function terrainGen($mapDoc, $terrainDoc) { parent::terrainGen($mapDoc, $terrainDoc); $this->terrain->addTerrainFeature("town", "town", "t", 0, 0, 1, false); $this->terrain->addAltEntranceCost('blocked', 'air', 0); $this->terrain->addAltEntranceCost('blocked', 'air', 0); }
function terrainGen($mapDoc, $terrainDoc) { $this->terrain->addTerrainFeature("swamp", "swamp", "s", 2, 0, 1, true); $this->terrain->addAltEntranceCost('swamp', 'mech', 3); parent::terrainGen($mapDoc, $terrainDoc); $this->terrain->addTerrainFeature("road", "road", "r", 1, 0, 0, true); $this->terrain->addNatAltEntranceCost('road', 'soviet', 'inf', 1); }
function terrainGen($mapDoc, $terrainDoc) { $this->terrain->addTerrainFeature("swamp", "swamp", "s", 2, 0, 1, true); $this->terrain->addAltEntranceCost('swamp', 'mech', 3); parent::terrainGen($mapDoc, $terrainDoc); $this->terrain->addTerrainFeature("river", "river", "v", 0, 2, 1, true); $this->terrain->addAltEntranceCost("river", 'mech', 3); $this->terrain->addTerrainFeature("town", "town", "t", 0, 0, 1, false); }
function terrainGen($mapDoc, $terrainDoc) { parent::terrainGen($mapDoc, $terrainDoc); $this->terrain->addTerrainFeature("town", "town", "t", 0, 0, 1, false); $this->terrain->addTerrainFeature("road", "road", "r", 1, 0, 0, false); $this->terrain->addNatAltEntranceCost('road', 'soviet', 'inf', 0.3); $this->terrain->addNatAltEntranceCost('road', 'soviet', 'mudinf', 1.0 / 12.0); $this->terrain->addNatAltEntranceCost('road', 'sovietguard', 'inf', 0.3); $this->terrain->addNatAltEntranceCost('road', 'sovietguard', 'mudinf', 1.0 / 12.0); }
function terrainGen($mapDoc, $terrainDoc) { $this->terrain->addTerrainFeature("newrichmond", "New Richmond", "m", 0, 0, 1, false); $this->terrain->addTerrainFeature("eastedge", "East Edge", "m", 0, 0, 0, false); $this->terrain->addTerrainFeature("westedge", "West Edge", "m", 0, 0, 0, false); parent::terrainGen($mapDoc, $terrainDoc); $this->terrain->addNatAltTraverseCost("mine", "rebel", 'mech', 2); $this->terrain->addNatAltTraverseCost("mine", "rebel", 'inf', 1); $this->terrain->addNatAltTraverseCost("mine", "rebel", 'mountain', 1); }
function terrainGen($mapDoc, $terrainDoc) { /* * Usurp crest hexside for non crossable border between */ $this->terrain->addTerrainFeature("crest", "crest", "o", 0, 0, 0, false); $this->terrain->addNatAltTraverseCost('crest', 'yugoslavian', 'inf', 'blocked'); $this->terrain->addNatAltTraverseCost('crest', 'eastern', 'inf', 'blocked'); $this->terrain->addNatAltTraverseCost('crest', 'Bul', 'inf', 'blocked'); $this->terrain->addNatAltTraverseCost('crest', 'bulgarian', 'inf', 'blocked'); parent::terrainGen($mapDoc, $terrainDoc); }
