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On Persian Highlands, allow players to chose the summer or spring variant in the gamesetup, refs #4954.
Add Hannibal_Barca's biome descriptions on Gulf Of Bothnia and Persian Highlands. This was SVN commit r21090.
This commit is contained in:
@@ -1,49 +1,37 @@
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Engine.LoadLibrary("rmgen");
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Engine.LoadLibrary("rmbiome");
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const tCity = "desert_city_tile_pers_dirt";
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if (randBool())
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{
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log("Summer biome...");
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var tDirtMain = ["desert_dirt_persia_1", "desert_dirt_persia_2", "grass_field_dry"];
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var tLakebed1 = ["desert_lakebed_dry_b", "desert_lakebed_dry"];
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var tLakebed2 = ["desert_lakebed_dry_b", "desert_lakebed_dry", "desert_shore_stones", "desert_shore_stones"];
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var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"];
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var tForestFloor = "medit_grass_field_dry";
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var tRocky = "desert_dirt_persia_rocky";
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var tRocks = "desert_dirt_persia_rocks";
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var tGrass = "grass_field_dry";
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}
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if (g_MapSettings.Biome)
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setSelectedBiome();
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else
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{
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log("Spring biome...");
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var tDirtMain = ["desert_grass_a", "desert_grass_a", "desert_grass_a", "desert_plants_a"];
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var tLakebed1 = ["desert_lakebed_dry_b", "desert_lakebed_dry"];
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var tLakebed2 = "desert_grass_a_sand";
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var tCliff = ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"];
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var tForestFloor = "desert_plants_b_persia";
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var tRocky = "desert_plants_b_persia";
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var tRocks = "desert_plants_a";
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var tGrass = "desert_dirt_persia_rocky";
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// TODO: Replace ugly default for atlas by a dropdown
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setBiome("persian_highlands/summer");
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setTerrainAmbientColor(0.329412, 0.419608, 0.501961);
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}
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const tDirtMain = g_Terrains.mainTerrain;
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const tCity = g_Terrains.road;
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const tCliff = g_Terrains.cliff;
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const tLakebed1 = g_Terrains.lakebed1;
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const tLakebed2 = g_Terrains.lakebed2;
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const tForestFloor = g_Terrains.forestFloor1;
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const tRocky = g_Terrains.tier1Terrain;
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const tRocks = g_Terrains.tier2Terrain;
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const tGrass = g_Terrains.tier3Terrain;
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const oGrapesBush = "gaia/flora_bush_grapes";
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const oCamel = "gaia/fauna_camel";
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const oSheep = "gaia/fauna_sheep";
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const oGoat = "gaia/fauna_goat";
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const oStoneLarge = "gaia/geology_stonemine_desert_badlands_quarry";
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const oStoneSmall = "gaia/geology_stone_desert_small";
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const oMetalLarge = "gaia/geology_metal_desert_slabs";
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const oOak = "gaia/flora_tree_oak";
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const oOak = g_Gaia.tree1;
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const oGrapesBush = g_Gaia.fruitBush;
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const oCamel = g_Gaia.mainHuntableAnimal;
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const oSheep = g_Gaia.secondaryHuntableAnimal;
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const oGoat = g_Gaia.thirdHuntableAnimal;
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const oStoneLarge = g_Gaia.stoneLarge;
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const oStoneSmall = g_Gaia.stoneSmall;
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const oMetalLarge = g_Gaia.metalLarge;
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const aBush1 = "actor|props/flora/bush_desert_a.xml";
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const aBush2 = "actor|props/flora/bush_desert_dry_a.xml";
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const aBush3 = "actor|props/flora/bush_dry_a.xml";
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const aBush4 = "actor|props/flora/plant_desert_a.xml";
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const aDecorativeRock = g_Decoratives.rockMedium;
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const aBush1 = g_Decoratives.bush1;
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const aBush2 = g_Decoratives.bush2;
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const aBush3 = g_Decoratives.bush3;
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const aBush4 = g_Decoratives.bush4;
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const aBushes = [aBush1, aBush2, aBush3, aBush4];
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const aDecorativeRock = "actor|geology/stone_desert_med.xml";
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const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor, tDirtMain, tDirtMain];
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@@ -311,19 +299,6 @@ createStragglerTrees(
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clForest,
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stragglerTrees);
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setSunColor(1.0, 0.796, 0.374);
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setSunElevation(Math.PI / 6);
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setSunRotation(-1.86532);
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setFogFactor(0.2);
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setFogThickness(0.0);
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setFogColor(0.852, 0.746, 0.493);
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setPPEffect("hdr");
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setPPContrast(0.75);
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setPPSaturation(0.45);
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setPPBloom(0.3);
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placePlayersNomad(clPlayer, avoidClasses(clForest, 1, clMetal, 4, clRock, 4, clHill, 4, clFood, 2));
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g_Map.ExportMap();
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@@ -4,6 +4,7 @@
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"Script" : "persian_highlands.js",
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"Description" : "A dry central plateau rich in minerals surrounded by rocky hills\n\nThe southern parts of Zagros Mountains were the heart of the Persian empires and population. Although the altitude is high, the southern parts are drier that the northern Zagros, leading to a semi-arid climate. Still there are some sparse oak forests in the higher grounds.",
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"Preview" : "persian_highlands.png",
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"CircularMap" : true
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"CircularMap" : true,
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"SupportedBiomes": "persian_highlands/"
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}
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}
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@@ -1,6 +1,7 @@
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{
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"Description": {
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"Title": "Frozen Lake"
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"Title": "Frozen Lake",
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"Description": "Solidifying it's grip, the harsh cold has succeeded in freezing up the gulf. The thick ice formed is capable of withstanding any weight."
