72f79a3ad7
Draft boost::format based log proxy.
2016-08-13 16:57:09 +03:00
8186fcae99
Removed some legacy code, work in progress.
2016-08-13 12:42:45 +02:00
2a9ddadedd
Fixes. Everything works now.
2016-08-12 21:40:22 +02:00
9b58450cb0
Part 3 - first working draft, cut generation time by half.
2016-08-12 19:16:21 +02:00
d1255f0d67
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2016-08-12 17:52:17 +02:00
1c292205df
More logging cleanup
2016-08-12 12:14:10 +03:00
452027cd8d
Handle ObjectInfo via pointer to avoid expensive copy.
2016-08-11 10:49:19 +02:00
19ea46a6d2
Part 2.
2016-08-11 09:20:50 +02:00
2410f0af61
- WeightedRule optimization - part 1
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- comments, style
2016-08-11 07:49:08 +02:00
2bffd4e5c1
Moar optimization!
2016-08-09 13:40:46 +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
08dccb4cc3
Use binary search for roulette wheel. TODO: implement in other places.
2016-08-08 22:16:31 +02:00
7db2fc6d25
Fixes. Works correctly only for player factions configured in RMG options.
2016-08-06 12:16:13 +02:00
f980de7107
Place starting zones on surface/underground depending on player faction - first draft.
2016-08-06 10:04:03 +02:00
57e588cba1
attempt to fix travis build
2016-07-28 13:15:19 +03:00
5a1383fea8
Correct implementation for previous fix.
2016-07-25 18:37:42 +02:00
d9556332e1
Hopefully fixed zone guards misplaced due to paths connecting at acute angles.
2016-07-24 18:15:23 +02:00
40f28778c2
Minor optimization, saves few seconds.
2016-07-14 14:24:11 +02:00
7d7b51d0db
Generated zones can now have different sizes depending on template.
2016-07-13 10:35:31 +02:00
1d8fb01f46
More even distribution of surface / underground zones + refactoring.
2016-07-13 07:54:52 +02:00
ac68dca328
Fixed zone placer so it now correctly evaluates found solution.
2016-07-12 21:23:45 +02:00
aecf834cc1
Fixed placing of close objects #2447 . Some additional refactoring.
2016-07-12 11:42:03 +02:00
e1e520f0a2
Removed "growing" zones which don't fit the rest of algorithm. Zones are now better connected on complex maps.
2016-07-11 15:44:24 +02:00
c3cbe89e2a
Last improvement: attract zones and push them bakc in separate steps.
2016-07-10 18:16:32 +02:00
87ef3701aa
Probably better fitness function.
2016-07-10 16:37:54 +02:00
8ceceb897e
Fixed zones falling into negative cordinates. Should fix "assert(size)" crashes.
2016-07-10 14:32:45 +02:00
fb3adf762a
Improved zone placer - zones on different levels are allowed to overlap completely.
2016-07-10 13:32:33 +02:00
f139b70279
Changed Subterranean Gate placement algorithm - now they are meant to be equidistant from both zone centers.
2016-07-10 12:29:48 +02:00
a66893af28
Fixed bug with Subterranean Gates:
...
Failed to connect (-1,-1,-1) with center of teh zone.
2016-07-10 10:11:29 +02:00
cfacd1adc3
Random template format change:
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Tempaltes now can have optional "name" parameter for different names than identifier.
2016-06-06 11:30:51 +02:00
201ed26795
Fixed #1213
2016-06-06 09:30:45 +02:00
4101cabc22
Hidden unnecessary log.
2016-06-05 10:25:52 +02:00
053b342721
Minor optimization for object selection.
2016-06-05 10:18:10 +02:00
2e70d29479
CGameHandler::applyBattleEffects: improve Fire Shield support
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Now damage is limited to total health of defending stack and clone have no file shield damage. In same time damage calculation is likely remain incorrect.
2016-03-14 15:28:17 +03:00
10dbbead2d
Fix indentation of logging code and around it
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That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
fe4d871fe7
Version bump.
2016-03-01 19:42:40 +01:00
7886e8986e
Merge pull request #197 from vcmi/issue/2304_2418
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Issues/2304/2418/2293
2016-03-01 15:20:59 +03:00
3873e5047e
Attempt to fix 2293
2016-03-01 13:24:46 +03:00
8f1fba9551
Merge pull request #146 from vcmi/feature/VCMIMapFormat1
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Ok let's try it.
2016-03-01 07:49:54 +01:00
4bf9036c7b
Ensure that ghost stacks are created only by BattleStacksRemoved packet.
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This will allow client to receive notification.
2016-03-01 05:24:35 +03:00
277211e569
Fix summoning block by clones.
2016-03-01 04:16:51 +03:00
772bc9e6c1
Updated MSVS project files.
2016-02-29 16:32:29 +01:00
f890037008
Fixes
2016-02-29 04:42:15 +03:00
97504364e4
Rtmoved unused method BattleInfo::getStackT
2016-02-28 19:00:37 +03:00
5df8d1cbd0
Update low level battle stacks accessor for ghost selection support.
2016-02-28 05:10:20 +03:00
47b619a543
Centralize GHOST state handling
2016-02-28 01:35:23 +03:00
9036d39241
Do not remove battle stacks, make them ghosts instead.
...
* exclude ghost stacks from (hopefully all) get* results for now
2016-02-28 01:08:56 +03:00
5d5ad99436
Rename DEAD_CLONE -> GHOST, as this will be possible for any stack
2016-02-28 00:13:34 +03:00
d2a5e64542
Remove clone of killed or removed creature. Treat summoned creature as clone when killed.
2016-02-27 18:39:37 +03:00
30189a386f
CPathfinder: fix and improve sail-land transition checks
2016-02-26 21:43:43 +03:00