mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-18 17:40:48 +02:00
Merge remote-tracking branch 'upstream/features/new-terrains' into cpp-map-editor
# Conflicts: # config/randomMap.json # config/terrains.json # lib/rmg/CMapGenerator.cpp # lib/rmg/CMapGenerator.h # lib/rmg/ObjectManager.cpp # lib/rmg/ObjectManager.h # lib/rmg/ObstaclePlacer.cpp # lib/rmg/ObstaclePlacer.h # lib/rmg/RmgArea.h # lib/rmg/RmgMap.cpp # lib/rmg/RmgMap.h # lib/rmg/RoadPlacer.cpp # lib/rmg/RoadPlacer.h # lib/rmg/Zone.cpp # lib/rmg/Zone.h
This commit is contained in:
commit
149790ad2d
2
AUTHORS
2
AUTHORS
@ -80,4 +80,4 @@ Dmitry Orlov, <shubus.corporation@gmail.com>
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* special buildings support in fan towns, new features and bug fixes
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Andrey Cherkas aka nordsoft, <nordsoft@yahoo.com>
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* random map generator features and bug fixes
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* new terrain support, random map generator features and various bug fixes
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@ -37,8 +37,8 @@ if(NOT CMAKE_BUILD_TYPE)
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set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS Debug Release RelWithDebInfo)
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endif()
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set(VCMI_VERSION_MAJOR 0)
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set(VCMI_VERSION_MINOR 99)
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set(VCMI_VERSION_MAJOR 1)
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set(VCMI_VERSION_MINOR 0)
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set(VCMI_VERSION_PATCH 0)
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option(ENABLE_ERM "Enable compilation of ERM scripting module" ON)
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41
ChangeLog
41
ChangeLog
@ -1,9 +1,12 @@
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0.99 -> 1.00
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0.99 -> 1.0
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GENERAL:
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* Spectator mode was implemented through command-line options
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* Some main menu settings get saved after returning to main menu - last selected map, save etc.
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* Restart scenario button should work correctly now
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* Skyship Grail works now immediately after capturing without battle
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* Lodestar Grail implemented
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* Fixed Gargoyles immunity
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* New bonuses:
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- SOUL_STEAL - "WoG ghost" ability, should work somewhat same as in H3
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- TRANSMUTATION - "WoG werewolf"-like ability
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@ -35,6 +38,15 @@ MODS:
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* Added bonus updaters for hero specialties
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* Added allOf, anyOf and noneOf qualifiers for bonus limiters
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* Added bonus limiters: alignment, faction and terrain
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* Supported new terrains, new battlefields, custom water and rock terrains
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* Following special buildings becomes available in the fan towns:
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- attackVisitingBonus
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- defenceVisitingBonus
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- spellPowerVisitingBonus
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- knowledgeVisitingBonus
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- experienceVisitingBonus
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- lighthouse
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- treasury
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SOUND:
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* Fixed many mising or wrong pickup and visit sounds for map objects
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@ -46,6 +58,33 @@ RANDOM MAP GENERATOR:
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* Added parameter for template allowedWaterContent
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* Extra resource packs appear nearby mines
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* Underground can be player starting place for factions allowed to be placed underground
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* Improved obstacles placement aesthetics
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* Rivers are generated on the random maps
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* RMG works more stable, various crashes have been fixed
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* Treasures requiring guards are guaranteed to be protected
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VCAI:
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* Reworked goal decomposition engine, fixing many loopholes. AI will now pick correct goals faster.
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* AI will now use universal pathfinding globally
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* AI can use Summon Boat and Town Portal
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* AI can gather and save resources on purpose
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* AI will only buy army on demand instead of every turn
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* AI can distinguish the value of all map objects
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* General speed optimizations
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BATTLES:
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* Towers should block ranged retaliation
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* AI can bypass broken wall with moat instead of standing and waiting until gate is destroyed
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* Towers do not attack war machines automatically
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* Draw is possible now as battle outcome in case the battle ends with only summoned creatures (both sides loose)
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ADVENTURE MAP:
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* Added buttons and keyboard shortcuts to quickly exchange army and artifacts between heroes
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* Fix: Captured town should not be duplicated on the UI
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LAUNCHER:
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* Implemented notifications about updates
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* Supported redirection links for downloading mods
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0.98 -> 0.99
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BIN
Mods/vcmi/Data/QuickRecruitmentWindow/CreaturePurchaseCard.png
Executable file
BIN
Mods/vcmi/Data/QuickRecruitmentWindow/CreaturePurchaseCard.png
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Binary file not shown.
