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Fix RMS library forgotten in the previous commit.
Changes some direct accesses to use the library function. This was SVN commit r16100.
This commit is contained in:
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a472944689
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6 changed files with 15 additions and 15 deletions
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@ -153,7 +153,7 @@ for (var i=0; i < numPlayers; i++)
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createObjectGroup(group, 0);
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// Base texture
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var civ = g_MapSettings.PlayerData[i].Civ;
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var civ = getCivCode(i);
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var tilesSize = (civ == "cart" ? 27 : 22);
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const minBoundX = (playerX[i] > tilesSize ? playerX[i] - tilesSize : 0);
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@ -225,7 +225,7 @@ for (var i = 0; i < numPlayers; i++)
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//create docks
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var dockLocation = getTIPIADBON([ix, iz], [mapSize / 2, mapSize / 2], [-3 , 2.6], 0.5, 3);
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if (dockLocation !== undefined)
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placeObject(dockLocation[0], dockLocation[1], "structures/" + g_MapSettings.PlayerData[id-1].Civ + "_dock", id, playerAngle[i] + PI);
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placeObject(dockLocation[0], dockLocation[1], "structures/" + getCivCode(id-1) + "_dock", id, playerAngle[i] + PI);
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}
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@ -391,13 +391,13 @@ function getMapArea()
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function getNumPlayers()
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{
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return g_MapSettings.PlayerData.length;
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return g_MapSettings.PlayerData.length - 1;
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}
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function getCivCode(player)
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{
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if (g_MapSettings.PlayerData[player].Civ)
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return g_MapSettings.PlayerData[player].Civ;
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if (g_MapSettings.PlayerData[player+1].Civ)
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return g_MapSettings.PlayerData[player+1].Civ;
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warn("undefined civ specified for player " + (player + 1) + ", falling back to '" + FALLBACK_CIV + "'");
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return FALLBACK_CIV;
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@ -405,25 +405,25 @@ function getCivCode(player)
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function areAllies(player1, player2)
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{
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if ((g_MapSettings.PlayerData[player1].Team === undefined) || (g_MapSettings.PlayerData[player2].Team === undefined) || (g_MapSettings.PlayerData[player2].Team == -1) || (g_MapSettings.PlayerData[player1].Team == -1))
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if ((g_MapSettings.PlayerData[player1+1].Team === undefined) || (g_MapSettings.PlayerData[player2+1].Team === undefined) || (g_MapSettings.PlayerData[player2+1].Team == -1) || (g_MapSettings.PlayerData[player1+1].Team == -1))
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{
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return false;
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}
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else
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{
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return (g_MapSettings.PlayerData[player1].Team === g_MapSettings.PlayerData[player2].Team);
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return (g_MapSettings.PlayerData[player1+1].Team === g_MapSettings.PlayerData[player2+1].Team);
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}
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}
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function getPlayerTeam(player)
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{
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if (g_MapSettings.PlayerData[player].Team === undefined)
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if (g_MapSettings.PlayerData[player+1].Team === undefined)
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{
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return -1;
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}
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else
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{
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return g_MapSettings.PlayerData[player].Team;
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return g_MapSettings.PlayerData[player+1].Team;
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}
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}
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@ -178,7 +178,7 @@ function placeCivDefaultEntities(fx, fz, playerid, angle, kwargs)
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if ('iberWall' in kwargs)
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iberWall = kwargs['iberWall'];
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// Place default civ starting entities
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var civ = g_MapSettings.PlayerData[playerid-1].Civ;
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var civ = getCivCode(playerid-1);
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var civEntities = getStartingEntities(playerid-1);
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var uDist = 6;
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var uSpace = 2;
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@ -768,4 +768,4 @@ function createMountain(maxHeight, minRadius, maxRadius, numCircles, constraint,
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}
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}
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}
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}
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}
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@ -276,7 +276,7 @@ Takes
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heightmap Optional, default is g_Map.height, an array of (map width) arrays of (map depth) floats
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maxTries Optional, default is 1000, an integer, how often random player distributions are rolled to be compared
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minDistToBorder Optional, default is 20, an integer, how far start locations have to be
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numberOfPlayers Optional, default is g_MapSettings.PlayerData.length, an integer, how many start locations should be placed
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numberOfPlayers Optional, default is getNumPlayers, an integer, how many start locations should be placed
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Returns
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An array of 2D points (arrays of length 2)
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*/
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@ -284,7 +284,7 @@ function getStartLocationsByHeightmap(hightRange, maxTries, minDistToBorder, num
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{
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maxTries = (maxTries || 1000);
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minDistToBorder = (minDistToBorder || 20);
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numberOfPlayers = (numberOfPlayers || g_MapSettings.PlayerData.length);
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numberOfPlayers = (numberOfPlayers || getNumPlayers());
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heightmap = (heightmap || g_Map.height);
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var validStartLocTiles = [];
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@ -35,7 +35,7 @@ const BUILDING_ANlE = -PI/4;
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// It takes an instance of the Fortress class instead of the default fortress type strings
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// The next argument is always the wall style string
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// Wall styles are chosen by strings so the civ strings got by g_MapSettings.PlayerData[playerId - 1].Civ can be used
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// Wall styles are chosen by strings so the civ strings got by getCivCode() can be used
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// Other styles may be present as well but besides the civ styles only 'palisades' includes all wall element types (yet)
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// The next argument is always the index of the player that owns the wall.
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@ -61,7 +61,7 @@ const distToOtherWalls = 10;
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var buildableMapSize = mapSize - 2 * distToMapBorder;
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var actualX = distToMapBorder;
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var actualY = distToMapBorder;
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// Wall styles are chosen by strings so the civ strings got by g_MapSettings.PlayerData[playerId - 1].Civ can be used
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// Wall styles are chosen by strings so the civ strings got by getCivCode() can be used
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// Other styles may be present as well but besides the civ styles only 'palisades' includes all wall element types (yet)
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const wallStyleList = ["athen", "brit", "cart", "celt", "gaul", "hele", "iber", "mace", "maur", "pers", "ptol", "rome", "sele", "spart", "rome_siege", "palisades"];
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