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Commit Graph

73 Commits

Author SHA1 Message Date
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
# 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
# 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.
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)
* 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)
random map generator refactoring and improvements
2022-09-11 11:31:27 +03:00
aaa07e4d2e New terrain support - part 1 (#755)
Initial support of new terrains
2022-09-11 11:31:26 +03:00
5054ee011a Rmg water support (#751)
* 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)
* RMG: water support and refactoring
* Fix seers hut bug
2022-06-11 18:40:24 +03:00
9d06e51631 Place proper towns in underground (#743)
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
* 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
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
- 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.
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.
- Added guards for monoliths.
2014-06-01 16:31:49 +02:00
aee748d8d6 - Added monoliths between remote zones
- Fixed land connections between zones, now they're generated correctly.
2014-06-01 12:02:43 +02:00