After Width: | Height: | Size: 5.5 KiB |
40
Mods/vcmi/Data/s/std.verm
Executable file
40
Mods/vcmi/Data/s/std.verm
Executable file
@ -0,0 +1,40 @@
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VERM
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; standard verm file, global engine things should be put here
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!?PI;
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; example 1 --- Hello World
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![print ^Hello world!^]
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; example 2 --- simple arithmetics
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![defun add [x y] [+ x y]]
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![print [add 2 3]]
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; example 3 --- semantic macros
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![defmacro do-n-times [times body]
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`[progn
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[setq do-counter 0]
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[setq do-max ,times]
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[do [< do-counter do-max]
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[progn
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[setq do-counter [+ do-counter 1]]
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,body
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]
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]
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]
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]
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![do-n-times 4 [print ^tekst\n^]]
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; example 4 --- conditional expression
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![if [> 2 1] [print ^Wieksze^] [print ^Mniejsze^]]
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; example 5 --- lambda expressions
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![[lambda [x y] [if [> x y] [print ^wieksze^] [print ^mniejsze^]]] 2 3]
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; example 6 --- resursion
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![defun factorial [n]
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[if [= n 0] 1
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[* n [factorial [- n 1]]]
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]
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]
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![print [factorial 8]]
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14
Mods/vcmi/Data/s/testy.erm
Executable file
14
Mods/vcmi/Data/s/testy.erm
Executable file
@ -0,0 +1,14 @@
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ZVSE
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!?PI;
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!!VRv2777:S4;
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!!DO1/0/5/1&v2777<>1:P0;
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!?FU1;
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!!VRv2778:Sx16%2;
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!!IF&x16>3:M^Hello world number %X16! To duza liczba^;
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!!IF&v2778==0&x16<=3:M^Hello world number %X16! To mala parzysta liczba^;
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!!IF&v2778==1&x16<=3:M^Hello world number %X16! To mala nieparzysta liczba^;
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!?PI;
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!!VRz10:S^Composed hello ^;
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!!IF:M^%Z10%%world%%, v2777=%V2777, v2778=%V2778!^;
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BIN
Mods/vcmi/Maps/VCMI_Tests_2011b.h3m
Executable file
BIN
Mods/vcmi/Maps/VCMI_Tests_2011b.h3m
Executable file
Binary file not shown.
@ -22,6 +22,7 @@
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},
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"minGuardStrength" : 2000,
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"defaultRoadType" : "pc", //pd - dirt, pg - gravel, pc - cobblestone
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"secondaryRoadType": "pd",
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"treasureValueLimit" : 20000, //generate pandora with gold for treasure above this limit
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"prisons" :
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{
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@ -9,7 +9,8 @@
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"code" : "dt",
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"river" : "rm",
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"battleFields" : ["dirt_birches", "dirt_hills", "dirt_pines"],
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"terrainViewPatterns" : "dirt"
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"terrainViewPatterns" : "dirt",
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"horseSoundId" : 0
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},
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"sand" :
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{
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@ -22,7 +23,8 @@
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"river" : "rm",
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"battleFields" : ["sand_mesas"],
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"transitionRequired" : true,
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"terrainViewPatterns" : "sand"
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"terrainViewPatterns" : "sand",
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"horseSoundId" : 1
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},
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"grass" :
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{
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@ -33,7 +35,8 @@
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"tiles" : "GRASTL",
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"code" : "gr",
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"river" : "rw",
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"battleFields" : ["grass_hills", "grass_pines"]
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"battleFields" : ["grass_hills", "grass_pines"],
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"horseSoundId" : 2
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},
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"snow" :
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{
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@ -44,7 +47,8 @@
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"tiles" : "SNOWTL",
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"code" : "sn",
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"river" : "ri",
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"battleFields" : ["snow_mountains", "snow_trees"]
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"battleFields" : ["snow_mountains", "snow_trees"],
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"horseSoundId" : 3
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},
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"swamp" :
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{
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@ -55,7 +59,8 @@
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"tiles" : "SWMPTL",
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"code" : "sw",
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"river" : "rw",
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"battleFields" : ["swamp_trees"]
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"battleFields" : ["swamp_trees"],
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"horseSoundId" : 4
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},
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"rough" :
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{
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@ -66,7 +71,8 @@
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"tiles" : "ROUGTL",
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"code" : "rg",
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"river" : "rm",
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"battleFields" : ["rough"]
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"battleFields" : ["rough"],
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"horseSoundId" : 5
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},
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"subterra" :
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{
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@ -79,7 +85,8 @@
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"code" : "sb",
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"river" : "rw",
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"battleFields" : ["subterranean"],
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"rockTerrain" : "rock"
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"rockTerrain" : "rock",
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"horseSoundId" : 6
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},
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"lava" :
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{
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@ -91,7 +98,8 @@
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"code" : "lv",
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"river" : "rl",
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"battleFields" : ["lava"],
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"rockTerrain" : "rock"
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"rockTerrain" : "rock",
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"horseSoundId" : 7
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},
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"water" :
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{
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@ -104,7 +112,8 @@
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"code" : "wt",
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"battleFields" : ["ship"],
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"transitionRequired" : true,
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"terrainViewPatterns" : "water"
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"terrainViewPatterns" : "water",
