Ticket #3988: remove_BUILD_ANGlE.diff
File remove_BUILD_ANGlE.diff, 48.4 KB (added by , 8 years ago) |
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binaries/data/mods/public/maps/random/aegean_sea.js
49 49 // terrain + entity (for painting) 50 50 const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; 51 51 52 const BUILDING_ANGlE = -PI/4;53 54 52 log("Initializing map..."); 55 53 56 54 InitMap(); … … 135 133 createArea(placer, painter, null); 136 134 137 135 // create starting units 138 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);136 placeCivDefaultEntities(fx, fz, id); 139 137 140 138 // create animals 141 139 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/alpine_lakes.js
87 87 88 88 //other constants 89 89 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor]; 90 const BUILDING_ANGlE = -PI/4;91 90 92 // initialize map93 91 log("Initializing map..."); 94 92 95 93 InitMap(); … … 170 168 createArea(placer, painter, null); 171 169 172 170 // create starting units 173 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);171 placeCivDefaultEntities(fx, fz, id); 174 172 175 173 // create animals 176 174 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/alpine_valley.js
74 74 75 75 //other constants 76 76 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor]; 77 const BUILDING_ANGlE = -PI/4;78 77 79 // initialize map80 78 log("Initializing map..."); 81 79 82 80 InitMap(); … … 157 155 createArea(placer, painter, null); 158 156 159 157 // create starting units 160 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);158 placeCivDefaultEntities(fx, fz, id); 161 159 162 160 // create animals 163 161 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/anatolian_plateau.js
33 33 const aBushSmall = "actor|props/flora/bush_medit_sm.xml"; 34 34 35 35 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPoplar, tForestFloor]; 36 const BUILDING_ANGlE = -PI/4;37 36 38 // initialize map39 40 37 log("Initializing map..."); 41 38 42 39 InitMap(); … … 107 104 createArea(placer, painter, null); 108 105 109 106 // create starting units 110 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);107 placeCivDefaultEntities(fx, fz, id); 111 108 112 109 // create animals 113 110 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/archipelago.js
49 49 50 50 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 51 51 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 52 const BUILDING_ANGlE = -PI/4;53 52 54 // initialize map55 56 53 log("Initializing map..."); 57 54 58 55 InitMap(); … … 127 124 createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); 128 125 129 126 // create starting units 130 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});127 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 131 128 132 129 // create animals 133 130 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/ardennes_forest.js
1 1 RMS.LoadLibrary("rmgen"); 2 2 3 const BUILDING_ANGlE = -PI/4;4 5 // initialize map6 7 3 log("Initializing map..."); 8 4 9 5 InitMap(); … … 177 173 var iz = round(fz); 178 174 179 175 // create starting units 180 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);176 placeCivDefaultEntities(fx, fz, id); 181 177 182 178 var citySize = 250 183 179 -
binaries/data/mods/public/maps/random/atlas_mountains.js
46 46 const pForest1 = [tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor]; 47 47 const pForest2 = [tForestFloor + TERRAIN_SEPARATOR + oAleppoPine, tForestFloor]; 48 48 49 const BUILDING_ANGlE = -PI/4;50 51 // initialize map52 53 49 log("Initializing map..."); 54 50 55 51 InitMap(); … … 121 117 createArea(placer, painter, null); 122 118 123 119 // create starting units 124 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);120 placeCivDefaultEntities(fx, fz, id); 125 121 126 122 // create animals 127 123 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/belgian_uplands.js
6 6 RMS.LoadLibrary("rmgen"); 7 7 RMS.LoadLibrary("heightmap"); 8 8 9 const BUILDING_ANGlE = -PI/4;10 11 // initialize map12 13 9 log("Initializing map..."); 14 10 15 11 InitMap(); … … 419 415 { 420 416 var actualX = possibleStartPositions[bestDerivation[p]][0]; 421 417 var actualY = possibleStartPositions[bestDerivation[p]][1]; 422 placeCivDefaultEntities(actualX, actualY, p + 1, BUILDING_ANGlE, {"iberWall" : false});418 placeCivDefaultEntities(actualX, actualY, p + 1, undefined, {"iberWall" : false}); 423 419 424 420 // Place some start resources 425 421 var uDist = 8; 426 422 var uSpace = 1; 427 423 for (var j = 1; j <= 4; ++j) 428 424 { 429 var uAngle = BUILDING_ANGlE- PI * (2-j) / 2;425 var uAngle = buildingAngle - PI * (2-j) / 2; 430 426 var count = 4; 431 427 for (var numberofentities = 0; numberofentities < count; numberofentities++) 432 428 { -
