放置贸易路线




创建悬崖还是在创建地图的基础上加上几个语句,然后把地形语句删掉。
贸易路线格式: int tradeRouteID = rmCreateTradeRoute(); int socketID=rmCreateObjectDef("sockets to dock Trade Posts"); rmAddObjectDefItem(socketID, "SocketTradeRoute", 1, 0.0); //rmAddObjectDefConstraint(socketID, 贸易站地点放置限制); rmSetObjectDefAllowOverlap(socketID, true); rmSetObjectDefMinDistance(socketID, 0.0); rmSetObjectDefMaxDistance(socketID, 8.0); rmAddTradeRouteWaypoint(tradeRouteID, 0.00, 0.52); rmAddTradeRouteWaypoint(tradeRouteID, 0.20, 0.51); rmAddTradeRouteWaypoint(tradeRouteID, 0.40, 0.40); rmAddTradeRouteWaypoint(tradeRouteID, 0.55, 0.45); rmAddTradeRouteWaypoint(tradeRouteID, 0.75, 0.75); rmAddTradeRouteWaypoint(tradeRouteID, 0.80, 0.71); rmAddTradeRouteWaypoint(tradeRouteID, 0.39, 0.81); rmAddTradeRouteWaypoint(tradeRouteID, 1.00, 0.70); bool placedTradeRoute = rmBuildTradeRoute(tradeRouteID, "water"); if(placedTradeRoute == false) rmEchoError("Failed to place trade route"); // add the sockets along the trade route. rmSetObjectDefTradeRouteID(socketID, tradeRouteID); vector socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.07); rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.22); rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.40); rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.53); rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.69); rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.90); rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
/* 语句作用解释在下方 int tradeRouteID = rmCreateTradeRoute(); 定义tradeRouteID,并创建贸易路线 int socketID=rmCreateObjectDef("sockets to dock Trade Posts"); 定义socketID并创建单位 rmAddObjectDefItem(socketID, "SocketTradeRoute", 1, 0.0); 创建贸易站地点,数量为1,范围0(即为定位点所在位置) rmAddObjectDefConstraint(socketID, XXXXXX); 生成贸易站地点(SocketTradeRoute)时使用XXXXXX放置限制 rmSetObjectDefAllowOverlap(socketID, true); 允许重叠??? rmSetObjectDefMinDistance(socketID, 0.0); 定位点最小偏移距离 rmSetObjectDefMaxDistance(socketID, 8.0); 定位点最大偏移距离 rmAddTradeRouteWaypoint(tradeRouteID, 0.00, 0.52); 设定贸易路线起点(地图XZ坐标); rmAddTradeRouteWaypoint(tradeRouteID, 0.20, 0.51); 设定贸易路线中续点(地图XZ坐标) rmAddTradeRouteWaypoint(tradeRouteID, 0.40, 0.40); 设定贸易路线中续点(地图XZ坐标) rmAddTradeRouteWaypoint(tradeRouteID, 0.55, 0.45); 设定贸易路线中续点(地图XZ坐标) rmAddTradeRouteWaypoint(tradeRouteID, 0.75, 0.75); 设定贸易路线中续点(地图XZ坐标) rmAddTradeRouteWaypoint(tradeRouteID, 0.80, 0.71); 设定贸易路线中续点(地图XZ坐标) rmAddTradeRouteWaypoint(tradeRouteID, 0.39, 0.81); 设定贸易路线中续点(地图XZ坐标) rmAddTradeRouteWaypoint(tradeRouteID, 1.00, 0.70); 设定贸易路线终点(地图XZ坐标); bool placedTradeRoute = rmBuildTradeRoute(tradeRouteID, "water"); 亚洲地图类型为water,还有一个叫dirt;如果water不能升级贸易路线就改成dirt;如果dirt不能升级贸易路线就改成water,如果后面有时间的话,我可能会会制作水上贸易路线的教程。17:15 2019/3/25 除了这些还有其他,例如snow,如果你有兴趣的话,可以自己看一下Art5.bar的terrain\traderoutes.xml与Data3.bar的traderoutes.xml。 if(placedTradeRoute == false) rmEchoError("Failed to place trade route"); // add the sockets along the trade route. rmSetObjectDefTradeRouteID(socketID, tradeRouteID); vector socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.07); 设定第一个贸易站地点在贸易路线的长度7%(0.07)位置。 rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.22); 设定第二个贸易站地点在贸易路线的22%位置。 rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.40); 设定第三个贸易站地点在贸易路线的40%位置。 rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.53); 设定第四个贸易站地点在贸易路线的53%位置。 rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.69); 设定第五个贸易站地点在贸易路线的69%位置。 rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.90); 设定第六个贸易站地点在贸易路线的90%位置。 rmPlaceObjectDefAtPoint(socketID, 0, socketLoc); */
贸易路线类型
rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type.
I:马拉雪橇 dirt II:驿马车 stone III:火车 train
I:雪地马拉雪橇 snow II:驿马车 stone III:火车 train
I:亚洲·人力车 water II:亚洲·驿马车 water2 III:亚洲·火车 water3
I:帆船 temp

