement();
for (var i = 0; i < numPlayers; i++)
{
@@ -47,19 +47,7 @@ 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++)
{
@@ -64,20 +64,7 @@ var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = 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++)
{
@@ -56,20 +56,16 @@ var clBaseResource = createTileClass();
initTerrain(tPrimary);
var playerIDs = sortAllPlayers();
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
var startAngle = randFloat(0, 2 * PI);
for (let i = 0; i < numPlayers; i++)
{
log("Creating base for player " + playerIDs[i]);
let playerAngle = startAngle + i * 2 * PI / numPlayers;
let playerX = 0.5 + 0.35 * Math.cos(playerAngle);
let playerZ = 0.5 + 0.35 * Math.sin(playerAngle);
let radius = scaleByMapSize(15, 25);
// Get the x and z in tiles
let fx = fractionToTiles(playerX);
let fz = fractionToTiles(playerZ);
let fx = fractionToTiles(playerX[i]);
let fz = fractionToTiles(playerZ[i]);
let ix = Math.round(fx);
let iz = Math.round(fz);
@@ -101,19 +101,7 @@ for (var ix = 0; ix < mapSize; ix++)
}
}
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 + 0.3*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.3*sin(playerAngle[i]);
}
var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.3);
function distanceToPlayers(x, z)
{
@@ -56,19 +56,7 @@ var clBaseResource = createTileClass();
var clTreasure = 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++)
{
@@ -57,19 +57,17 @@ var clForest = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var playerIDs = sortAllPlayers();
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
var startAngle = randFloat(0, 2 * PI);
for (let i = 0; i < numPlayers; ++i)
{
let playerAngle = startAngle + i * 2 * PI / numPlayers;
let id = playerIDs[i];
log("Creating base for player " + id + "...");
let radius = scaleByMapSize(15, 25);
// Get the x and z in tiles
let fx = fractionToTiles(0.5 + 0.35 * Math.cos(playerAngle));
let fz = fractionToTiles(0.5 + 0.35 * Math.sin(playerAngle));
let fx = fractionToTiles(playerX[i]);
let fz = fractionToTiles(playerZ[i]);
let ix = Math.round(fx);
let iz = Math.round(fz);
@@ -60,20 +60,7 @@ var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = 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, playerAngle] = radialPlayerPlacement();
for (var i = 0; i < numPlayers; i++)
{
@@ -86,19 +86,7 @@ var elevationPainter = new SmoothElevationPainter(
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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++)
{
@@ -80,19 +80,7 @@ var elevationPainter = new SmoothElevationPainter(
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null);
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 + 0.25*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.25*sin(playerAngle[i]);
}
var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.25);
for (var i = 0; i < numPlayers; i++)
{
@@ -80,22 +80,16 @@ var clRain = createTileClass();
var ccMountainHeight = 25;
var playerIDs = sortAllPlayers();
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
// Place players
var startAngle = randFloat(0, 2 * PI);
for (let i = 0; i < numPlayers; ++i)
{
let playerAngle = startAngle + i * 2 * PI / numPlayers;
let playerX = 0.5 + 0.35 * Math.cos(playerAngle);
let playerZ = 0.5 + 0.35 * Math.sin(playerAngle);
let id = playerIDs[i];
log("Creating base for player " + id + "...");
let radius = scaleByMapSize(15, 25);
let fx = fractionToTiles(playerX);
let fz = fractionToTiles(playerZ);
let fx = fractionToTiles(playerX[i]);
let fz = fractionToTiles(playerZ[i]);
let ix = Math.round(fx);
let iz = Math.round(fz);
+1 -14
View File
@@ -71,20 +71,7 @@ let clBaseResource = createTileClass();
initTerrain(tWater);
let playerIDs = sortAllPlayers();
// Place players
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 + 0.38 * cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.38 * sin(playerAngle[i]);
}
var [playerIDs, playerX, playerZ] = radialPlayerPlacement(0.38);
let fx = fractionToTiles(0.5);
let fz = fractionToTiles(0.5);
@@ -60,24 +60,13 @@ var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var playerIDs = sortAllPlayers();
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var baseRadius = 30;
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = mapSize*(0.5 + 0.35*cos(playerAngle[i]));
playerZ[i] = mapSize*(0.5 + 0.35*sin(playerAngle[i]));
}
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
for (var i=0; i < numPlayers; i++)
{
playerX[i] *= mapSize;
playerZ[i] *= mapSize;
var startEntities = getStartingEntities(i);
// Place starting entities
createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities);
+1 -14
View File
@@ -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++)
{
+1 -12
View File
@@ -35,18 +35,7 @@ var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var playerIDs = sortAllPlayers();
var playerX = [];
var playerZ = [];
var startAngle = randFloat(0, 2 * PI);
for (let i = 0; i < numPlayers; ++i)
{
let playerAngle = startAngle + i * 2 * PI / numPlayers;
playerX[i] = 0.5 + 0.35 * Math.cos(playerAngle);
playerZ[i] = 0.5 + 0.35 * Math.sin(playerAngle);
}
var [playerIDs, playerX, playerZ] = radialPlayerPlacement();
for (let i = 0; i < numPlayers; ++i)
{
@@ -64,20 +64,7 @@ var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clLand = 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, playerAngle] = radialPlayerPlacement();
for (var i = 0; i < numPlayers; i++)
{
+1 -14
View File
@@ -63,20 +63,7 @@ var clSettlement = createTileClass();
initTerrain(tMainTerrain);
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++)
{
@@ -62,19 +62,7 @@ var clSettlement = createTileClass();
initTerrain(tMainTerrain);
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++)
{
@@ -56,20 +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++)
{
+1 -13
View File
@@ -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++)
{
+1 -14
View File
@@ -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]);
}
+1 -13
View File
@@ -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++)
{