binaries/data/mods/public/maps/random/cantabrian_highlands.js
47 47 const pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; 48 48 const pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; 49 49 50 const BUILDING_ANGlE = -PI/4;51 52 // initialize map53 54 50 log("Initializing map..."); 55 51 56 52 InitMap(); … … 145 141 createArea(placer, painter, null); 146 142 147 143 // create starting units 148 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});144 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : false}); 149 145 150 146 // create animals 151 147 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/canyon.js
49 49 50 50 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 51 51 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 52 const BUILDING_ANGlE = -PI/4;53 52 54 // initialize map55 56 53 log("Initializing map..."); 57 54 58 55 InitMap(); … … 156 153 createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); 157 154 158 155 // create starting units 159 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);156 placeCivDefaultEntities(fx, fz, id); 160 157 161 158 // create animals 162 159 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/continent.js
46 46 47 47 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 48 48 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 49 const BUILDING_ANGlE = -PI/4;50 49 51 // initialize map52 53 50 log("Initializing map..."); 54 51 55 52 InitMap(); … … 153 150 createArea(placer, [elevationPainter, paintClass(clLand)], null); 154 151 155 152 // create starting units 156 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);153 placeCivDefaultEntities(fx, fz, id); 157 154 158 155 // create animals 159 156 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/corinthian_isthmus.js
46 46 // terrain + entity (for painting) 47 47 const pForest = [tForestFloor, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; 48 48 49 const BUILDING_ANGlE = -PI/4;50 51 49 log("Initializing map..."); 52 50 53 51 InitMap(); … … 182 180 createArea(placer, painter, null); 183 181 184 182 // create starting units 185 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});183 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 186 184 187 185 // create animals 188 186 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/corsica.js
61 61 var tForestNicaeLight = [tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + eFanPalm, tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor]; 62 62 var tForestNicaeScarce = [tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + ePine,tForestFloor + TERRAIN_SEPARATOR + eFanPalm, tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor,tForestFloor]; 63 63 64 const BUILDING_ANGlE = -PI/4;65 66 // initialize map67 68 64 log("Initializing map..."); 69 65 70 66 InitMap(); … … 336 332 createArea(placer, [painter,paintClass(clSettlement),elevationPainter], null); 337 333 338 334 // create starting units 339 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});335 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : false}); 340 336 341 337 // create animals 342 338 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/cycladic_archipelago.js
70 70 const pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass]; 71 71 const pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass]; 72 72 73 const BUILDING_ANGlE = -PI/4;74 75 // initialize map76 77 73 log("Initializing map..."); 78 74 79 75 InitMap(); … … 284 280 createArea(placer, [painter,paintClass(clCity)], null); 285 281 286 282 // create starting units 287 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});283 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 288 284 289 285 nPlayer++; 290 286 } -
binaries/data/mods/public/maps/random/deep_forest.js