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"horseSoundId" : 8
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},
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"rock" :
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{
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@ -117,6 +126,7 @@
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"code" : "rc",
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"battleFields" : ["rocklands"],
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"transitionRequired" : true,
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"terrainViewPatterns" : "rock"
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"terrainViewPatterns" : "rock",
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"horseSoundId" : 9
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}
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}
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@ -51,9 +51,9 @@ const TeamID TeamID::NO_TEAM = TeamID(255);
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namespace GameConstants
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{
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#ifdef VCMI_NO_EXTRA_VERSION
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const std::string VCMI_VERSION = std::string("VCMI 0.99");
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const std::string VCMI_VERSION = std::string("VCMI 1.0.0");
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#else
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const std::string VCMI_VERSION = std::string("VCMI 0.99 ") + GIT_SHA1;
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const std::string VCMI_VERSION = std::string("VCMI 1.0.0.") + GIT_SHA1;
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#endif
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}
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@ -69,6 +69,7 @@ void CMapGenerator::loadConfig()
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config.mineExtraResources = randomMapJson["mines"]["extraResourcesLimit"].Integer();
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config.minGuardStrength = randomMapJson["minGuardStrength"].Integer();
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config.defaultRoadType = randomMapJson["defaultRoadType"].String();
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config.secondaryRoadType = randomMapJson["secondaryRoadType"].String();
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config.treasureValueLimit = randomMapJson["treasureValueLimit"].Integer();
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for(auto & i : randomMapJson["prisons"]["experience"].Vector())
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config.prisonExperience.push_back(i.Integer());
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@ -39,6 +39,7 @@ public:
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int mineExtraResources;
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int minGuardStrength;
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std::string defaultRoadType;
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std::string secondaryRoadType;
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int treasureValueLimit;
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std::vector<int> prisonExperience, prisonValues;
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std::vector<int> scrollValues;
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@ -77,6 +77,21 @@ const rmg::Area & ObjectManager::getVisitableArea() const
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return objectsVisitableArea;
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}
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std::vector<CGObjectInstance*> ObjectManager::getMines() const
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{
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std::vector<CGObjectInstance*> mines;
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for (auto object : objects)
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{
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if (object->ID == Obj::MINE)
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{
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mines.push_back(object);
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}
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}
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return mines;
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}
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int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, OptimizeType optimizer) const
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{
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float bestWeight = 0.f;
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@ -220,6 +235,7 @@ bool ObjectManager::createRequiredObjects()
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{
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logGlobal->trace("Creating required objects");
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RandomGeneratorUtil::randomShuffle(requiredObjects, generator.rand);
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for(const auto & object : requiredObjects)
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{
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auto * obj = object.first;
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@ -64,6 +64,8 @@ public:
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const rmg::Area & getVisitableArea() const;
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std::vector<CGObjectInstance*> getMines() const;
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protected:
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//content info
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std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
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@ -10,6 +10,7 @@
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#include "StdInc.h"
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#include "RoadPlacer.h"
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#include "ObjectManager.h"
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#include "Functions.h"
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#include "CMapGenerator.h"
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#include "RmgMap.h"
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@ -63,12 +64,13 @@ bool RoadPlacer::createRoad(const int3 & dst)
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}
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void RoadPlacer::drawRoads()
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void RoadPlacer::drawRoads(bool secondary)
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{
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zone.areaPossible().subtract(roads);
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zone.freePaths().unite(roads);
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map.getEditManager()->getTerrainSelection().setSelection(roads.getTilesVector());
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map.getEditManager()->drawRoad(generator.getConfig().defaultRoadType, &generator.rand);
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std::string roadType = (secondary ? generator.getConfig().secondaryRoadType : generator.getConfig().defaultRoadType);
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map.getEditManager()->drawRoad(roadType, &generator.rand);
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}
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void RoadPlacer::addRoadNode(const int3& node)
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@ -78,7 +80,22 @@ void RoadPlacer::addRoadNode(const int3& node)
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void RoadPlacer::connectRoads()
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{
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if(roadNodes.empty())
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bool noRoadNodes = false;
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//Assumes objects are already placed
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if (roadNodes.size() < 2)
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{
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//If there are no nodes, draw roads to mines
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noRoadNodes = true;
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if (auto* m = zone.getModificator<ObjectManager>())
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{
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for (auto object : m->getMines())
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{
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addRoadNode(object->visitablePos());
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}
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}
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}
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if(roadNodes.size() < 2)
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return;
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//take any tile from road nodes as destination zone for all other road nodes
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@ -90,7 +107,8 @@ void RoadPlacer::connectRoads()
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createRoad(node);
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}
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drawRoads();
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//Draw dirt roads if there are only mines
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drawRoads(noRoadNodes);
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}
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char RoadPlacer::dump(const int3 & t)
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|
@ -28,7 +28,7 @@ public:
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protected:
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bool createRoad(const int3 & dst);
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void drawRoads(); //actually updates tiles
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void drawRoads(bool secondary = false); //actually updates tiles
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protected:
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rmg::Tileset roadNodes; //tiles to be connected with roads
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|
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