mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-06-10 22:47:13 +08:00
set down framework, storage/map gen/etc.
This commit is contained in:
+3
-2
@@ -15,8 +15,8 @@
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<meta itemprop="name" property="og:title" content="A Dark Room" />
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<meta itemprop="name" property="og:title" content="A Dark Room" />
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<link rel="shortcut icon" href="favicon.ico" />
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<link rel="shortcut icon" href="favicon.ico" />
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<link rel="image_src" href="img/adr.png" />
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<link rel="image_src" href="img/adr.png" />
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<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.10.1/jquery.min.js"></script>
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<!-- <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.10.1/jquery.min.js"></script> -->
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<!-- <script src="lib/jquery.min.js"></script> -->
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<script src="lib/jquery.min.js"></script>
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<script src="lib/jquery.color-2.1.2.min.js"></script>
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<script src="lib/jquery.color-2.1.2.min.js"></script>
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<script src="lib/jquery.event.move.js"></script>
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<script src="lib/jquery.event.move.js"></script>
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<script src="lib/jquery.event.swipe.js"></script>
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<script src="lib/jquery.event.swipe.js"></script>
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@@ -32,6 +32,7 @@
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<script src="script/path.js"></script>
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<script src="script/path.js"></script>
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<script src="script/ship.js"></script>
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<script src="script/ship.js"></script>
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<script src="script/space.js"></script>
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<script src="script/space.js"></script>
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<script src="script/prestige.js"></script>
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<!-- Event modules -->
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<!-- Event modules -->
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<script src="script/events/global.js"></script>
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<script src="script/events/global.js"></script>
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<script src="script/events/room.js"></script>
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<script src="script/events/room.js"></script>
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Vendored
+6
File diff suppressed because one or more lines are too long
@@ -3392,5 +3392,54 @@ Events.Setpieces = {
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}
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}
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}
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}
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}
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}
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},
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"cache": { /* Cache - contains some of supplies from previous game */
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title: 'An Underground Cache',
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scenes: {
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'start': {
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text: [
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'a destroyed village stands before you',
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'with bodies littering the ground.'
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],
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notification: 'you smell the metallic tang of a wanderer afterburner.',
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buttons: {
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'enter': {
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text: 'enter',
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nextScene: {1: 'underground'}
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},
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'leave': {
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text: 'leave',
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nextScene: 'end'
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}
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}
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},
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'underground': {
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text: [
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'a small shack stands at the center of the village.',
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'there are still supplies inside.'
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],
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buttons: {
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'take': {
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text: 'take',
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nextScene: {1: 'exit'}
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}
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}
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},
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'exit': {
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text: [
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'all the work of a previous generation is here.',
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'ripe for the picking.'
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],
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onLoad: function() {
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World.markVisited(World.curPos[0], World.curPos[1]);
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},
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buttons: {
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'leave': {
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text: 'leave',
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nextScene: 'end'
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}
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}
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}
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}
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}
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}
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};
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};
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@@ -0,0 +1,60 @@
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var Prestige = {
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name: 'Prestige',
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options: {},
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init: function(options) {
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this.options = $.extend(
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this.options,
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options
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);
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},
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save: function() {
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prevStores = [ //g = goods, w = weapons, a = ammo
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$SM.get('stores["wood"]'), // randGen('g'),
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$SM.get('stores["fur"]'), // randGen('g'),
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$SM.get('stores["meat"]'), // randGen('g'),
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$SM.get('stores["iron"]'), // randGen('g'),
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$SM.get('stores["coal"]'), // randGen('g'),
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$SM.get('stores["sulphur"]'), // randGen('g'),
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$SM.get('stores["steel"]'), // randGen('g'),