58 58 var baseRadius = 20; 59 59 var minPlayerRadius = min(mapRadius-1.5*baseRadius, 5*mapRadius/8); 60 60 var maxPlayerRadius = min(mapRadius-baseRadius, 3*mapRadius/4); 61 const BUILDING_ANGlE = -PI/4;62 61 var playerStartLocX = new Array(numPlayers); 63 62 var playerStartLocZ = new Array(numPlayers); 64 63 var playerAngle = new Array(numPlayers); … … 96 95 playerStartLocX[i] = x; 97 96 playerStartLocZ[i] = z; 98 97 // Place starting entities 99 placeCivDefaultEntities(x, z, i+1 , BUILDING_ANGlE);98 placeCivDefaultEntities(x, z, i+1); 100 99 // Place base texture 101 100 var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z); 102 101 var painter = [new LayeredPainter([terrainBaseBorder, terrainBase, terrainBaseCenter], [baseRadius/4, baseRadius/4]), paintClass(clPlayer)]; -
binaries/data/mods/public/maps/random/english_channel.js
49 49 50 50 const WATER_WIDTH = 0.25; 51 51 52 const BUILDING_ANGlE = -PI/4;53 54 // initialize map55 56 52 log("Initializing map..."); 57 53 58 54 InitMap(); … … 144 140 createArea(placer, [painter, paintClass(clPlayer)], null); 145 141 146 142 // create starting units 147 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);143 placeCivDefaultEntities(fx, fz, id); 148 144 149 145 // create animals 150 146 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/flood.js
47 47 48 48 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 49 49 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 50 const BUILDING_ANGlE = -PI/4;51 50 52 51 log("Initializing map..."); 53 52 InitMap(); … … 146 145 addToClass(ix - 5, iz, clPlayer); 147 146 addToClass(ix, iz - 5, clPlayer); 148 147 149 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, { "iberWall": false });148 placeCivDefaultEntities(fx, fz, id, undefined, { "iberWall": false }); 150 149 151 150 // Create the city patch 152 151 let cityRadius = radius/3; -
binaries/data/mods/public/maps/random/fortress.js
47 47 const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor]; 48 48 const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor]; 49 49 50 const BUILDING_ANGlE = -PI/4;51 52 // initialize map53 54 50 log("Initializing map..."); 55 51 56 52 InitMap(); … … 100 96 { 101 97 var startEntities = getStartingEntities(i); 102 98 // Place starting entities 103 createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities , BUILDING_ANGlE)99 createStartingPlayerEntities(playerX[i], playerZ[i], i+1, startEntities) 104 100 var uDist = 8; 105 101 var uSpace = 2; 106 102 for (var j = 1; j < startEntities.length - 1; ++j) 107 103 { 108 var uAngle = BUILDING_ANGlE- PI * (2-j) / 2;104 var uAngle = buildingAngle - PI * (2-j) / 2; 109 105 var count = (startEntities[j].Count !== undefined ? startEntities[j].Count : 1); 110 106 for (var numberofentities = 0; numberofentities < count; numberofentities++) 111 107 { … … 115 111 } 116 112 } 117 113 // create resources 118 var bbAngle = BUILDING_ANGlE;114 var bbAngle = buildingAngle; 119 115 var bbDist = 10; 120 116 var bbX = round(playerX[i] + bbDist * cos(bbAngle)); 121 117 var bbZ = round(playerZ[i] + bbDist * sin(bbAngle)); … … 191 187 "cornerIn", "wallLong", "house", "tower", "wallLong", "tower", "wallLong", 192 188 "cornerIn", "wallLong", "house", "tower"]; 193 189 } 194 placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1 , BUILDING_ANGlE);190 placeCustomFortress(playerX[i], playerZ[i], new Fortress("Spahbod", wall), civ, i+1); 195 191 } 196 192 197 193 // create lakes -
binaries/data/mods/public/maps/random/gear.js
48 48 49 49 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 50 50 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 51 const BUILDING_ANGlE = -PI/4;52 51 53 54 // initialize map55 56 52 log("Initializing map..."); 57 53 58 54 InitMap(); … … 156 152 createArea(placer, painter, null); 157 153 158 154 // create starting units 159 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});155 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 160 156 161 157 // create animals 162 158 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/guadalquivir_river.js
43 43 44 44 const pForestP = [tForestFloorP + TERRAIN_SEPARATOR + oPoplar, tForestFloorP]; 45 45 const pForestC = [tForestFloorC + TERRAIN_SEPARATOR + oCarob, tForestFloorC]; 46 const BUILDING_ANGlE = -PI/4;47 46 48 // initialize map49 50 47 log("Initializing map..."); 51 48 52 49 InitMap(); … … 152 149 createArea(placer, painter, null); 153 150 154 151 // create starting units 155 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});152 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : false}); 156 153 157 154 // create animals 158 155 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/gulf_of_bothnia.js
