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	Generated zones can now have different sizes depending on template.
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		| @@ -26,6 +26,7 @@ ADVETURE AI: | ||||
| RANDOM MAP GENERATOR: | ||||
| * Changed fractalization algorithm so it can create cycles | ||||
| * Zones will not have straight paths anymore, they are totally random | ||||
| * Generated zones will have different size depending on template setting | ||||
| * Added Thieves Guild random object (1 per zone) | ||||
| * Added Seer Huts with quests that match OH3 | ||||
| * RMG will guarantee at least 100 pairs of Monoliths are available even if there are not enough different defs | ||||
|   | ||||
| @@ -436,7 +436,8 @@ void CZonePlacer::assignZones(const CMapGenOptions * mapGenOptions) | ||||
|  | ||||
| 	auto compareByDistance = [](const Dpair & lhs, const Dpair & rhs) -> bool | ||||
| 	{ | ||||
| 		return lhs.second < rhs.second; | ||||
| 		//bigger zones have smaller distance | ||||
| 		return lhs.second / lhs.first->getSize() < rhs.second / rhs.first->getSize(); | ||||
| 	}; | ||||
|  | ||||
| 	auto moveZoneToCenterOfMass = [](CRmgTemplateZone * zone) -> void | ||||
|   | ||||
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