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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
Commit Graph

111 Commits

Author SHA1 Message Date
DjWarmonger
05c2a4e716 Better gravity-based algorithm. 2014-07-04 11:51:28 +02:00
DjWarmonger
5fb07ded38 Correct underground terrains. More improvements for connection placement. 2014-07-04 10:45:00 +02:00
DjWarmonger
d4d3f1a568 More tweaks. 2014-07-04 09:54:55 +02:00
DjWarmonger
ab748ae221 Somewhat better gate placement, attempt to add rocky tiles to underground zones. 2014-07-03 23:11:24 +02:00
DjWarmonger
d118fbffe8 Correct placement of subterranean gates. 2014-07-03 17:24:28 +02:00
DjWarmonger
60a5c764b8 Correct zone placement & sizing for underground maps. 2014-07-03 12:28:51 +02:00
DjWarmonger
cc8d484775 Refacoring, tweaks. 2014-07-03 09:39:26 +02:00
DjWarmonger
bae9f2083f Workaround for hero & town issue. Game still crashes elsewhere, though. 2014-07-01 12:07:53 +02:00
DjWarmonger
bda71bed83 Uploading misc tweaks. 2014-07-01 07:07:40 +02:00
DjWarmonger
920f56969b Create random obstacles that match terrain. 2014-06-28 09:46:32 +02:00
DjWarmonger
90b72a7856 Workaround with Obelisks. Kill me later. 2014-06-27 20:28:21 +02:00
DjWarmonger
e51e2190fd Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG 2014-06-26 20:12:37 +02:00
DjWarmonger
79036484dd Trying to sort out project changes and compile issues. 2014-06-23 19:58:19 +02:00
Ivan Savenko
c605e2d10c Gcc compile & warning fixes 2014-06-22 17:26:08 +03:00
DjWarmonger
901188e2e1 Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG 2014-06-22 14:53:51 +02:00
DjWarmonger
3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
2014-06-22 14:49:42 +02:00
DjWarmonger
d3134a1290 Add free tiles around unguarded objects. 2014-06-18 10:31:08 +02:00
DjWarmonger
f84e25fa78 Somewhat better algorithm for paths, helps balance object distribution. 2014-06-18 09:57:36 +02:00
DjWarmonger
60df94a3f5 Placing towns according to template. 2014-06-15 21:23:53 +02:00
DjWarmonger
8e66b7168a Corrected paths & guard for large objects. 2014-06-15 19:56:58 +02:00
DjWarmonger
01355a77d8 Added "monster strength" info to templates. 2014-06-15 11:08:06 +02:00
DjWarmonger
890f29fa7e Improved guard placement for large objects. 2014-06-15 09:39:30 +02:00
DjWarmonger
aa54803c50 Refactoring, clearing logs. 2014-06-15 08:48:46 +02:00
DjWarmonger
79da7b92ce Templates now contain info about mines. 2014-06-14 20:05:19 +02:00
DjWarmonger
93b44de63c Handling "terrain type" and "match terrain to town" options. 2014-06-14 17:14:59 +02:00
DjWarmonger
6cbcfbf0a9 Sealed-off treasure piles will be discarded and filled with obstacles. 2014-06-13 12:04:17 +02:00
DjWarmonger
edd46d87c1 Treasure pile entrance/guard will always be aimed at the center of the zone. 2014-06-13 08:00:26 +02:00
DjWarmonger
2c1001f8e0 Making sure that treasure piles and other objects will always be accessible from the center of zone. 2014-06-12 21:51:16 +02:00
DjWarmonger
236b3ec807 Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields. 2014-06-12 21:10:43 +02:00
DjWarmonger
1a34297c33 Rearranged treasure pile info. 2014-06-08 14:35:41 +02:00
DjWarmonger
c82bfd0f3e - Fixed guard generation
- Added Jebus template for comparison
2014-06-08 08:42:29 +02:00
DjWarmonger
fed2821a94 Fixed behaviour with extreme treasure values. 2014-06-07 22:27:36 +02:00
DjWarmonger
81a64a8e67 Templates can now use multiple configurations of treasure piles. 2014-06-07 15:51:03 +02:00
DjWarmonger
b3a39f4920 Misc improvements & tests. 2014-06-07 14:02:57 +02:00
DjWarmonger
dd5c94fa1e Fixed overlaping of treasure piles. 2014-06-07 10:47:38 +02:00
DjWarmonger
b68f16e89e Make sure that non-removable objects have their visitable tile accessible. 2014-06-07 10:13:59 +02:00
DjWarmonger
743d8dcf9f Treasure piles won't be placed at free tiles. 2014-06-07 09:09:50 +02:00
DjWarmonger
e4ea6727b7 Treasure piles should always be accessible.
Boosted treasure value for better overview.
2014-06-05 21:37:39 +02:00
DjWarmonger
1746ab8c12 Added spell scrolls to the mix. 2014-06-05 20:19:42 +02:00
Ivan Savenko
b2e8c92383 Cleanup:
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
652ceb2bde Finally shattered CObjectHandler.cpp into tiny bits
- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00
DjWarmonger
e54c816c92 Treasure piles can now cover several tiles. 2014-06-05 17:19:11 +02:00
Ivan Savenko
0afdfa529c Moved all object-related files to lib/mapObjects directory.
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
DjWarmonger
c470b9606b Obstacles won't be generated around unguarded objects. 2014-06-04 20:59:01 +02:00
DjWarmonger
464ffc4afa Implemented (hopefully) original treasure randomization algorithm. 2014-06-04 19:08:04 +02:00
DjWarmonger
fe05de9aff Fixed copying zone settings. 2014-06-04 15:41:32 +02:00
DjWarmonger
fdb81f4d5c Reading treasure values from config. 2014-06-04 15:16:23 +02:00
DjWarmonger
62e9f13b08 - Implemented guard generation formula following this post http://forum.vcmi.eu/viewtopic.php?p=12426&sid=09f5fac8992dc880eb6a720615787ca0#12426
- Some primitive way to randomize treasures
2014-06-04 10:16:08 +02:00
Ivan Savenko
32b6568b65 Merged changes from upstream and fixed compilation caused by API changes 2014-06-03 22:45:18 +03:00
DjWarmonger
6221f4ac2c - Corrected guard types
- Corrected town positions
2014-06-03 08:57:20 +02:00