121 121 } 122 122 123 123 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor]; 124 const BUILDING_ANGlE = -PI/4;125 124 126 // initialize map127 128 125 log("Initializing map..."); 129 126 130 127 InitMap(); … … 209 206 createArea(placer, painter, null); 210 207 211 208 // create starting units 212 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);209 placeCivDefaultEntities(fx, fz, id); 213 210 214 211 // create animals 215 212 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/hyrcanian_shores.js
47 47 48 48 const WATER_WIDTH = 0.25; 49 49 50 const BUILDING_ANGlE = -PI/4;51 52 // initialize map53 54 50 log("Initializing map..."); 55 51 56 52 InitMap(); … … 128 124 createArea(placer, painter, null); 129 125 130 126 // create starting units 131 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);127 placeCivDefaultEntities(fx, fz, id); 132 128 133 129 // create animals 134 130 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/island_stronghold.js
59 59 60 60 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 61 61 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 62 const BUILDING_ANGlE = -PI/4;63 62 64 63 log("Initializing map..."); 65 64 InitMap(); … … 166 165 createArea(placer, [terrainPainter, elevationPainter, paintClass(clLand)], null); 167 166 168 167 // create starting units 169 placeCivDefaultEntities(fx, fz, teams[i][p], BUILDING_ANGlE, { "iberWall": false });168 placeCivDefaultEntities(fx, fz, teams[i][p], undefined, { "iberWall": false }); 170 169 } 171 170 172 171 log("Create initial mines for team " + i); -
binaries/data/mods/public/maps/random/islands.js
48 48 49 49 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 50 50 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 51 const BUILDING_ANGlE = -PI/4;52 51 53 // initialize map54 55 52 log("Initializing map..."); 56 53 57 54 InitMap(); … … 124 121 createArea(placer, [terrainPainter, elevationPainter, paintClass(clPlayer)], null); 125 122 126 123 // create starting units 127 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});124 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 128 125 129 126 // create animals 130 127 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/kerala.js
34 34 35 35 const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oTree, tForestFloor]; 36 36 const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oPalm, tForestFloor]; 37 const BUILDING_ANGlE = -PI/4;38 37 39 // initialize map40 41 38 log("Initializing map..."); 42 39 43 40 InitMap(); … … 112 109 createArea(placer, painter, null); 113 110 114 111 // create starting units 115 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);112 placeCivDefaultEntities(fx, fz, id); 116 113 117 114 // create animals 118 115 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/lake.js
46 46 47 47 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 48 48 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 49 const BUILDING_ANGlE = -PI/4;50 49 51 // initialize map52 53 50 log("Initializing map..."); 54 51 55 52 InitMap(); … … 125 122 addToClass(ix, iz-5, clPlayer); 126 123 127 124 // create starting units 128 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);125 placeCivDefaultEntities(fx, fz, id); 129 126 130 127 // create animals 131 128 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/latium.js
63 63 const pPoplarForest = [tForestFloor+TERRAIN_SEPARATOR+oLombardyPoplar, tGrass]; 64 64 const pMainForest = [tForestFloor+TERRAIN_SEPARATOR+oCarob, tForestFloor+TERRAIN_SEPARATOR+oBeech, tGrass, tGrass]; 65 65 66 const BUILDING_ANGlE = -PI/4;67 68 // initialize map69 70 66 log("Initializing map..."); 71 67 72 68 InitMap(); … … 431 427 createArea(placer, [painter, elevationPainter], null); 432 428 433 429 // create starting units 434 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);430 placeCivDefaultEntities(fx, fz, id); 435 431 436 432 // create animals 437 433 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/lorraine_plain.js
