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Remove lakes from the game 🌊 (#4214)
## Description: Nametags look weird here because on the left is a lake: <img width="954" height="765" alt="Screenshot 2026-06-10 170116" src="https://github.com/user-attachments/assets/2b679a68-fab3-458e-8e29-e12b9a4f281b" /> I removed isLake from the nametag position calculation Because isLake was unused then, I removed it completely. Full changelog: - Remove isLake() from GameMap interface, GameMapImpl, GameImpl, and GameView - Remove TerrainType.Lake enum value - terrainType() now returns Ocean for all water tiles (previously distinguished lake vs ocean, but nothing treated them differently) - Remove Lake case from PastelTheme and PastelThemeDark (already fell through to Ocean) - Exclude lakes from nametag placement grid in NameBoxCalculator Maybe as a next step also remove lakes metadata from the map generator? AI Model used: MiMo 2.5 Pro ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin
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@@ -122,7 +122,6 @@ export function createGrid(
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if (game.isOnMap(cell)) {
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const tile = game.ref(cell.x, cell.y);
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grid[x - scaledBoundingBox.min.x][y - scaledBoundingBox.min.y] =
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game.isLake(tile) ||
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game.isShore(tile) ||
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(game.isOcean(tile) && game.magnitude(tile) < 10) ||
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game.owner(tile) === player ||
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@@ -143,8 +143,7 @@ export class PastelTheme implements Theme {
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return this.shore;
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}
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switch (gm.terrainType(tile)) {
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case TerrainType.Ocean:
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case TerrainType.Lake: {
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case TerrainType.Ocean: {
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const w = this.water.rgba;
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if (gm.isShoreline(tile) && gm.isWater(tile)) {
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return this.shorelineWater;
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@@ -24,8 +24,7 @@ export class PastelThemeDark extends PastelTheme {
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return this.darkShore;
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}
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switch (gm.terrainType(tile)) {
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case TerrainType.Ocean:
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case TerrainType.Lake: {
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case TerrainType.Ocean: {
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const w = this.darkWater.rgba;
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if (gm.isShoreline(tile) && gm.isWater(tile)) {
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return this.darkShorelineWater;
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@@ -1057,9 +1057,6 @@ export class GameView implements GameMap {
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isWater(ref: TileRef): boolean {
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return this._map.isWater(ref);
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}
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isLake(ref: TileRef): boolean {
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return this._map.isLake(ref);
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}
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isShore(ref: TileRef): boolean {
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return this._map.isShore(ref);
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}
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@@ -523,7 +523,6 @@ export enum TerrainType {
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Plains,
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Highland,
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Mountain,
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Lake,
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Ocean,
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}
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@@ -1149,9 +1149,6 @@ export class GameImpl implements Game {
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isWater(ref: TileRef): boolean {
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return this._map.isWater(ref);
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}
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isLake(ref: TileRef): boolean {
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return this._map.isLake(ref);
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}
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isShore(ref: TileRef): boolean {
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return this._map.isShore(ref);
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}
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@@ -37,7 +37,6 @@ export interface GameMap {
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isBorder(ref: TileRef): boolean;
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neighbors(ref: TileRef): TileRef[];
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isWater(ref: TileRef): boolean;
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isLake(ref: TileRef): boolean;
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isShore(ref: TileRef): boolean;
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cost(ref: TileRef): number;
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terrainType(ref: TileRef): TerrainType;
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@@ -311,10 +310,6 @@ export class GameMapImpl implements GameMap {
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return !this.isLand(ref);
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}
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isLake(ref: TileRef): boolean {
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return !this.isLand(ref) && !this.isOcean(ref);
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}
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isShore(ref: TileRef): boolean {
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return this.isLand(ref) && this.isShoreline(ref);
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}
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@@ -332,7 +327,7 @@ export class GameMapImpl implements GameMap {
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if (magnitude < 20) return TerrainType.Highland;
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return TerrainType.Mountain;
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}
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return this.isOcean(ref) ? TerrainType.Ocean : TerrainType.Lake;
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return TerrainType.Ocean;
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}
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neighbors(ref: TileRef): TileRef[] {
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