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$SM.get('stores["cured meat"]'), // randGen('g'),
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$SM.get('stores["scales"]'), // randGen('g'),
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$SM.get('stores["teeth"]'), // randGen('g'),
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$SM.get('stores["leather"]'), // randGen('g'),
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$SM.get('stores["bait"]'), // randGen('g'),
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$SM.get('stores["torch"]'), // randGen('g'),
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$SM.get('stores["cloth"]'), // randGen('g'),
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$SM.get('stores["bone spear"]'), // randGen('w'),
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$SM.get('stores["iron sword"]'), // randGen('w'),
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$SM.get('stores["steel sword"]'), // randGen('w'),
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$SM.get('stores["bayonet"]'), // randGen('w'),
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$SM.get('stores["rifle"]'), // randGen('w'),
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$SM.get('stores["laser rifle"]'), // randGen('w'),
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$SM.get('stores["bullets"]'), // randGen('a'),
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$SM.get('stores["energy cell"]'), // randGen('a'),
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$SM.get('stores["grenade"]'), // randGen('a'),
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$SM.get('stores["bolas"]') // randGen('a')
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];
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return prevStores;
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},
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/*randGen: function(storeType) {
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if (storeType == 'g') {
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divisor = Math.floor(Math.random()*10)
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}
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else if (storeType == 'w') {
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divisor = Math.floor(Math.floor(Math.random()*10)/2)
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}
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else if (storeType == 'a') {
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divisor = Math.floor(Math.random()*10*Math.floor(Math.random()*10/5))
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}
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else { divisor = 1 };
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if (divisor === 0) {
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divisor = 1
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};
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return divisor;
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}*/
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}
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@@ -386,6 +386,7 @@ var Space = {
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$('#notifyGradient').attr('style', 'background-color:'+cur+';background:-webkit-' + s + ';background:' + s);
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$('#notifyGradient').attr('style', 'background-color:'+cur+';background:-webkit-' + s + ';background:' + s);
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},
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},
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complete: function() {
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complete: function() {
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Prestige.save();
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$('#starsContainer').remove();
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$('#starsContainer').remove();
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if(typeof Storage != 'undefined' && localStorage) {
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if(typeof Storage != 'undefined' && localStorage) {
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localStorage.clear();
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localStorage.clear();
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+7
-5
@@ -19,7 +19,8 @@ var World = {
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SHIP: 'W',
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SHIP: 'W',
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BOREHOLE: 'B',
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BOREHOLE: 'B',
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BATTLEFIELD: 'F',
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BATTLEFIELD: 'F',
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SWAMP: 'M'
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SWAMP: 'M',
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CACHE: 'U'
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},
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},
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TILE_PROBS: {},
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TILE_PROBS: {},
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LANDMARKS: {},
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LANDMARKS: {},
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@@ -123,10 +124,11 @@ var World = {
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World.LANDMARKS[World.TILE.CAVE] = { num: 5, minRadius: 3, maxRadius: 10, scene: 'cave', label: 'A Damp Cave' };
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World.LANDMARKS[World.TILE.CAVE] = { num: 5, minRadius: 3, maxRadius: 10, scene: 'cave', label: 'A Damp Cave' };
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World.LANDMARKS[World.TILE.TOWN] = { num: 10, minRadius: 10, maxRadius: 20, scene: 'town', label: 'An Abandoned Town' };
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World.LANDMARKS[World.TILE.TOWN] = { num: 10, minRadius: 10, maxRadius: 20, scene: 'town', label: 'An Abandoned Town' };
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World.LANDMARKS[World.TILE.CITY] = { num: 20, minRadius: 20, maxRadius: World.RADIUS * 1.5, scene: 'city', label: 'A Ruined City' };
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World.LANDMARKS[World.TILE.CITY] = { num: 20, minRadius: 20, maxRadius: World.RADIUS * 1.5, scene: 'city', label: 'A Ruined City' };
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World.LANDMARKS[World.TILE.SHIP] = {num: 1, minRadius: 28, maxRadius: 28, scene: 'ship', label: 'A Crashed Starship'};
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World.LANDMARKS[World.TILE.SHIP] = { num: 1, minRadius: 28, maxRadius: 28, scene: 'ship', label: 'A Crashed Starship'};
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World.LANDMARKS[World.TILE.BOREHOLE] = {num: 10, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'borehole', label: 'A Borehole'};
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World.LANDMARKS[World.TILE.BOREHOLE] = { num: 10, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'borehole', label: 'A Borehole'};
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World.LANDMARKS[World.TILE.BATTLEFIELD] = {num: 5, minRadius: 18, maxRadius: World.RADIUS * 1.5, scene: 'battlefield', label: 'A Battlefield'};
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World.LANDMARKS[World.TILE.BATTLEFIELD] = { num: 5, minRadius: 18, maxRadius: World.RADIUS * 1.5, scene: 'battlefield', label: 'A Battlefield'};
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World.LANDMARKS[World.TILE.SWAMP] = {num: 1, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'swamp', label: 'A Murky Swamp'};
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World.LANDMARKS[World.TILE.SWAMP] = { num: 1, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'swamp', label: 'A Murky Swamp'};
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World.LANDMARKS[World.TILE.CACHE] = { num: 1, minRadius: 10, maxRadius: World.RADIUS * 1.5, scene: 'cache', label: 'An Underground Cache'};
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if(typeof $SM.get('features.location.world') == 'undefined') {
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if(typeof $SM.get('features.location.world') == 'undefined') {
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$SM.set('features.location.world', true);
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$SM.set('features.location.world', true);
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