Remove orphaned map generator scenario

Fixes an assertion failure on the editor's Generate Map menu.
This commit is contained in:
Ignacio R. Morelle 2015-04-23 05:37:09 -03:00
parent bed44694fd
commit a96e0a3659

View file

@ -1,255 +0,0 @@
#textdomain wesnoth-multiplayer
[multiplayer]
# This id is currently hardcoded by the random map generator of the editor
id=multiplayer_Random_YAMG_Map
name= _ "Random map by YAMG"
description= _ "Randomly generated map. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=yamg
[generator]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=500
lake_size=150
river_frequency=20
temperature_iterations=2000
temperature_size=4
roads=3
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hh
[/height]
[height]
height=100
terrain=Gg
[/height]
[height]
height=30
terrain=Ds
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=20
from=Ww, Wo
to=Ai
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=50
from=Gg, Ds
to=Aa
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=50
from=Hh
to=Ha
[/convert]
#swamp appears on low land, at moderate temperatures
[convert]
min_temperature=500
max_temperature=700
max_height=200
from=Gg
to=Ss
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=300
max_temperature=500
from=Gg
to=Gs^Fp
[/convert]
#desert appears at high temperatures
[convert]
min_temperature=900
from=Gg
to=Ds
[/convert]
#road costs
[road_cost]
terrain=Gg
cost=10
convert_to=Rr
[/road_cost]
[road_cost]
terrain=Ds
cost=25
convert_to=Rr
[/road_cost]
[road_cost]
terrain=Gs^Fp
cost=20
convert_to=Rr
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
convert_to=Ch
[/road_cost]
[road_cost]
terrain=Hh
cost=30
convert_to=Rr
[/road_cost]
[road_cost]
terrain=Mm
cost=50
convert_to=Rr
[/road_cost]
#road going through snow is covered over by
#the snow (presumably the road was built when
#it wasn't snowing)
[road_cost]
terrain=Aa
cost=20
convert_to=Aa
[/road_cost]
#define MIN_COST_ROAD TERRAIN
[road_cost]
terrain={TERRAIN}
cost=2
convert_to={TERRAIN}
[/road_cost]
#enddef
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
[village]
terrain=Gg
convert_to=Gg^Vh
adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
rating=8
[/village]
[village]
terrain=Ds
convert_to=Dd^Vda
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
[/village]
[village]
terrain=Hh
convert_to=Hh^Vhh
rating=4
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#villages in snow
[village]
terrain=Aa
convert_to=Aa^Vha
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
[village]
terrain=Aa^Fpa
convert_to=Aa^Vha
rating=3
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#swamp villages
[village]
terrain=Ss
convert_to=Ss^Vhs
rating=2
adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
[/village]
#mermen villages - give them low chance of appearing
[village]
terrain=Ww
convert_to=Ww^Vm
rating=1
adjacent_liked=Ww, Ww
[/village]
[castle]
valid_terrain=Gg, Gs^Fp, Hh
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[event]
name=prestart
{SCATTER_EMBELLISHMENTS G* ^Efm 7}
{SCATTER_EMBELLISHMENTS Re,Rb,Gd ^Gvs 5}
{SCATTER_EMBELLISHMENTS G*,D*,R*,Uu*,Ur* ^Es 2}
{SCATTER_EMBELLISHMENTS G*,R*,Uu*,Ur* ^Em 2}
{SCATTER_EMBELLISHMENTS Uu* ^Emf 2}
{SCATTER_EMBELLISHMENTS D* ^Edp 2}
{SCATTER_EMBELLISHMENTS G*,R* ^Wm 0.25}
[/event]
[/multiplayer]