创建贸易路线一般放在首位,(在河、水域流后面创建),然后使用放置限制让所有单位、群组、森林避开贸易路线。

接下来添加上述的模板试试看吧:传送门
  Debug.xs - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs";
void main(void)
{
// ---------------------------------------- Map Info -------------------------------------------
int playerTilesX=13200; //设定地图X大小
int playerTilesZ=13200; //设定地图Z大小(帝国3的Y是高度,Z才是我们平常所用到的Y)
//如果玩家大于4将playerTilesX与playerTilesZ改为11500(同一个值的int只能出现1次,当你需要修改数值的时候,不能再加入int)
if (cNumberNonGaiaPlayers >4){ playerTilesX=11500; playerTilesZ=11500;}
if (cNumberNonGaiaPlayers >6){ playerTilesX=10500; playerTilesZ=10500;} //Modify Map X&Z Size of 6,7,8 Player
int SizeX = 2*sqrt(cNumberNonGaiaPlayers*playerTilesX);
int SizeZ = 2*sqrt(cNumberNonGaiaPlayers*playerTilesZ);
string MapTerrain ="Carolinas\ground_marsh3_car"; //<-------- 地图地形,自己参照剧情编辑器 <--------
string MapLighting ="319a_Snow"; //<-------- 照明,自己参照剧情编辑器 <--------
string PlayerTerrain ="Carolinas\ground_marsh1_car"; //<--------- 玩家范围地形 <---------
//设定地图XZ大小,分别调用上面用int定义的SizeX与SizeZ,即为rmSetMapSize(13200,13200);如果玩家大于4将改为11500
rmSetMapSize(SizeX, SizeZ);
rmSetMapElevationParameters(cElevTurbulence, 0.15, 2.5, 0.35, 3.0); // type, frequency, octaves, persistence, variation
rmSetMapElevationHeightBlend(1.0);
//地形初始化,设定地图初始地形,调用上面用string定义MapTerrain,即为"Carolinas\ground_marsh3_car";
rmTerrainInitialize(MapTerrain,6);
//设定照明,调用上面用string定义MapLighting,即为"319a_Snow"
rmSetLightingSet(MapLighting);
rmSetGlobalRain(0.9); //设定下雨
chooseMercs();
rmSetMapType("yucatan");
rmSetMapType("water");
rmSetMapType("default"); //设定地图类型,地图类型影响到宝藏
rmSetMapType("land");
rmSetMapType("bayou");
rmSetSeaLevel(0); // this is height of river surface compared to surrounding land. River depth is in the river XML.
rmSetStatusText("",0.01);//读取地图进度条

int tradeRouteID = rmCreateTradeRoute();
int socketID=rmCreateObjectDef("sockets to dock Trade Posts");
rmAddObjectDefItem(socketID, "SocketTradeRoute", 1, 0.0);
//rmAddObjectDefConstraint(socketID, 贸易站地点放置限制);
rmSetObjectDefAllowOverlap(socketID, true);
rmSetObjectDefMinDistance(socketID, 0.0);
rmSetObjectDefMaxDistance(socketID, 8.0);
rmAddTradeRouteWaypoint(tradeRouteID, 0.00, 0.52);
rmAddTradeRouteWaypoint(tradeRouteID, 0.20, 0.51);
rmAddTradeRouteWaypoint(tradeRouteID, 0.40, 0.40);
rmAddTradeRouteWaypoint(tradeRouteID, 0.55, 0.45);
rmAddTradeRouteWaypoint(tradeRouteID, 0.75, 0.75);
rmAddTradeRouteWaypoint(tradeRouteID, 0.80, 0.71);
rmAddTradeRouteWaypoint(tradeRouteID, 0.39, 0.81);
rmAddTradeRouteWaypoint(tradeRouteID, 1.00, 0.70);
bool placedTradeRoute = rmBuildTradeRoute(tradeRouteID, "dirt"); //不是亚洲类型的地图就用dirt
if(placedTradeRoute == false)
rmEchoError("Failed to place trade route");
// add the sockets along the trade route.
rmSetObjectDefTradeRouteID(socketID, tradeRouteID);
vector socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.07);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.22);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.40);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.53);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.69);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.90);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);

