![]() waterMap = false) thenĮlseif(water >= 3 + minor - balancedStart) thenĮlseif(water >= 4 + minor and self. waterMap = true and impassable >= 2 + minor * 2 - balancedStart) thenĮlseif(water + impassable >= 4 + minor - balancedStart and self. landMap = true and impassable >= 2 + minor)) and self. If(adjacentPlot: GetX() >= 0 and adjacentPlot: GetY() = 2 + minor - balancedStart or ( self. TerrainType = adjacentPlot: GetTerrainType() GetAdjacentPlot(plot: GetX(), plot: GetY(), direction) If (iFallBackScore gridHeight - max or (max = 0 and min = 0)) thenįor direction = 0, DirectionTypes. Local bValidResource = self: _BonusResource(pTempPlot) Local bLuxur圜heck = self: _LuxuryBuffer(pTempPlot) If(pTempPlot: IsImpassable() = true) then Checks to see if the plot is impassable Maps are great, but you know whats really cool Linking your worldbuilding directly to a map Or even linking maps to other maps. print("Fertility: ", sortedPlots.Fertility) While bValid = false and iSize >= iContinentIndex do Self: _SortByFertilityArray(sortedPlots, sortedPlotsFertility) įor i, newPlot in ipairs( self. SortedPlotsFertility = self: _PreFertilitySort(sortedPlots) Table.sort (sortedPlots, function( a, b) return a. Print( "Water Start X: ", pStartPlot: GetX(), "Water Start Y: ", pStartPlot: GetY()) ![]() WaterPlayer: SetStartingPlot(pStartPlot) GetOceanStartTile(i - 1) - Indices start at 0 here iNumWaterMajorCivs, aMajorStartPlotIndices) Print( "Minor Start X: ", v: GetX(), "Minor Start Y: ", v: GetY()) Self: _StartBiasPlotRemoval(v, true, index) Local iMinorCivStartLocs = StartPositioner. Print( "Major Start X: ", v: GetX(), "Major Start Y: ", v: GetY()) Play as the leader of your empire and manage your resources to build. Table.insert(aMajorStartPlotIndices, v: GetIndex()) Civilization VI is an advanced empire building game for Android that simulates raising an empire from the beginning of time. Self: _StartBiasPlotRemoval(v, false, index) playerStarts, index) > 1) thenįor k, v in pairs( self. uiMinMajorCivFertility 0 and self: _ArraySize( self. Team info variables (not used in the core process, but necessary to many Multiplayer map scripts)įunction AssignStartingPlots:_InitStartingData() _IsContinentalDivide = AssignStartingPlots. _FindSpecificStrategic = AssignStartingPlots. _BalancedStrategic = AssignStartingPlots. _AddResourcesLegendary = AssignStartingPlots. _AddResourcesBalanced = AssignStartingPlots. _SortByFertilityArray = AssignStartingPlots. _StartBiasPlotRemoval = AssignStartingPlots. _StartBiasTerrains = AssignStartingPlots. _StartBiasFeatures = AssignStartingPlots. _StartBiasResources = AssignStartingPlots. _AddBonusFoodProduction = AssignStartingPlots. _WeightedFertility = AssignStartingPlots. _MinorMinorCivBuffer = AssignStartingPlots. _MinorMajorCivBuffer = AssignStartingPlots. _CivilizationBuffer = AssignStartingPlots. _TryToRemoveBonusResource = AssignStartingPlots. _NaturalWonderBuffer = AssignStartingPlots. Function AssignStartingPlots.Create( args)
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