function terrainGen($mapDoc, $terrainDoc) { // code, name, displayName, letter, entranceCost, traverseCost, combatEffect, is Exclusive $this->terrain->addTerrainFeature("offmap", "offmap", "o", 1, 0, 0, true); $this->terrain->addTerrainFeature("blocked", "blocked", "b", 1, 0, 0, true); $this->terrain->addTerrainFeature("clear", "clear", "c", 1, 0, 0, true); $this->terrain->addTerrainFeature("road", "road", "r", 0.5, 0, 0, false); $this->terrain->addTerrainFeature("secondaryroad", "secondaryroad", "r", 0.75, 0, 0, false); $this->terrain->addTerrainFeature("trail", "trail", "r", 1, 0, 0, false); $this->terrain->addTerrainFeature("fortified", "fortified", "h", 1, 0, 1, true); $this->terrain->addTerrainFeature("town", "town", "t", 0, 0, 0, false); $this->terrain->addTerrainFeature("forest", "forest", "f", 2, 0, 1, true); $this->terrain->addTerrainFeature("roughone", "roughone", "g", 2, 0, 2, true); $this->terrain->addTerrainFeature("roughtwo", "roughtwo", "g", 3, 0, 2, true); $this->terrain->addTerrainFeature("swamp", "swamp", "f", 3, 0, 1, true); $this->terrain->addTerrainFeature("river", "Martian River", "v", 0, 1, 1, true); $this->terrain->addTerrainFeature("wadi", "wadi", "w", 0, 1, 1, false); $this->terrain->addAltEntranceCost("roughone", "mech", 6); $this->terrain->addAltEntranceCost("roughtwo", "mech", "blocked"); parent::terrainGen($mapDoc, $terrainDoc); }
function terrainGen($mapDoc, $terrainDoc) { parent::terrainGen($mapDoc, $terrainDoc); // code, name, displayName, letter, entranceCost, traverseCost, combatEffect, is Exclusive $this->terrain->addTerrainFeature("offmap", "offmap", "o", 1, 0, 0, true); $this->terrain->addTerrainFeature("blocked", "blocked", "b", 1, 0, 0, true); $this->terrain->addTerrainFeature("clear", "clear", "c", 1, 0, 0, true); $this->terrain->addTerrainFeature("road", "road", "r", 0.5, 0, 0, false); $this->terrain->addTerrainFeature("marsh", "marsh", "m", 2, 0, 2, true); $this->terrain->addTerrainFeature("rough", "rough", "g", 2, 0, 2, true); $this->terrain->addTerrainFeature("hills", "hills", "h", 4, 0, 2, true); $this->terrain->addTerrainFeature("river", "river", "v", 2, 2, 1, false); $this->terrain->addTerrainFeature("ford", "ford", "v", 2, 1, 1, true); $this->terrain->addAltEntranceCost('marsh', 'artillery', 6); $this->terrain->addAltEntranceCost('marsh', 'mech', 6); for ($i = 1; $i <= 1; $i++) { for ($j = 1; $j <= 37; $j++) { if ($j == 10) { continue; } $this->terrain->addReinforceZone($j * 100 + $i, "J"); } } for ($i = 4; $i <= 25; $i++) { for ($j = 1; $j <= 40; $j++) { if ($i == 4 && ($j == 34 || $j == 35)) { continue; } if ($i == 2 && ($j == 36 || $j == 37)) { continue; } $this->terrain->addReinforceZone($j * 100 + $i, "R"); } } $this->terrain->addReinforceZone(3603, "R"); for ($i = 25; $i <= 25; $i++) { for ($j = 1; $j <= 40; $j++) { $this->terrain->addReinforceZone($j * 100 + $i, "W"); } } // $map = $mapDoc->map; // $this->terrain->mapUrl = $mapUrl = $map->mapUrl; // $this->terrain->maxCol = $maxCol = $map->numX; // $this->terrain->maxRow = $maxRow = $map->numY; // $this->terrain->mapWidth = $map->mapWidth; // $this->mapData->setData($maxCol, $maxRow, $mapUrl); }
function terrainGen($mapDoc, $terrainDoc) { $this->terrain->addTerrainFeature("roughone", "roughone", "r", 3, 0, 1, true); parent::terrainGen($mapDoc, $terrainDoc); $this->terrain->addTerrainFeature("town", "town", "t", 0, 0, 1, false); }
function terrainGen($mapDoc, $terrainDoc) { parent::terrainGen($mapDoc, $terrainDoc); $this->terrain->addTerrainFeature("town", "town", "t", 0, 0, 1, false); }