rmPlacePlayersCircular(0.35, 0.35, 0.0); //圆形放置玩家
//玩家范围
float AreaSizePlayer = rmAreaTilesToFraction(700);
for(i=1; <=cNumberNonGaiaPlayers)
{
int id=rmCreateArea("Player"+i);
rmSetPlayerArea(i, id);
rmSetAreaWarnFailure(id, false);
rmSetAreaSize(id, AreaSizePlayer, AreaSizePlayer);
rmSetAreaLocPlayer(id, i);
rmSetAreaCoherence(id, 0.85);
rmSetAreaSmoothDistance(id, 2);
rmSetAreaMinBlobs(id, 1);
rmSetAreaMaxBlobs(id, 1);
rmSetAreaTerrainType(id,PlayerTerrain);
rmBuildArea(id);
}
//定义城镇中心
int TownCenterID = rmCreateObjectDef("player TC");
if (rmGetNomadStart())
{
rmAddObjectDefItem(TownCenterID, "CoveredWagon", 1, 0.0);
}
else
{
rmAddObjectDefItem(TownCenterID, "TownCenter", 1, 0);
}
rmSetObjectDefMinDistance(TownCenterID, 0.0);
rmSetObjectDefMaxDistance(TownCenterID, 20.0);
for(i=1; <=cNumberNonGaiaPlayers)
{
rmPlaceObjectDefAtLoc(TownCenterID, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i));
}
//定义起始单位(civs.xml定义那些开局单位)
int startingUnits = rmCreateStartingUnitsObjectDef(5.0);
rmSetObjectDefMinDistance(startingUnits, 6.0);
rmSetObjectDefMaxDistance(startingUnits, 10.0);
for(i=1; <=cNumberNonGaiaPlayers)
{

vector TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TownCenterID, i));

rmPlaceObjectDefAtLoc(startingUnits, i, rmXMetersToFraction(xsVectorGetX(TCLocation)), rmZMetersToFraction(xsVectorGetZ(TCLocation)));
}

rmSetStatusText("",0.50);//读取地图进度条
rmSetStatusText("",1.00);//读取地图进度条
//愿神兽会保佑你不会出错。 /*----------------------------------------------------------------------------------------------*
*    ┏┓   ┏┓ *
*   ┏┛┻━━━┛┻┓ *
*   ┃       ┃ *
*   ┃   ━   ┃ *
*   ┃ ┳┛ ┗┳ ┃ *
*   ┃       ┃ *
*   ┃   ┻   ┃ *
*   ┃       ┃ *
*   ┗━┓   ┏━┛ Code is far away from bug with the animal protecting *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┗━━━┓ *
*     ┃       ┣┓ *
*     ┃       ┏┛ *
*     ┗┓┓┏━┳┓┏┛ *
*      ┃┫┫ ┃┫┫ *
*      ┗┻┛ ┗┻┛ *
*----------------------------------------------------------------------------------------------*/
} //END