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},
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"Environment": {
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"SkySet": "stormy",
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@@ -1,6 +1,7 @@
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{
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"Description": {
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"Title": "Late Spring"
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"Title": "Late Spring",
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"Description": "A late spring breeze ripples through the conifer forests of the Gulf of Bothnia. Herds of deer dot the landscape and playful rabbits frolick in the undergrowth."
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},
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"Environment": {
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"SkySet": "stormy",
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@@ -1,6 +1,7 @@
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{
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"Description": {
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"Title": "Winter"
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"Title": "Winter",
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"Description": "Winter has set in, carpeting the land with its first snow. The still unfrozen gulf offers great fishing opportunities."
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},
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"Environment": {
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"SkySet": "stormy",
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@@ -0,0 +1,51 @@
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{
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"Description": {
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"Title": "Spring",
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"Description": "Spring in the highlands, yet the heat has already begun making itself felt. The short-lived green grasses are on the retreat, paving the way for scorching summer."
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},
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"Environment": {
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"SunColor": { "r": 1, "g": 0.796, "b": 0.374, "a": 0 },
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"SunElevation": 0.52359877559,
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"SunRotation": -1.86532,
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"TerrainAmbientColor": { "r": 0.329412, "g": 0.419608, "b": 0.501961, "a": 0 },
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"Fog": {
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"FogThickness": 0,
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"FogFactor": 0.002,
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"FogColor": { "r": 0.852, "g": 0.746, "b": 0.493, "a": 0 }
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},
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"Postproc": {
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"PostprocEffect": "hdr",
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"Saturation": 0.9,
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"Contrast": 1.25,
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"Bloom": 1.4
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}
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},
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"Terrains": {
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"lakebed1": ["desert_lakebed_dry_b", "desert_lakebed_dry"],
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"lakebed2": "desert_grass_a_sand",
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"mainTerrain": ["desert_grass_a", "desert_grass_a", "desert_grass_a", "desert_plants_a"],
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"forestFloor1": "desert_plants_b_persia",
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"cliff": ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"],
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"tier1Terrain": "desert_plants_b_persia",
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"tier2Terrain": "desert_plants_a",
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"tier3Terrain": "desert_dirt_persia_rocky",
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"road": "desert_city_tile_pers_dirt"
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},
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"Gaia": {
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"tree1": "gaia/flora_tree_oak",
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"fruitBush": "gaia/flora_bush_grapes",
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"mainHuntableAnimal": "gaia/fauna_camel",
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"secondaryHuntableAnimal": "gaia/fauna_sheep",
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"thirdHuntableAnimal": "gaia/fauna_goat",
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"stoneLarge": "gaia/geology_stonemine_desert_badlands_quarry",
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"stoneSmall": "gaia/geology_stone_desert_small",
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"metalLarge": "gaia/geology_metal_desert_slabs"
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},
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"Decoratives": {
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"bush1": "actor|props/flora/bush_desert_a.xml",
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"bush2": "actor|props/flora/bush_desert_dry_a.xml",
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"bush3": "actor|props/flora/bush_dry_a.xml",
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"bush4": "actor|props/flora/plant_desert_a.xml",
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"rockMedium": "actor|geology/stone_desert_med.xml"
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}
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}
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@@ -0,0 +1,51 @@
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{
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"Description": {
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"Title": "Summer",
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"Description": "An arid, hostile land. The blistering heat has baked the ground to a sickly brown and the remaining trees struggle for survival."
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},
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"Environment": {
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"SunColor": { "r": 1, "g": 0.796, "b": 0.374, "a": 0 },
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"SunElevation": 0.52359877559,
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"SunRotation": -1.86532,
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"TerrainAmbientColor": { "r": 0.501961, "g": 0.501961, "b": 0.501961, "a": 0 },
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"Fog": {
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"FogThickness": 0,
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"FogFactor": 0.002,
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"FogColor": { "r": 0.852, "g": 0.746, "b": 0.493, "a": 0 }
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},
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"Postproc": {
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"PostprocEffect": "hdr",
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"Saturation": 0.9,
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"Contrast": 1.25,
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"Bloom": 1.4
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}
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},
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"Terrains": {
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"lakebed1": ["desert_lakebed_dry_b", "desert_lakebed_dry"],
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"lakebed2": ["desert_lakebed_dry_b", "desert_lakebed_dry", "desert_shore_stones", "desert_shore_stones"],
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"mainTerrain": ["desert_dirt_persia_1", "desert_dirt_persia_2", "grass_field_dry"],
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"forestFloor1": "medit_grass_field_dry",
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"cliff": ["desert_cliff_persia_1", "desert_cliff_persia_crumbling"],
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"tier1Terrain": "desert_dirt_persia_rocky",
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"tier2Terrain": "desert_dirt_persia_rocks",
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"tier3Terrain": "grass_field_dry",
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"road": "desert_city_tile_pers_dirt"
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},
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"Gaia": {
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"tree1": "gaia/flora_tree_oak",
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"fruitBush": "gaia/flora_bush_grapes",
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"mainHuntableAnimal": "gaia/fauna_camel",
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"secondaryHuntableAnimal": "gaia/fauna_sheep",
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"thirdHuntableAnimal": "gaia/fauna_goat",
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"stoneLarge": "gaia/geology_stonemine_desert_badlands_quarry",
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"stoneSmall": "gaia/geology_stone_desert_small",
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"metalLarge": "gaia/geology_metal_desert_slabs"
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},
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"Decoratives": {
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"bush1": "actor|props/flora/bush_desert_a.xml",
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"bush2": "actor|props/flora/bush_desert_dry_a.xml",
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"bush3": "actor|props/flora/bush_dry_a.xml",
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"bush4": "actor|props/flora/plant_desert_a.xml",
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"rockMedium": "actor|geology/stone_desert_med.xml"
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}
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}
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