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Commit Graph

15 Commits

Author SHA1 Message Date
Tomasz Zieliński
dd55188b77 Option to define surface or underground level for obstacle set 2024-05-07 07:15:00 +02:00
Tomasz Zieliński
67447acd0e First implementation that works 2024-05-01 09:16:10 +02:00
Tomasz Zieliński
4fa7f0e93d Also allow filtering biomes by faction(s) 2024-04-12 10:25:13 +02:00
Tomasz Zieliński
a356fdaf2a Allow filtering obstacles by faction aligmnment 2024-04-11 18:10:14 +02:00
Tomasz Zieliński
b1a5693612 Proof of concept with OH3 obstacles 2024-04-04 21:39:01 +02:00
Tomasz Zieliński
37f6993402 Clean the comments 2024-03-27 06:24:14 +01:00
Tomasz Zieliński
d8c93cb222 Protect every access to zone tiles with a mutex 2024-03-27 06:16:48 +01:00
Ivan Savenko
60ffb81b33 Replaced remaining placeholder code with callbacks 2024-01-19 13:55:22 +02:00
Ivan Savenko
e67e4430ba Removed most of non-const static fields in lib. Reduced header includes. 2024-01-19 13:55:22 +02:00
Tomasz Zieliński
c701d42781 Multiple optimizations to avoid copying and allocating tiles for rmg::Area 2023-12-18 13:52:03 +01:00
Tomasz Zieliński
8ef25155df Remove dependencies of surface and underground zones 2023-06-10 14:58:12 +02:00
Tomasz Zieliński
1bb2b5b571 + Maintain clear perimeter of a treasure pile.
+ Make sure that separate blocked areas remain unconnected so it's possible to pass between them.
2023-06-10 14:56:03 +02:00
Tomasz Zieliński
cd9bd491e0 Add option for single-thread generation. Still doesn't guarantee excactly identical maps :? 2023-05-24 18:02:11 +02:00
Tomasz Zieliński
15b254fded Give every Zone its own RNG 2023-05-20 11:46:32 +02:00
Tomasz Zieliński
cf0515dcd3 Moved Modificators to separate folder 2023-05-20 10:17:37 +02:00