42 42 const pForestB = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest]; 43 43 const pForestO = [tGrassPForest + TERRAIN_SEPARATOR + oOak, tGrassPForest]; 44 44 const pForestR = [tGrassDForest + TERRAIN_SEPARATOR + oBeech, tGrassDForest, tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest, tGrassDForest, tGrassDForest]; 45 const BUILDING_ANGlE = -PI/4;46 45 47 // initialize map48 49 46 log("Initializing map..."); 50 47 51 48 InitMap(); … … 133 130 createArea(placer, painter, null); 134 131 135 132 // create starting units 136 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});133 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 137 134 138 135 // create animals 139 136 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/mainland.js
46 46 47 47 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 48 48 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 49 const BUILDING_ANGlE = -PI/4;50 49 51 // initialize map52 53 50 log("Initializing map..."); 54 51 55 52 InitMap(); … … 125 122 addToClass(ix, iz-5, clPlayer); 126 123 127 124 // create starting units 128 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);125 placeCivDefaultEntities(fx, fz, id); 129 126 130 127 // create the city patch 131 128 var cityRadius = radius/3; -
binaries/data/mods/public/maps/random/migration.js
47 47 48 48 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 49 49 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 50 const BUILDING_ANGlE = -PI/4;51 50 52 // initialize map53 54 51 log("Initializing map..."); 55 52 56 53 InitMap(); … … 132 129 createArea(placer, painter, null); 133 130 134 131 // create starting units 135 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : false});132 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : false}); 136 133 137 134 // create animals 138 135 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/neareastern_badlands.js
43 43 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; 44 44 const pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass]; 45 45 46 const BUILDING_ANGlE = -PI/4;47 48 // initialize map49 50 46 log("Initializing map..."); 51 47 52 48 InitMap(); … … 119 115 createArea(placer, painter, null); 120 116 121 117 // create starting units 122 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);118 placeCivDefaultEntities(fx, fz, id); 123 119 124 120 // create animals 125 121 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/new_rms_test.js
1 1 RMS.LoadLibrary("rmgen"); 2 2 3 const BUILDING_ANGlE = -PI/4;4 5 // initialize map6 7 3 log("Initializing map..."); 8 4 9 5 InitMap(); … … 56 52 var iz = round(fz); 57 53 58 54 // create starting units 59 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);55 placeCivDefaultEntities(fx, fz, id); 60 56 } 61 57 62 58 -
binaries/data/mods/public/maps/random/northern_lights.js
29 29 30 30 const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor]; 31 31 const pForestS = [tForestFloor + TERRAIN_SEPARATOR + oPine, tForestFloor, tForestFloor, tForestFloor]; 32 const BUILDING_ANGlE = -PI/4;33 32 34 // initialize map35 36 33 log("Initializing map..."); 37 34 38 35 InitMap(); … … 107 104 createArea(placer, painter, null); 108 105 109 106 // create starting units 110 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);107 placeCivDefaultEntities(fx, fz, id); 111 108 112 109 // create metal mine 113 110 var bbAngle = randFloat(0, TWO_PI); -
binaries/data/mods/public/maps/random/oasis.js
39 39 const pForestMain = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor]; 40 40 const pOasisForestLight = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor,tForestFloor,tForestFloor 41 41 ,tForestFloor,tForestFloor,tForestFloor,tForestFloor]; 42 const BUILDING_ANGlE = -PI/4;43 42 44 // initialize map45 46 43 log("Initializing map..."); 47 44 48 45 InitMap(); … … 126 123 createArea(placer, painter, null); 127 124 128 125 // create starting units 129 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);126 placeCivDefaultEntities(fx, fz, id); 130 127 131 128 // create animals 132 129 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/persian_highlands.js
54 54 // terrain + entity (for painting) 55 55 const pForestO = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor, tDirtMain, tDirtMain]; 56 56 57 const BUILDING_ANGlE = -PI/4;58 59 57 log("Initializing map..."); 60 58 61 59 InitMap(); … … 136 134 createArea(placer, painter, null); 137 135 138 136 // create starting units 139 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);137 placeCivDefaultEntities(fx, fz, id); 140 138 141 139 // create animals 142 140 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/pheonician_levant.js
