cd9bd491e0
Add option for single-thread generation. Still doesn't guarantee excactly identical maps :?
2023-05-24 18:02:11 +02:00
15b254fded
Give every Zone its own RNG
2023-05-20 11:46:32 +02:00
73d9f5bd0a
Parallel RMG works fine for maps without water.
2023-05-19 20:30:15 +02:00
a58094aefe
Thread pool kinda works.
2023-05-07 07:48:12 +02:00
a8545935c3
ThreadPool implementation. It runs, but dies from race conditions.
2023-05-06 18:54:19 +02:00
eb50ae3aa7
- Pre-distribute max number of Prisons
...
- Minor refactor for artifact and hero pool management
2023-05-05 10:30:36 +02:00
d137f7157c
Merge remote-tracking branch 'origin/develop' into parellel_rmg
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# Conflicts:
# lib/rmg/CZonePlacer.h
# lib/rmg/TreasurePlacer.h
2023-05-05 09:00:44 +02:00
86f5d6de69
vcmi: modernize headers
2023-04-30 13:35:54 +03:00
80b5c53815
Place quest artifacts after all the treasures are already created.
2023-04-23 10:08:16 +02:00
7bfb37df4d
vcmi: modernize lib/rmg
2023-02-14 02:50:39 +03:00
f386f42166
Merge remote-tracking branch 'origin/develop' into terrain-rewrite
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# Conflicts:
# lib/Terrain.cpp
# lib/Terrain.h
# lib/battle/CBattleInfoEssentials.cpp
# lib/rmg/ObstaclePlacer.cpp
# lib/rmg/RiverPlacer.cpp
2022-09-27 07:50:17 +02:00
ff635edc0b
wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
...
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
6aaf77812b
Changed logic for zone placement.
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Now every zone can be surface, underground, or both. This is separate from water <-> land distinction.
Iand type is now a combination of flags and can take multiple values: "type": ["LAND", "WATER", "SURFACE", "SUB", "ROCK"]. In nothing is specified, terrains get LAND | SURFACE flags by default.
Non-surface zones will default to DIRT, and non-underground zones will default to SUBTERRA.
2022-09-22 18:23:31 +02:00
494b0f0226
First version that compiles
2022-09-21 11:34:23 +02:00
e4ac0d4370
Editor prerequisites [part 2] ( #889 )
2022-09-17 14:04:01 +03:00
f81d869b4a
Mine roads ( #808 )
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* Create dirt roads to mines if there are no roads in a zone.
2022-09-11 11:31:27 +03:00
4bd0ff680a
Random map generator refactoring ( #762 )
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random map generator refactoring and improvements
2022-09-11 11:31:27 +03:00
aaa07e4d2e
New terrain support - part 1 ( #755 )
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Initial support of new terrains
2022-09-11 11:31:26 +03:00
5054ee011a
Rmg water support ( #751 )
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* Roads added to shipyard
* Load general rmg parameters from config
* Fix issue with default zone guard
* Move magic numbers related to balance to randomMap.json
2022-06-11 18:40:24 +03:00
5c1a66ab69
Rmg water support ( #745 )
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* RMG: water support and refactoring
* Fix seers hut bug
2022-06-11 18:40:24 +03:00
9d06e51631
Place proper towns in underground ( #743 )
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Implement feature of proper town selection in underground and surface
* Some minor refactoring of rmg
2022-05-28 16:03:50 +03:00
9d108d59db
Redone RMG template serialization using JSON serializer, added tests
2018-03-10 19:36:19 +03:00
26aad17295
Actually copy zone data from map generator template
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* fixes https://bugs.vcmi.eu/view.php?id=2482
2018-03-05 17:05:48 +03:00
3795985de9
Eliminate warnings / errors. Pull request #388
2018-02-11 15:17:14 +03:00
f1e5797834
Code style: move or add licensing information on top of every file
2017-07-14 01:26:03 +03:00
4102546977
Corrected road generation - they will be straight whenever possible.
2016-12-15 12:36:47 +01:00
f995756973
First part of Subterranean Gates rework. Fixes # http://bugs.vcmi.eu/view.php?id=2450
2016-08-13 19:48:44 +02:00
7f0b852449
Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U).
2016-08-09 10:12:13 +02:00
4d9058e412
Whitespace cleanup. (No code changes.)
2016-02-15 13:34:37 +03:00
9fd1cff090
Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
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Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.
This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
237d3f2624
Refactoring: random spells
2015-08-12 16:40:08 +02:00
76193c4c5c
More experiments WIP.
2015-04-03 05:47:22 +03:00
eb60d9737f
more sensible road placement
2015-04-03 05:47:20 +03:00
eef45b5ae8
Fixed warnings
2015-03-31 00:55:37 +03:00
a0f534146c
Fixed underground Lava terrain.
2015-03-28 22:03:38 +01:00
a0d9ae4849
Refactoring - create underground rock for whole level at once.
2015-03-28 18:56:28 +01:00
9453250e0f
Spawn quest arts in nearby zones.
2015-03-01 10:20:49 +01:00
4f1d96e5e8
Seer Huts part 2.
2015-02-28 22:37:04 +01:00
607375a9bc
Generate Seer Huts with creature rewards
2015-02-28 21:14:45 +01:00
3acbda75ef
Restored old function signature for sanity.
2014-07-27 13:59:53 +02:00
67d8a24f0b
Experiments with object distance.
2014-07-25 17:10:16 +02:00
e65b85873c
Added prisons. hero experience is set to zero due to problem with leveling http://bugs.vcmi.eu/view.php?id=1804
2014-07-25 10:44:17 +02:00
ced3d32f3f
Scale dwelling / pandora with creatures value according to number of native zones.
2014-07-07 16:20:48 +02:00
ab748ae221
Somewhat better gate placement, attempt to add rocky tiles to underground zones.
2014-07-03 23:11:24 +02:00
bae9f2083f
Workaround for hero & town issue. Game still crashes elsewhere, though.
2014-07-01 12:07:53 +02:00
652ceb2bde
Finally shattered CObjectHandler.cpp into tiny bits
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- 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
0afdfa529c
Moved all object-related files to lib/mapObjects directory.
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Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
7db06e6bd0
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-06-01 21:53:00 +02:00
7f31b7dddb
- Zone guards will now match template settings.
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- Added guards for monoliths.
2014-06-01 16:31:49 +02:00
aee748d8d6
- Added monoliths between remote zones
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- Fixed land connections between zones, now they're generated correctly.
2014-06-01 12:02:43 +02:00