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Make passages on Jebel Barkal much more noticeable by placing many reeds there.
Replace the createPassage call with a generic createArea call. This was SVN commit r21696.
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@@ -466,6 +466,7 @@ for (let area of irrigationCanalAreas)
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}
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g_Map.log("Creating passages");
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var areasPassages = [];
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irrigationCanalLocations.sort((a, b) => a - b);
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for (let i = 0; i < irrigationCanalLocations.length; ++i)
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{
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@@ -488,17 +489,28 @@ for (let i = 0; i < irrigationCanalLocations.length; ++i)
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break;
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}
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createPassage({
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"start": new Vector2D(x1, y).rotateAround(-riverAngle, mapCenter),
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"end": new Vector2D(x2, y).rotateAround(-riverAngle, mapCenter),
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"startHeight": heightPassage,
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"endHeight": heightPassage,
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"constraints": [new HeightConstraint(-Infinity, heightPassage), stayClasses(clFertileLand, 2)],
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"tileClass": clPassage,
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"startWidth": 10,
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"endWidth": 10,
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"smoothWidth": 2
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});
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let area =
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createArea(
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new PathPlacer(
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new Vector2D(x1, y).rotateAround(-riverAngle, mapCenter),
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new Vector2D(x2, y).rotateAround(-riverAngle, mapCenter),
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10,
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0,
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1,
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0,
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0,
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Infinity),
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[
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new SmoothElevationPainter(ELEVATION_SET, heightPassage, 2),
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new TileClassPainter(clPassage)
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],
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[
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new HeightConstraint(-Infinity, heightPassage),
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stayClasses(clFertileLand, 2)
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]);
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if (area && area.getPoints().length)
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areasPassages.push(area);
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}
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Engine.SetProgress(40);
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@@ -1286,6 +1298,16 @@ createObjectGroupsByAreas(
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20,
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[areaWater]);
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g_Map.log("Creating reeds at the irrigation canals");
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if (areasPassages.length)
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createObjectGroupsByAreas(
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new SimpleGroup([new RandomObject(aWaterDecoratives, 2, 4, 1, 2)], true),
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0,
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undefined,
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scaleByMapSize(50, 250),
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20,
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areasPassages);
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g_Map.log("Creating hawk");
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for (let i = 0; i < scaleByMapSize(0, 2); ++i)
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g_Map.placeEntityAnywhere(oHawk, 0, mapCenter, randomAngle());
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