44 44 // terrain + entity (for painting) 45 45 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor + TERRAIN_SEPARATOR + oCarob, tForestFloor, tForestFloor]; 46 46 47 const BUILDING_ANGlE = -PI/4;48 49 47 log("Initializing map..."); 50 48 51 49 InitMap(); … … 118 116 createArea(placer, painter, null); 119 117 120 118 // create starting units 121 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);119 placeCivDefaultEntities(fx, fz, id); 122 120 123 121 // create animals 124 122 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/pyrenean_sierra.js
242 242 tForestTransition,tGrassLandForest2,tForestTransition,tForestTransition,tForestTransition, 243 243 tGrassLandForest,tForestTransition,tGrassLandForest2,tForestTransition, 244 244 tGrassLandForest2,tGrassLandForest2,tGrassLandForest2,tGrassLandForest2]; 245 const BUILDING_ANGlE = -PI/4;246 245 247 // initialize map248 249 246 log("Initializing map..."); 250 247 251 248 InitMap(); … … 351 348 createArea(placer, painter, null); 352 349 353 350 // create starting units 354 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);351 placeCivDefaultEntities(fx, fz, id); 355 352 356 353 // create animals 357 354 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/rhine_marshlands.js
37 37 38 38 const pForestD = [tForestFloor + TERRAIN_SEPARATOR + oBeech, tForestFloor]; 39 39 const pForestP = [tForestFloor + TERRAIN_SEPARATOR + oOak, tForestFloor]; 40 const BUILDING_ANGlE = -PI/4;41 40 42 // initialize map43 44 41 log("Initializing map..."); 45 42 46 43 InitMap(); … … 113 110 createArea(placer, painter, null); 114 111 115 112 // create starting units 116 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);113 placeCivDefaultEntities(fx, fz, id); 117 114 118 115 // create animals 119 116 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/rivers.js
50 50 51 51 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 52 52 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 53 const BUILDING_ANGlE = -PI/4;54 53 55 // initialize map56 57 54 log("Initializing map..."); 58 55 59 56 InitMap(); … … 154 151 createArea(placer, painter, null); 155 152 156 153 // create starting units 157 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);154 placeCivDefaultEntities(fx, fz, id); 158 155 159 156 // create animals 160 157 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/rmgen/library.js
13 13 const MAX_HEIGHT_RANGE = 0xFFFF / HEIGHT_UNITS_PER_METRE // Engine limit, Roughly 700 meters 14 14 const MIN_HEIGHT = - SEA_LEVEL; 15 15 const MAX_HEIGHT = MAX_HEIGHT_RANGE - SEA_LEVEL; 16 // Default angle for buildings 17 var buildingAngle = -PI/4; 16 18 17 19 function fractionToTiles(f) 18 20 { -
binaries/data/mods/public/maps/random/rmgen/misc.js
136 136 // fx&fz: position of player base 137 137 // playerid: id of player 138 138 // civEntities: use getStartingEntities(id-1) fo this one 139 // BUILDING_ANGlE: angle of main base building139 // angle: orientation of the main base building, default is buildingAngle 140 140 // 141 141 /////////////////////////////////////////////////////////////////////////////////////////// 142 function createStartingPlayerEntities(fx, fz, playerid, civEntities, BUILDING_ANGlE)142 function createStartingPlayerEntities(fx, fz, playerid, civEntities, angle = buildingAngle) 143 143 { 144 144 var uDist = 6; 145 145 var uSpace = 2; 146 placeObject(fx, fz, civEntities[0].Template, playerid, BUILDING_ANGlE);146 placeObject(fx, fz, civEntities[0].Template, playerid, angle); 147 147 for (var j = 1; j < civEntities.length; ++j) 148 148 { 149 var uAngle = BUILDING_ANGlE- PI * (2-j) / 2;149 var uAngle = angle - PI * (2-j) / 2; 150 150 var count = (civEntities[j].Count !== undefined ? civEntities[j].Count : 1); 151 151 for (var numberofentities = 0; numberofentities < count; numberofentities++) 152 152 { … … 163 163 // Creates the default starting player entities depending on the players civ 164 164 // fx&fy: position of player base 165 165 // playerid: id of player 166 // angle: angle of main base building, optional, default is BUILDING_ANGlE166 // angle: angle of main base building, optional, default is buildingAngle 167 167 // kwargs: Takes some optional keyword arguments to tweek things 168 168 // 'iberWall': may be false, 'walls' (default) or 'towers'. Determines the defensive structures Iberians get as civ bonus 169 169 // 170 170 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 171 function placeCivDefaultEntities(fx, fz, playerid, angle , kwargs)171 function placeCivDefaultEntities(fx, fz, playerid, angle = buildingAngle, kwargs = {}) 172 172 { 173 173 // Unpack kwargs 174 174 kwargs = (kwargs || {}); -