创建第二条贸易路线: 传送门
  Debug.xs - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs";
void main(void)
{
// ---------------------------------------- Map Info -------------------------------------------
int playerTilesX=13200; //设定地图X大小
int playerTilesZ=13200; //设定地图Z大小(帝国3的Y是高度,Z才是我们平常所用到的Y)
//如果玩家大于4将playerTilesX与playerTilesZ改为11500(同一个值的int只能出现1次,当你需要修改数值的时候,不能再加入int)
if (cNumberNonGaiaPlayers >4){ playerTilesX=11500; playerTilesZ=11500;}
if (cNumberNonGaiaPlayers >6){ playerTilesX=10500; playerTilesZ=10500;} //Modify Map X&Z Size of 6,7,8 Player
int SizeX = 2*sqrt(cNumberNonGaiaPlayers*playerTilesX);
int SizeZ = 2*sqrt(cNumberNonGaiaPlayers*playerTilesZ);
string MapTerrain ="Carolinas\ground_marsh3_car"; //<-------- 地图地形,自己参照剧情编辑器 <--------
string MapLighting ="319a_Snow"; //<-------- 照明,自己参照剧情编辑器 <--------
string PlayerTerrain ="Carolinas\ground_marsh1_car"; //<--------- 玩家范围地形 <---------
//设定地图XZ大小,分别调用上面用int定义的SizeX与SizeZ,即为rmSetMapSize(13200,13200);如果玩家大于4将改为11500
rmSetMapSize(SizeX, SizeZ);
rmSetMapElevationParameters(cElevTurbulence, 0.15, 2.5, 0.35, 3.0); // type, frequency, octaves, persistence, variation
rmSetMapElevationHeightBlend(1.0);
//地形初始化,设定地图初始地形,调用上面用string定义MapTerrain,即为"Carolinas\ground_marsh3_car";
rmTerrainInitialize(MapTerrain,6);
//设定照明,调用上面用string定义MapLighting,即为"319a_Snow"
rmSetLightingSet(MapLighting);
rmSetGlobalRain(0.9); //设定下雨
chooseMercs();
rmSetMapType("yucatan");
rmSetMapType("water");
rmSetMapType("default"); //设定地图类型,地图类型影响到宝藏
rmSetMapType("land");
rmSetMapType("bayou");
rmSetSeaLevel(0); // this is height of river surface compared to surrounding land. River depth is in the river XML.
rmSetStatusText("",0.01);//读取地图进度条

int tradeRouteID = rmCreateTradeRoute();
int socketID=rmCreateObjectDef("sockets to dock Trade Posts");
rmAddObjectDefItem(socketID, "SocketTradeRoute", 1, 0.0);
//rmAddObjectDefConstraint(socketID, 贸易站地点放置限制);
rmSetObjectDefAllowOverlap(socketID, true);
rmSetObjectDefMinDistance(socketID, 0.0);
rmSetObjectDefMaxDistance(socketID, 8.0);
rmAddTradeRouteWaypoint(tradeRouteID, 0.00, 0.52);
rmAddTradeRouteWaypoint(tradeRouteID, 0.20, 0.51);
rmAddTradeRouteWaypoint(tradeRouteID, 0.40, 0.40);
rmAddTradeRouteWaypoint(tradeRouteID, 0.55, 0.45);
rmAddTradeRouteWaypoint(tradeRouteID, 0.75, 0.75);
rmAddTradeRouteWaypoint(tradeRouteID, 0.80, 0.71);
rmAddTradeRouteWaypoint(tradeRouteID, 0.39, 0.81);
rmAddTradeRouteWaypoint(tradeRouteID, 1.00, 0.70);
bool placedTradeRoute = rmBuildTradeRoute(tradeRouteID, "train"); //改成train看看
if(placedTradeRoute == false)
rmEchoError("Failed to place trade route");
// add the sockets along the trade route.
rmSetObjectDefTradeRouteID(socketID, tradeRouteID);
vector socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.07);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.22);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.40);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.53);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.69);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.90);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
//第二条贸易路线,int定义以及rmCreateObjectDef名称不要与第一条有重复
int tradeRoute2ID = rmCreateTradeRoute();
int socket2ID=rmCreateObjectDef("sockets to dock Trade Posts2");
rmAddObjectDefItem(socket2ID, "SocketTradeRoute", 1, 0.0);
//rmAddObjectDefConstraint(socket2ID, 贸易站地点放置限制);
rmSetObjectDefAllowOverlap(socket2ID, true);
rmSetObjectDefMinDistance(socket2ID, 0.0);
rmSetObjectDefMaxDistance(socket2ID, 8.0);
rmAddTradeRouteWaypoint(tradeRoute2ID, 0.00, 1.0);
rmAddTradeRouteWaypoint(tradeRoute2ID, 1.00, 0.00);
bool placedTradeRoute2 = rmBuildTradeRoute(tradeRoute2ID, "snow"); //改成snow看看有什么效果
if(placedTradeRoute2 == false)
rmEchoError("Failed to place trade route");
// add the sockets along the trade route.
rmSetObjectDefTradeRouteID(socket2ID, tradeRoute2ID);
vector socketLoc2 = rmGetTradeRouteWayPoint(tradeRoute2ID, 0.25); //第二条贸易路线只设定4个贸易站地点
rmPlaceObjectDefAtPoint(socket2ID, 0, socketLoc2);
socketLoc2 = rmGetTradeRouteWayPoint(tradeRoute2ID, 0.40);
rmPlaceObjectDefAtPoint(socket2ID, 0, socketLoc2);
socketLoc2 = rmGetTradeRouteWayPoint(tradeRoute2ID, 0.60);
rmPlaceObjectDefAtPoint(socket2ID, 0, socketLoc2);
socketLoc2 = rmGetTradeRouteWayPoint(tradeRoute2ID, 0.75);
rmPlaceObjectDefAtPoint(socket2ID, 0, socketLoc2);

