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Place palisade walls around Napata when chosing the "easy" difficulty.
This was SVN commit r21798.
This commit is contained in:
parent
5cbe187438
commit
fce54167fd
2 changed files with 16 additions and 5 deletions
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@ -81,6 +81,9 @@ const oElephantStables = "structures/kush_elephant_stables";
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const oWallMedium = "structures/kush_wall_medium";
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const oWallGate = "structures/kush_wall_gate";
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const oWallTower = "structures/kush_wall_tower";
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const oPalisadeMedium = "other/palisades_rocks_medium";
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const oPalisadeGate = "other/palisades_rocks_gate";
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const oPalisadeTower = "other/palisades_rocks_tower";
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const oKushCitizenArcher = "units/kush_infantry_archer_b";
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const oKushHealer = "units/kush_support_healer_b";
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const oKushChampionArcher = "units/kush_champion_infantry";
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@ -197,7 +200,7 @@ const pathWidth = 4;
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const pathWidthCenter = 10;
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const pathWidthSecondary = 6;
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const placeNapataWall = getDifficulty() >= 3 && mapSize >= 192;
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const placeNapataWall = mapSize < 192 || getDifficulty() < 2 ? false : getDifficulty() < 3 ? "napata_palisade" : "napata_wall";
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const layoutFertileLandTextures = [
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{
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@ -316,7 +319,7 @@ const layoutKushCity = [
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}
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].filter(building => getDifficulty() >= getDifficulties().find(difficulty => difficulty.Name == building.difficulty).Difficulty);
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g_WallStyles.napata = {
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g_WallStyles.napata_wall = {
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"short": readyWallElement("uncapturable|" + oWallMedium),
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"medium": readyWallElement("uncapturable|" + oWallMedium),
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"tower": readyWallElement("uncapturable|" + oWallTower),
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@ -324,6 +327,14 @@ g_WallStyles.napata = {
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"overlap": 0.05
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};
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g_WallStyles.napata_palisade = {
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"short": readyWallElement("uncapturable|" + oPalisadeMedium),
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"medium": readyWallElement("uncapturable|" + oPalisadeMedium),
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"tower": readyWallElement("uncapturable|" + oPalisadeTower),
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"gate": readyWallElement("uncapturable|" + oPalisadeGate),
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"overlap": 0.05
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};
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Engine.SetProgress(10);
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g_Map.log("Loading hill heightmap");
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@ -881,7 +892,7 @@ if (placeNapataWall)
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gridCenter,
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wallGridRadiusFront,
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["tower", "short", "tower", "gate", "tower", "medium", "tower", "short"],
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"napata",
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placeNapataWall,
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0,
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wallGridStartAngle,
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wallGridMaxAngleFront,
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@ -901,7 +912,7 @@ if (placeNapataWall)
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wallGridPosition[x - 1],
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wallGridPosition[x],
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["tower", "gate", "tower", "short", "tower", "short", "tower"],
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"napata",
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placeNapataWall,
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0,
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false,
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avoidClasses(clHill, 0, clTemple, 0)));
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@ -76,7 +76,7 @@ var scaleByMapSize = (min, max) => min + (max - min) * (TriggerHelper.GetMapSize
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/**
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* Defensive Infantry units patrol along the paths of the city.
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*/
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var jebelBarkal_cityPatrolGroup_count = time => scaleByTime(time, 3, scaleByMapSize(3, 10));
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var jebelBarkal_cityPatrolGroup_count = time => TriggerHelper.GetMapSizeTiles() > 192 ? scaleByTime(time, 3, scaleByMapSize(3, 10)) : 0;
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var jebelBarkal_cityPatrolGroup_interval = time => scaleByTime(time, 5, 3);
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var jebelBarkal_cityPatrolGroup_balancing = {
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"buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress", "Barracks+!Stables", "Embassy"],
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