binaries/data/mods/public/maps/random/rmgen/wall_builder.js
470 470 // fortress An instance of Fortress with a wall defined 471 471 // style Optional. Wall style string. Default is the civ of the given player, "palisades" for gaia 472 472 // playerId Optional. Number of the player the wall will be placed for. Default is 0 (gaia) 473 // orientation Optional. Angle the first wall element (should be a gate or entrance) is placed. Default is 0473 // orientation Optional. Angle the first wall element (should be a gate or entrance) is placed. Default is buildingAngle 474 474 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 475 function placeCustomFortress(centerX, centerY, fortress, style, playerId , orientation)475 function placeCustomFortress(centerX, centerY, fortress, style, playerId = 0, orientation = buildingAngle) 476 476 { 477 477 // Graciously handle arguments 478 478 fortress = (fortress || fortressTypes["medium"]); 479 playerId = (playerId || 0);480 479 if (!wallStyles.hasOwnProperty(style)) 481 480 { 482 481 if (playerId == 0) … … 484 483 else 485 484 style = (getCivCode(playerId-1)); 486 485 } 487 orientation = (orientation || 0);488 486 489 487 // Calculate center if fortress.centerToFirstElement is undefined (default) 490 488 var centerToFirstElement = fortress.centerToFirstElement; -
binaries/data/mods/public/maps/random/saharan_oases.js
47 47 // terrain + entity (for painting) 48 48 const pForest = [tLush + TERRAIN_SEPARATOR + oDatePalm, tLush + TERRAIN_SEPARATOR + oSDatePalm, tLush]; 49 49 50 const BUILDING_ANGlE = -PI/4;51 52 50 log("Initializing map..."); 53 51 54 52 InitMap(); … … 118 116 createArea(placer, painter, null); 119 117 120 118 // create starting units 121 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);119 placeCivDefaultEntities(fx, fz, id); 122 120 123 121 // create animals 124 122 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/sahel.js
52 52 } 53 53 } 54 54 55 const BUILDING_ANGlE = -PI/4;56 57 // initialize map58 59 55 log("Initializing map..."); 60 56 61 57 InitMap(); … … 121 117 addToClass(ix, iz-5, clPlayer); 122 118 123 119 // create starting units 124 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);120 placeCivDefaultEntities(fx, fz, id); 125 121 126 122 // create animals 127 123 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/sahel_watering_holes.js
40 40 const aBushSmall = "actor|props/flora/bush_dry_a.xml"; 41 41 42 42 const pForest = [tForestFloor + TERRAIN_SEPARATOR + oBaobab, tForestFloor + TERRAIN_SEPARATOR + oBaobab, tForestFloor]; 43 const BUILDING_ANGlE = -PI/4;44 43 45 // initialize map46 47 44 log("Initializing map..."); 48 45 49 46 InitMap(); … … 116 113 createArea(placer, painter, null); 117 114 118 115 // create starting units 119 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);116 placeCivDefaultEntities(fx, fz, id); 120 117 121 118 // create animals 122 119 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/schwarzwald.js
109 109 var tWater = ['dirt_brown_d']; 110 110 var tWaterBorder = ['dirt_brown_d']; 111 111 112 const BUILDING_ANGlE = -PI/4;113 114 112 // Setup map 115 113 var mapSize = getMapSize(); 116 114 var mapRadius = mapSize/2; … … 242 240 243 241 rectangularSmoothToHeight([x,z] , 20, 20, playerHeight, 0.8); 244 242 245 placeCivDefaultEntities(x, z, i+1, BUILDING_ANGlE, {'iberWall': false});243 placeCivDefaultEntities(x, z, i+1, undefined, {'iberWall': false}); 246 244 247 245 // Place base texture 248 246 var placer = new ClumpPlacer(2*baseRadius*baseRadius, 2/3, 1/8, 10, x, z); -
binaries/data/mods/public/maps/random/snowflake_searocks.js
46 46 47 47 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 48 48 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 49 const BUILDING_ANGlE = -PI/4;50 49 51 52 // initialize map53 54 50 log("Initializing map..."); 55 51 56 52 InitMap(); … … 1555 1551 createArea(placer, painter, null); 1556 1552 1557 1553 // create starting units 1558 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});1554 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 1559 1555 1560 1556 // create animals 1561 1557 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/survivalofthefittest.js
