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Increase treasure density to match OH3.

This commit is contained in:
DjWarmonger 2014-12-24 14:01:05 +01:00
parent 5995c975d3
commit b208ebbee9

View File

@ -412,7 +412,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
int totalDensity = 0;
for (auto ti : treasureInfo)
totalDensity =+ ti.density;
const float minDistance = std::sqrt(totalDensity * 3);
const float minDistance = totalDensity * 3; //squared
for (auto tile : tileinfo)
{
@ -437,7 +437,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
for (auto clearTile : clearedTiles)
{
float distance = tileToMakePath.dist2d(clearTile);
float distance = tileToMakePath.dist2dSQ(clearTile);
if (distance < currentDistance)
{
@ -1232,7 +1232,7 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
//also, normalize it to zone count - higher count means relatively smaller zones
//this is squared distance for optimization purposes
const double minDistance = std::max<float>((450.f * size * size * gen->getZones().size()) /
const double minDistance = std::max<float>((300.f * size * size * gen->getZones().size()) /
(gen->mapGenOptions->getWidth() * gen->mapGenOptions->getHeight() * totalDensity * (gen->map->twoLevel ? 2 : 1)), 2);
//distance lower than 2 causes objects to overlap and crash