Fractal.BuildRidges (Civ5 API): Difference between revisions
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=Usage= | =Usage= | ||
<code>'''void''' Fractal:BuildRidges<b>(</b>'''int''' numPlates, '''table''' flags, '''int''' | <code>'''void''' Fractal:BuildRidges<b>(</b>'''int''' numPlates, '''table''' flags, '''int''' xExponent, '''int''' yExponent<b>)</b></code> | ||
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|valign="top"| ''A table that holds certain additional options used in creating the fractal. See Fractal.Create().'' | |valign="top"| ''A table that holds certain additional options used in creating the fractal. See Fractal.Create().'' | ||
|- | |- | ||
|valign="top" style="padding-right:6px;"| | |valign="top" style="padding-right:6px;"|xExponent: | ||
|valign="top"| '' | |valign="top"| ''Amount of blurring to apply along X axis. 0 is no blur. 7 is high blur. Negative values sharpen?'' | ||
|- | |- | ||
|valign="top" style="padding-right:6px;"| | |valign="top" style="padding-right:6px;"|yExponent: | ||
|valign="top"| '' | |valign="top"| ''Amount of blurring to apply along Y axis. 0 is no blur. 7 is high blur. Negative values sharpen?'' | ||
|} | |} | ||
'''Example''' | '''Example'''<br/> | ||
This example will create a fractal and use it to build ridges based on the size of the map. It then loops through each value in the 2D fractal array and creates mountains if the value is greater than the highest 3% of all the values. | This example will create a fractal and use it to build ridges based on the size of the map. It then loops through each value in the 2D fractal array and creates mountains if the value is greater than the highest 3% of all the values. | ||
<syntaxhighlight lang="lua" class="civ5-example"> | <syntaxhighlight lang="lua" class="civ5-example"> |
Latest revision as of 00:06, 26 January 2014
This page is a part of the Lua and UI Reference (Civ5).
This function is a member of Fractal. This is an instance method, invoke it with a colon. |
Usage
void Fractal:BuildRidges(int numPlates, table flags, int xExponent, int yExponent)
Parameters
numPlates: The number of tectonic plates to use in generating the ridges. Where plates come into contact with each other, ridges are formed there. flags: A table that holds certain additional options used in creating the fractal. See Fractal.Create(). xExponent: Amount of blurring to apply along X axis. 0 is no blur. 7 is high blur. Negative values sharpen? yExponent: Amount of blurring to apply along Y axis. 0 is no blur. 7 is high blur. Negative values sharpen?
Example
This example will create a fractal and use it to build ridges based on the size of the map. It then loops through each value in the 2D fractal array and creates mountains if the value is greater than the highest 3% of all the values.
local iW, iH = Map.GetGridSize()
local mountains = Fractal.Create(iW, iH, 3, {FRAC_WRAP_X = true}, -1, -1)
mountains:BuildRidges((iW * iH) / 200, {}, 1, 1)
local mountainThreshold = mountains:GetHeight(97);
for y = 0, iH - 1 do
for x = 0, iW - 1 do
local height = mountains:GetHeight(x, y)
--print (x .. ", " .. y .. ": " .. height)
if height >= mountainThreshold then
local plot = Map.GetPlot(x, y)
plot:SetPlotType(PlotTypes.PLOT_MOUNTAIN, false, false)
end
end
end
Source code samples
Redundant occurences have been removed.
Boreal.lua (G&K)
DLC/Expansion/Maps/Boreal.lua
0129
|
hillsFrac:BuildRidges(numPlates, iFlags, 1, 2); |
0130
|
mountainsFrac:BuildRidges((numPlates * 0.75), iFlags, 6, 1); |
ContinentsWorld.lua
Gameplay/Lua/ContinentsWorld.lua
0100
|
self.hillsFrac:BuildRidges(numPlates, {FRAC_WRAP_X = true}, 1, 2); |
0104
|
self.mountainsFrac:BuildRidges((numPlates * 2) / 3, {}, 6, 1); |
FractalWorld.lua
Gameplay/Lua/FractalWorld.lua
0090
|
self.continentsFrac:BuildRidges(numPlates, ridge_flags, 1, 2); |
0674
|
self.hillsFrac:BuildRidges(numPlates, hills_ridge_flags, 1, 2); |
0676
|
self.mountainsFrac:BuildRidges((numPlates * 2) / 3, peaks_ridge_flags, 6, 1); |
Highlands.lua
Maps/Highlands.lua
0174
|
mountain_passFrac:BuildRidges(numPlates, iFlags, 1, 2); |
0176
|
terrainFrac:BuildRidges(numPlates, iFlags, 6, 1); |
The initial version of this page was created by the Civ5 API Bot, see the Civ5 API Reference FAQ. Some of the texts come from the 2kgames' wiki and most of code samples are copyrighted to Firaxis.
Functions' signatures were either copied from the 2kgames' wiki, or infered from the Lua source files and the binaries. Errors are possible.
Contributors may find help in the Contributors guide to the Civ5 API.