49 49 50 50 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 51 51 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 52 const BUILDING_ANGlE = -PI/4;53 52 54 // initialize map55 56 53 log("Initializing map..."); 57 54 58 55 InitMap(); … … 163 160 // Place default civ starting entities 164 161 var uDist = 6; 165 162 var uSpace = 2; 166 placeObject(fx, fz, "skirmish/structures/default_civil_centre", id, BUILDING_ANGlE);167 var uAngle = BUILDING_ANGlE- PI / 2;163 placeObject(fx, fz, "skirmish/structures/default_civil_centre", id, buildingAngle); 164 var uAngle = buildingAngle - PI / 2; 168 165 var count = 4; 169 166 for (var numberofentities = 0; numberofentities < count; numberofentities++) 170 167 { -
binaries/data/mods/public/maps/random/syria.js
40 40 41 41 const pForestP = [tForestFloor2 + TERRAIN_SEPARATOR + oPalm, tForestFloor2]; 42 42 const pForestT = [tForestFloor1 + TERRAIN_SEPARATOR + oTamarix,tForestFloor2]; 43 const BUILDING_ANGlE = -PI/4;44 43 45 46 // initialize map47 48 44 log("Initializing map..."); 49 45 50 46 InitMap(); … … 122 118 createArea(placer, painter, null); 123 119 124 120 // create starting units 125 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);121 placeCivDefaultEntities(fx, fz, id); 126 122 127 123 // create animals 128 124 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/the_nile.js
49 49 var pForest = [tForestFloor + TERRAIN_SEPARATOR + oDatePalm, tForestFloor + TERRAIN_SEPARATOR + oSDatePalm, tForestFloor]; 50 50 var pForestOasis = [tGrass + TERRAIN_SEPARATOR + oDatePalm, tGrass + TERRAIN_SEPARATOR + oSDatePalm, tGrass]; 51 51 52 const BUILDING_ANGlE = -PI/4;53 54 52 log("Initializing map..."); 55 53 56 54 InitMap(); … … 144 142 createArea(placer, painter, null); 145 143 146 144 // create starting units 147 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);145 placeCivDefaultEntities(fx, fz, id); 148 146 149 147 // create animals 150 148 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/unknown.js
48 48 49 49 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 50 50 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 51 const BUILDING_ANGlE = -PI/4;52 51 53 // initialize map54 55 52 log("Initializing map..."); 56 53 57 54 InitMap(); … … 1668 1665 1669 1666 // create starting units 1670 1667 if (iberianTowers) 1671 placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE, {'iberWall' : 'towers'});1668 placeCivDefaultEntities(fx, fz, id, undefined, {'iberWall' : 'towers'}); 1672 1669 else 1673 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);1670 placeCivDefaultEntities(fx, fz, id); 1674 1671 1675 1672 // create animals 1676 1673 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/unknown_land.js
48 48 49 49 const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; 50 50 const pForest2 = [tForestFloor1 + TERRAIN_SEPARATOR + oTree4, tForestFloor1 + TERRAIN_SEPARATOR + oTree5, tForestFloor1]; 51 const BUILDING_ANGlE = -PI/4;52 51 53 // initialize map54 55 52 log("Initializing map..."); 56 53 57 54 InitMap(); … … 1440 1437 var iz = round(fz); 1441 1438 1442 1439 // create starting units 1443 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);1440 placeCivDefaultEntities(fx, fz, id); 1444 1441 1445 1442 // create animals 1446 1443 for (var j = 0; j < 2; ++j) -
binaries/data/mods/public/maps/random/unknown_nomad.js
48 48 49 49 var pForestD = [tGrassDForest + TERRAIN_SEPARATOR + oOak, tGrassDForest + TERRAIN_SEPARATOR + oOakLarge, tGrassDForest]; 50 50 var pForestP = [tGrassPForest + TERRAIN_SEPARATOR + oPine, tGrassPForest + TERRAIN_SEPARATOR + oAleppoPine, tGrassPForest]; 51 const BUILDING_ANGlE = -PI/4;52 51 53 // initialize map54 55 52 log("Initializing map..."); 56 53 57 54 InitMap(); -
binaries/data/mods/public/maps/random/volcanic_lands.js
24 24 25 25 var pForestD = [tGrassC + TERRAIN_SEPARATOR + oTree, tGrassC]; 26 26 var pForestP = [tGrassB + TERRAIN_SEPARATOR + oTree, tGrassB]; 27 const BUILDING_ANGlE = -PI/4;28 27 29 28 log("Initializing map..."); 30 29 InitMap(); … … 90 89 createArea(placer, painter, null); 91 90 92 91 // create starting units 93 placeCivDefaultEntities(fx, fz, id , BUILDING_ANGlE);92 placeCivDefaultEntities(fx, fz, id); 94 93 95 94 // create metal mine 96 95 var bbAngle = randFloat(0, TWO_PI);