rmPlacePlayersCircular(0.35, 0.35, 0.0); //圆形放置玩家
//玩家范围
float AreaSizePlayer = rmAreaTilesToFraction(700);
for(i=1; <=cNumberNonGaiaPlayers)
{
int id=rmCreateArea("Player"+i);
rmSetPlayerArea(i, id);
rmSetAreaWarnFailure(id, false);
rmSetAreaSize(id, AreaSizePlayer, AreaSizePlayer);
rmSetAreaLocPlayer(id, i);
rmSetAreaCoherence(id, 0.85);
rmSetAreaSmoothDistance(id, 2);
rmSetAreaMinBlobs(id, 1);
rmSetAreaMaxBlobs(id, 1);
rmSetAreaTerrainType(id,PlayerTerrain);
rmBuildArea(id);
}
//定义城镇中心
int TownCenterID = rmCreateObjectDef("player TC");
if (rmGetNomadStart())
{
rmAddObjectDefItem(TownCenterID, "CoveredWagon", 1, 0.0);
}
else
{
rmAddObjectDefItem(TownCenterID, "TownCenter", 1, 0);
}
rmSetObjectDefMinDistance(TownCenterID, 0.0);
rmSetObjectDefMaxDistance(TownCenterID, 20.0);
for(i=1; <=cNumberNonGaiaPlayers)
{
rmPlaceObjectDefAtLoc(TownCenterID, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i));
}
//定义起始单位(civs.xml定义那些开局单位)
int startingUnits = rmCreateStartingUnitsObjectDef(5.0);
rmSetObjectDefMinDistance(startingUnits, 6.0);
rmSetObjectDefMaxDistance(startingUnits, 10.0);
for(i=1; <=cNumberNonGaiaPlayers)
{

vector TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TownCenterID, i));

rmPlaceObjectDefAtLoc(startingUnits, i, rmXMetersToFraction(xsVectorGetX(TCLocation)), rmZMetersToFraction(xsVectorGetZ(TCLocation)));
}

rmSetStatusText("",0.50);//读取地图进度条
rmSetStatusText("",1.00);//读取地图进度条
//愿神兽会保佑你不会出错。 /*----------------------------------------------------------------------------------------------*
*    ┏┓   ┏┓ *
*   ┏┛┻━━━┛┻┓ *
*   ┃       ┃ *
*   ┃   ━   ┃ *
*   ┃ ┳┛ ┗┳ ┃ *
*   ┃       ┃ *
*   ┃   ┻   ┃ *
*   ┃       ┃ *
*   ┗━┓   ┏━┛ Code is far away from bug with the animal protecting *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┗━━━┓ *
*     ┃       ┣┓ *
*     ┃       ┏┛ *
*     ┗┓┓┏━┳┓┏┛ *
*      ┃┫┫ ┃┫┫ *
*      ┗┻┛ ┗┻┛ *
*----------------------------------------------------------------------------------------------*/
} //END



把dirt改成train与sonw后直接变成火车贸易路线与雪地贸易路线


让城镇中心、矿场、森林、水域避开贸易路线方法:
rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes. 
rmCreateTypeDistanceConstraint(string name, string Unittype, float distance): Make a type distance constraint.


例如:
设定与贸易路线最小间隔距离15
int avoidTradeRouteFar = rmCreateTradeRouteDistanceConstraint("avoid trade route", 15.0);
设定与socketTradeRoute(贸易站地点)最小间隔距离12
int avoidTradeRouteSocketFar = rmCreateTypeDistanceConstraint("avoid trade route socket far", "socketTradeRoute", 12.0); 这个教程就不再演示操作了,前面已经演示了几遍添加放置限制的教程,你应该懂了,不懂我也没办法,写一个放置限制的教程要20-90分钟(因为地图容易出错、找错误难,而且要确保教程的语句直接复制到教程100%能使用),所以我是不愿意制作的。
本次教程结束。