Remove trivial playerPosition

`playerPosition` is the same as `args.playerPosition` so it isn't of
much value and does obscure dataflow.
This commit is contained in:
phosit 2025-06-27 16:19:33 +02:00 committed by Phosit
parent c1353d665a
commit bb76a4f711

View file

@ -214,14 +214,13 @@ function getPlayerBaseArgs(playerBaseArgs)
return [
(property, defaultVal) => playerBaseArgs[property] === undefined ? defaultVal : playerBaseArgs[property],
playerBaseArgs.playerPosition,
baseResourceConstraint
];
}
function placePlayerBaseCityPatch(args)
{
const [get, basePosition, baseResourceConstraint] = getPlayerBaseArgs(args);
const [get, baseResourceConstraint] = getPlayerBaseArgs(args);
let painters = [];
@ -237,13 +236,13 @@ function placePlayerBaseCityPatch(args)
get("coherence", 0.6),
get("smoothness", 0.3),
get("failFraction", Infinity),
basePosition),
args.playerPosition),
painters);
}
function placePlayerBaseStartingAnimal(args)
{
const [get, basePosition, baseResourceConstraint] = getPlayerBaseArgs(args);
const [get, baseResourceConstraint] = getPlayerBaseArgs(args);
const template = get("template", "gaia/fauna_chicken");
const count = template === "gaia/fauna_chicken" ? 5 :
@ -254,7 +253,8 @@ function placePlayerBaseStartingAnimal(args)
let success = false;
for (let tries = 0; tries < get("maxTries", 30); ++tries)
{
const position = new Vector2D(0, get("distance", 9)).rotate(randomAngle()).add(basePosition);
const position = new Vector2D(0, get("distance", 9)).rotate(randomAngle()).add(
args.playerPosition);
if (createObjectGroup(
new SimpleGroup(
[
@ -286,10 +286,11 @@ function placePlayerBaseStartingAnimal(args)
function placePlayerBaseBerries(args)
{
const [get, basePosition, baseResourceConstraint] = getPlayerBaseArgs(args);
const [get, baseResourceConstraint] = getPlayerBaseArgs(args);
for (let tries = 0; tries < get("maxTries", 30); ++tries)
{
const position = new Vector2D(0, get("distance", 12)).rotate(randomAngle()).add(basePosition);
const position =
new Vector2D(0, get("distance", 12)).rotate(randomAngle()).add(args.playerPosition);
if (createObjectGroup(
new SimpleGroup(
[new SimpleObject(args.template, get("minCount", 5), get("maxCount", 5), get("maxDist", 1), get("maxDist", 3))],
@ -306,7 +307,7 @@ function placePlayerBaseBerries(args)
function placePlayerBaseMines(args)
{
const [get, basePosition, baseResourceConstraint] = getPlayerBaseArgs(args);
const [get, baseResourceConstraint] = getPlayerBaseArgs(args);
const angleBetweenMines = randFloat(get("minAngle", Math.PI / 6), get("maxAngle", Math.PI / 3));
const mineCount = args.types.length;
@ -323,7 +324,8 @@ function placePlayerBaseMines(args)
for (let i = 0; i < mineCount; ++i)
{
const angle = startAngle + angleBetweenMines * (i + (mineCount - 1) / 2);
pos[i] = new Vector2D(0, get("distance", 12)).rotate(angle).add(basePosition).round();
pos[i] = new Vector2D(0, get("distance", 12)).rotate(angle).add(
args.playerPosition).round();
if (!g_Map.validTilePassable(pos[i]) || !baseResourceConstraint.allows(pos[i]))
{
pos = undefined;
@ -360,13 +362,14 @@ function placePlayerBaseMines(args)
function placePlayerBaseTrees(args)
{
const [get, basePosition, baseResourceConstraint] = getPlayerBaseArgs(args);
const [get, baseResourceConstraint] = getPlayerBaseArgs(args);
const num = Math.floor(get("count", scaleByMapSize(7, 20)));
for (let x = 0; x < get("maxTries", 30); ++x)
{
const position = new Vector2D(0, randFloat(get("minDist", 11), get("maxDist", 13))).rotate(randomAngle()).add(basePosition).round();
const position = new Vector2D(0, randFloat(get("minDist", 11), get("maxDist", 13)))
.rotate(randomAngle()).add(args.playerPosition).round();
if (createObjectGroup(
new SimpleGroup(
@ -384,7 +387,7 @@ function placePlayerBaseTrees(args)
function placePlayerBaseTreasures(args)
{
const [_, basePosition, baseResourceConstraint] = getPlayerBaseArgs(args);
const [_, baseResourceConstraint] = getPlayerBaseArgs(args);
for (const resourceTypeArgs of args.types)
{
@ -394,7 +397,8 @@ function placePlayerBaseTreasures(args)
for (let tries = 0; tries < get("maxTries", 30); ++tries)
{
const position = new Vector2D(0, randFloat(get("minDist", 11), get("maxDist", 13))).rotate(randomAngle()).add(basePosition).round();
const position = new Vector2D(0, randFloat(get("minDist", 11), get("maxDist", 13)))
.rotate(randomAngle()).add(args.playerPosition).round();
if (createObjectGroup(
new SimpleGroup(
@ -422,14 +426,15 @@ function placePlayerBaseTreasures(args)
*/
function placePlayerBaseDecoratives(args)
{
const [get, basePosition, baseResourceConstraint] = getPlayerBaseArgs(args);
const [get, baseResourceConstraint] = getPlayerBaseArgs(args);
for (let i = 0; i < get("count", scaleByMapSize(2, 5)); ++i)
{
let success = false;
for (let x = 0; x < get("maxTries", 30); ++x)
{
const position = new Vector2D(0, randIntInclusive(get("minDist", 8), get("maxDist", 11))).rotate(randomAngle()).add(basePosition).round();
const position = new Vector2D(0, randIntInclusive(get("minDist", 8), get("maxDist", 11)))
.rotate(randomAngle()).add(args.playerPosition).round();
if (createObjectGroup(
new SimpleGroup(