Fix oversight in 56f15f0869 regarding iber wall placement

Needed until / if D5082 lands.
Until then we also still need: `g_PlayerbaseTypes`.

Differential revision: https://code.wildfiregames.com/D5196
This was SVN commit r27946.
This commit is contained in:
marder
2023-11-19 20:54:12 +00:00
parent 1bccfef6fb
commit 6a43f91630
8 changed files with 9 additions and 9 deletions
@@ -28,7 +28,7 @@ if (!isNomad())
fractionToTiles(randFloat(0.08, 0.1)), fractionToTiles(randFloat(0.08, 0.1)),
randomAngle(), randomAngle(),
undefined), undefined),
undefined); g_PlayerbaseTypes[g_MapSettings.TeamPlacement].walls);
markPlayerAvoidanceArea(playerPosition, defaultPlayerBaseRadius()); markPlayerAvoidanceArea(playerPosition, defaultPlayerBaseRadius());
} }
@@ -24,7 +24,7 @@ createBases(
fractionToTiles(0.04), fractionToTiles(0.04),
startAngle, startAngle,
undefined), undefined),
undefined); false);
Engine.SetProgress(20); Engine.SetProgress(20);
// Change the starting angle and add the players again // Change the starting angle and add the players again
@@ -43,7 +43,7 @@ createBases(
fractionToTiles(0.04), fractionToTiles(0.04),
startAngle + rotation, startAngle + rotation,
undefined), undefined),
undefined); false);
Engine.SetProgress(40); Engine.SetProgress(40);
addElements(shuffleArray([ addElements(shuffleArray([
@@ -29,7 +29,7 @@ if (!isNomad())
fractionToTiles(randFloat(0.08, 0.1)), fractionToTiles(randFloat(0.08, 0.1)),
randomAngle(), randomAngle(),
undefined), undefined),
undefined); g_PlayerbaseTypes[pattern].walls);
} }
Engine.SetProgress(40); Engine.SetProgress(40);
@@ -33,7 +33,7 @@ const [playerIDs, playerPosition] =
fractionToTiles(0.05), fractionToTiles(0.05),
startAngle, startAngle,
undefined), undefined),
undefined); true);
Engine.SetProgress(20); Engine.SetProgress(20);
addCenterLake(); addCenterLake();
@@ -29,7 +29,7 @@ createBases(
fractionToTiles(0.08), fractionToTiles(0.08),
startAngle, startAngle,
undefined), undefined),
undefined); false);
Engine.SetProgress(20); Engine.SetProgress(20);
placeBarriers(); placeBarriers();
@@ -32,7 +32,7 @@ createBases(
fractionToTiles(randFloat(0.05, 0.1)), fractionToTiles(randFloat(0.05, 0.1)),
startAngle, startAngle,
undefined), undefined),
undefined); true);
Engine.SetProgress(20); Engine.SetProgress(20);
createSunkenTerrain(); createSunkenTerrain();
@@ -615,7 +615,7 @@ function playerPlacementByPattern(patternName, distance = undefined, groupedDist
switch (patternName) switch (patternName)
{ {
case "radial": case "radial":
return playerPlacementCircle(distance, angle, center); return playerPlacementCircle(distance, angle, center).slice(0, 2);
case "river": case "river":
return playerPlacementRiver(angle, distance, center); return playerPlacementRiver(angle, distance, center);
case "line": case "line":
@@ -25,7 +25,7 @@ const [playerIDs, playerPosition] =
fractionToTiles(randFloat(0.05, 0.1)), fractionToTiles(randFloat(0.05, 0.1)),
randomAngle(), randomAngle(),
undefined), undefined),
undefined); false);
markPlayerAvoidanceArea(playerPosition, defaultPlayerBaseRadius()); markPlayerAvoidanceArea(playerPosition, defaultPlayerBaseRadius());
Engine.SetProgress(30); Engine.SetProgress(30);