Civ picker adjusts to Scenarios with few civs
Map generator can handle maps with no water tiles
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3 changed files with 10 additions and 3 deletions
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@ -33,7 +33,7 @@ class MapGenerator(val ruleset: Ruleset) {
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return map
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seedRNG(seed)
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generateLand(map)
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generateLand(map,ruleset)
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raiseMountainsAndHills(map)
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applyHumidityAndTemperature(map)
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spawnLakesAndCoasts(map)
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@ -565,7 +565,12 @@ class MapGenerator(val ruleset: Ruleset) {
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companion object MapLandmassGenerator {
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var RNG = Random(42)
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fun generateLand(tileMap: TileMap) {
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fun generateLand(tileMap: TileMap, ruleset: Ruleset) {
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if(ruleset.terrains.values.none { it.type==TerrainType.Water }) {
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for (tile in tileMap.values)
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tile.baseTerrain = Constants.grassland
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return
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}
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when (tileMap.mapParameters.type) {
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MapType.pangaea -> createPangea(tileMap)
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MapType.continents -> createTwoContinents(tileMap)
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@ -8,7 +8,7 @@ import com.unciv.models.ruleset.tech.TechEra
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class GameParameters { // Default values are the default new game
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var difficulty = "Prince"
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var gameSpeed = GameSpeed.Standard
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var players = ArrayList<Player>().apply {
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var players = mutableListOf<Player>().apply {
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add(Player().apply { playerType = PlayerType.Human })
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for (i in 1..3) add(Player())
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}
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@ -34,6 +34,8 @@ class PlayerPickerTable(val newGameScreen: NewGameScreen, val newGameParameters:
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val gameBasics = newGameScreen.ruleset // the mod picking changes this ruleset
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reassignRemovedModReferences()
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if(newGameParameters.players.size>newGameScreen.ruleset.nations.size)
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newGameParameters.players=newGameParameters.players.subList(0,newGameScreen.ruleset.nations.size)
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if (desiredCiv.isNotEmpty()) assignDesiredCiv(desiredCiv)
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for (player in newGameParameters.players) {
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